121 lines
2.8 KiB
Plaintext
Executable File
121 lines
2.8 KiB
Plaintext
Executable File
#include common_scripts\utility;
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//#include maps\_utility;
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///#include maps\_vehicle;
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//#include maps\_anim;
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///#include maps\_specialops;
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#include maps\mp\_utility;
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#include maps\so_bridge_code;
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#include maps\mp\gametypes\_hud_util;
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main()
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{
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maps\so_bridge_fx::main();
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maps\createart\so_bridge_art::main();
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maps\so_bridge_anim::main();
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maps\so_bridge_precache::main();
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///maps\so_bridge_amb::main();
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ambientPlay( "ambient_bridge_ext0" );
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maps\mp\_compass::setupMiniMap("compass_map_so_bridge");
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setdvar( "compassmaxrange", "1800" );
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/*game[ "attackers" ] = "allies";
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game[ "defenders" ] = "axis";
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//maps\_load::main();
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/// /// Gives bride .fx
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level thread maps\so_bridge_code::bridge_collapse_prep();
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thread enable_missile_attack_taxi();
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///enable_uav_resources();
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trigger = GetEnt( "collapsed_bridge_effects", "targetname" );
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wait (30);
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///flag_set( "so_ambient_uavs" );
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taxi = GetEnt( "missile_taxi", "script_noteworthy" );
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level notify("bridge_collapse"); /// Triggers bridge collison
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taxi notify("taxi_moving");
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level thread maps\so_bridge_code:: bridge_collapse_earthquake();
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trigger notify("trigger"); /// for .fx
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wait (0.5);
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level notify("bridge_sway_start");
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thread maps\so_bridge_code::collapsed_section_shakes();
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*/
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}
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/*
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enable_missile_attack_taxi()
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{
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flag_set( "so_missile_attack_taxi" );
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thread missile_taxi_moves();
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}
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*/
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/*
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enable_troop_flood()
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{
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flag_set( "so_flood_spawner" );
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}
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enable_uav_resources()
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{
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array_thread( getvehiclenodearray( "uav_sound", "script_noteworthy" ), maps\_ucav::plane_sound_node );
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array_thread( getvehiclenodearray( "fire_missile", "script_noteworthy" ), maps\_ucav::fire_missile_node );
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}
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*/
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/*
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enable_bridge_collapse()
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{
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flag_set( "so_bridge_collapse" );
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precacheModel( "vehicle_coupe_gold" );
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///level thread collapsed_section_shakes();
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///level thread bridge_collapse_prep();
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trigger = GetEnt( "bridge_collapse", "targetname" );
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if ( GetDvar( "test_bridge_collapse" ) == "1" )
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{
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wait 10;
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trigger notify( "trigger");
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}
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trigger waittill( "trigger" );
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// Reduce speed until collapse is done, view_tilt resets this
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foreach ( player in level.players )
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{
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player AllowSprint( false );
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/// player blend_movespeedscale( 0.7, 2 );
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}
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dmg_trigger = GetEnt( "so_bridge_damage_trigger", "targetname" );
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thread bridge_collapse_earthquake();
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level notify( "bridge_collapse" );
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count = 0;
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while ( 1 ) {
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dmg_trigger waittill( "trigger", other );
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if ( other.code_classname == "script_vehicle" )
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{
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count++;
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if ( count == 1 )
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{
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thread bridge_collapse_earthquake();
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exploder( 2 );
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}
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if ( count == 2 )
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{
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level notify( "bridge_collapse" );
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return;
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}
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}
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}
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}
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*/
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