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gunfun/maps/mp/so_crossing_so_bridge.gsc
2026-05-08 19:19:42 +02:00

121 lines
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Executable File

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