Thoughts, Rants & Insanity
Mod Candy for You! part 1
by
, 09-19-2017 at 06:57 AM (3865 Views)
Pre-ramble:
I've been thinking on how to do this for awhile now and whether to do it in a forum thread or not, but forum threads can get messy so I'm doing this in hopes others will either create their own blog, OR send me stuff to post. I just need a functional version.
If we don't share, how will anyone come up with a cool idea if they don't have something to modify into something else that does something else cool? hahaha
To start, I think it was back in 2008 I did my first cool map mod I was pretty proud of as it was something I started on my own and got it completed.
Had help of coarse as I still only know just enough to be dangerous lol.
You can probly find the original post on modtheatre but I'm not sure if I'd done anything to it since then so I'm posting the current version.
Since exploding barrels cannot be added to a map "didn't know why at the time" but had to have a replacement...who doesn't like blowing s**t up in a map right?
Majors Boom Boxes or whatever you want to explode.... with killcredit
These respawn underground and move up to prevent someone getting stuck in a respawning box.
This example is for Southern France in map .scr
Code:level waitTill prespawn thread boomcrate1 //( 149.889 -332.371 16.125 ) (0 0 0) // courtyard ///////////////new boom boxes////////////////// //(spawnflags 128) bullets only //(spawnflags 144) respond to granades and rocket as well boomcrate1: while(1) { level.crate1 = spawn script_model level.crate1 model "models/static/indycrate.tik" level.crate1.origin = ( 149.889 -332.371 16.125 ) + ( 0 0 -45 ) //-64 for crate on end level.crate1.angles = (0 0 0) level.crate1 time 5.0 //0.001 level.crate1 moveUp 45 //64 level.crate1 move // level.crate1.rotatey 5 // level.crate1.rotatedbbox = 1 local.trigger = spawn trigger_multiple "spawnflags" "144" local.trigger.origin = ( 149.889 -332.371 16.125 ) local.trigger setsize ( -27 -38 -49) (27 38 49) // local.trigger.rotatedbbox = 1 local.trigger.angles = (0 0 0) // local.trigger immune grenade // local.trigger immune fire local.trigger waittill trigger local.killer = parm.other for(local.person = 1; local.person <= $player.size;local.person++) { if(vector_within local.trigger.origin $player[local.person].origin 250) {$player[local.person] damage local.killer 200 local.killer (0 0 0) (0 0 0) (0 0 0) 0 1 9 -1} } local.trigger remove thread boom1 level.crate1 remove wait 30 //20 } end boom1: local.boom1 = spawn script_model model models/animate/explosion_bridge.tik local.boom1.origin = level.crate1.origin local.boom1.scale = .2 local.boom1 playsound gas_explode1 local.boom1 anim start radiusdamage local.boom1 155 155 wait 3 //local.boom1 remove end
My Jetpack design:
The function is the same as Cobra's original jetpack, I just changed the models from the single gasbottle to multiple objects to look more jetpacky lol
Code://modified by major //ex for map exec global/jetpack.scr ( -262.70 -188.87 721.13 ) //in Destroyed village tank road top floor main local.jetpack: /* if(getcvar "jetpacks" != "1") {end} */ exec global/DVjetpacks.scr // thread packplace local.master = spawn scriptMaster local.master aliascache jetpack sound/mechanics/Mec_SteamLoop_01.wav soundparms 2.0 0.3 1.0 0.0 320 2200 item loaded maps "m dm obj " packplace: local.airtank = spawn script_model targetname light1 local.airtank model "models/static/static_airtank.tik" local.airtank.origin = ( local.jetpack ) local.airtank.scale = -200 //.5 local.airtank light 0 1 0 50 //$light1 light 0 1 0 50 local.airtank notsolid local.airtank rotatey 100 local.airtank rotatez 100 local.airtank rotatex 100 local.trig = spawn trigger_use targetname jet_trig1 //multiple local.trig.origin = ( local.jetpack ) local.trig setsize ( -50 -50 -50 ) ( 50 50 50 ) local.trig setthread jetpack local.trig wait .5 local.trig delay 0 //local.trig setthread jetpack //local.trig setthread jet_trig1 //local.trig = local.trig2 //local.trig2 setthread jetpack //end //jet_trig1: //local.player = parm.other //local.jet setthread jetpack //$jet_trig1 nottriggerable //$light1 hide // wait 120 //$light1 show //$jet_trig1 triggerable end jetpack: local.player = parm.other if(local.player.pack == 1) end local.player.pack = 1 local.team = local.player.dmteam local.fuel = 100 //change fuel amount here (.5 increments) Fuelbar will only show amounts 100 and lower local.player iprint "Press jump key to thrust up from ground." 1 local.player iprint "Press USE key (E) to thrust forward and up." 1 //local.player stufftext "say I have a Jetpack!" /////////////////////////////////////Thanks Elgan///////////Why re-invent the Wheel?//////////////////////////////////// //local.model = "models/static/static_airtank.tik" local.model = "models/AMMO/us_bomb.tik" //"targetname" "xbling" local.player attachmodel local.model "Bip01 Spine" 0.5 ("Pairtank" + local.player.entnum ) 1 -1 -1 -1 -1 ( 10 -5 3 ) //( 25 -5 3 ) $("Pairtank" + local.player.entnum ).angles = ( 180 90 0 ) //( 270 0 4 ) local.player attachmodel local.model "Bip01 Spine" 0.5 ("Pairtank2" + local.player.entnum ) 1 -1 -1 -1 -1 ( 10 -5 -4 ) //( 25 -5 -4 ) $("Pairtank2" + local.player.entnum ).angles = ( 180 90 0 ) //( 270 0 3 ) local.model = "emitters/pipe_steam.tik" local.player attachmodel local.model "Bip01 Spine" 0.1 ("tankemitter" + local.player.entnum ) 1 -1 -1 -1 -1 ( 0 -10 3 ) $("tankemitter" + local.player.entnum ).angles = ( -15 -180 0 ) local.model = "models/static/static_tempgauge.tik" local.player attachmodel local.model "Bip01 Spine" 0.4 ("Pairtank3" + local.player.entnum ) 1 -1 -1 -1 -1 ( 15 -6 -1 ) $("Pairtank3" + local.player.entnum ).angles = ( 180 90 90 ) local.model = "emitters/pipe_steam.tik" local.player attachmodel local.model "Bip01 Spine" 0.1 ("tankemitter2" + local.player.entnum ) 1 -1 -1 -1 -1 ( 0 -10 -4 ) $("tankemitter2" + local.player.entnum ).angles = ( 15 -180 0 ) local.smoke = $("tankemitter" + local.player.entnum ) local.smoke2 = $("tankemitter2" + local.player.entnum ) $("Pairtank" + local.player.entnum ).smoke = ( local.smoke::local.smoke2 ) //added by major $("Pairtank" + local.player.entnum ).twin3 = $("Pairtank3" + local.player.entnum ) ///////////////////////// $("Pairtank" + local.player.entnum ).twin = $("Pairtank2" + local.player.entnum ) local.player.jetpack = $("Pairtank" + local.player.entnum ) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// local.player gravity .07 local.player stufftext ("centerprint You-Have-A-Jetpack") /////////////////// local.player stufftext ("set fuel " + local.fuel) local.player stufftext ("globalwidgetcommand charliesector title Fuel:" + local.fuel) local.player stufftext "globalwidgetcommand bastogne1 shader townhallwindow" local.player stufftext "globalwidgetcommand bastogne1 fgcolor 1.00 1.00 1.00 1.00" local.player stufftext "globalwidgetcommand bastogne1 bgcolor 0.50 0.50 0.50 0.00" local.player stufftext "globalwidgetcommand bastogne1 fadein 0" local.player stufftext "globalwidgetcommand bastogne1 menu bastogne1 640 480 NONE 0" local.player stufftext "globalwidgetcommand bastogne1 virtualres 1" local.player stufftext "globalwidgetcommand bastogne1 fullscreen 1" local.player stufftext "globalwidgetcommand june6 borderstyle NONE" local.player stufftext "globalwidgetcommand june6 shader textures/hud/healthback" local.player stufftext "globalwidgetcommand june6 rect 16 420 16 64" local.player stufftext "globalwidgetcommand june6 fgcolor 1.00 1.00 1.00 1.00" local.player stufftext "globalwidgetcommand june6 bgcolor 0.00 0.00 0.00 0.00" local.player stufftext "globalwidgetcommand june6 linkcvar fuel" // local.player stufftext ("globalwidgetcommand june6 statbar vertical 0 " + level.jetpack_max_fuel ) // fix by major local.player stufftext "globalwidgetcommand june6 statbar vertical 0 100 local.player stufftext "globalwidgetcommand june6 statbar_shader textures/hud/potentialhealthmeter" local.player stufftext "globalwidgetcommand june6 statbar_shader_flash textures/hud/healthmeterflash" local.player stufftext "globalwidgetcommand bastogne2 fgcolor 1.00 1.00 1.00 1.00" local.player stufftext "globalwidgetcommand bastogne2 bgcolor 0.50 0.50 0.50 0.00" local.player stufftext "globalwidgetcommand bastogne2 fadein 0" // local.player stufftext "globalwidgetcommand bastogne2 menu dday2 640 480 NONE 0" // major fix local.player stufftext "globalwidgetcommand bastogne2 menu bastogne2 640 480 NONE 0" local.player stufftext "globalwidgetcommand bastogne2 virtualres 1" local.player stufftext "globalwidgetcommand bastogne2 fullscreen 1" local.player stufftext "globalwidgetcommand charliesector borderstyle NONE" local.player stufftext "globalwidgetcommand charliesector textalign left center" //was left local.player stufftext "globalwidgetcommand charliesector rect 40 470 150 20" local.player stufftext "globalwidgetcommand charliesector fgcolor 0.70 0.60 0.05 1.00" local.player stufftext "globalwidgetcommand charliesector bgcolor 0.00 0.00 0.00 0.00" local.player stufftext "globalwidgetcommand charliesector linkcvar fuel" local.player stufftext "globalwidgetcommand charliesector font facfont-20" //major fix local.player stufftext ("globalwidgetcommand charliesector title Fuel:" + local.fuel) local.player stufftext "globalwidgetcommand charliesector shader townhallwindow" //clear things just incase local.player stufftext "hidemenu credits1" local.player stufftext "globalwidgetcommand credits2 name credits1" //now we deal with credits1 waitframe //setup credits to use the inner credits1 //first setup the credits1 local.player stufftext "globalwidgetcommand credits1 align left center" //bottom" //self stufftext "globalwidgetcommand credits1 virtualres 1" //self stufftext "globalwidgetcommand credits1 fullscreen 1" //self stufftext "globalwidgetcommand credits1 rect 0 0 640 480" //self stufftext "globalwidgetcommand credits1 fgcolor 0.00 0.00 0.00 0.00" //self stufftext "globalwidgetcommand credits1 bgcolor 0.00 0.00 0.00 0.00" //change outer name to credits2 local.player stufftext "globalwidgetcommand credits1 name credits2" //now we can change the inner credits1 waitframe local.player stufftext "globalwidgetcommand credits1 fgcolor 0.00 0.00 0.00 0.00" local.player stufftext "globalwidgetcommand credits1 bgcolor 0.00 0.00 0.00 0.00" local.player stufftext "globalwidgetcommand credits1 shader townhallwindow" local.player stufftext "globalwidgetcommand credits1 textalign left center" //was left local.player stufftext "globalwidgetcommand credits1 rect 10 270 150 20" local.player stufftext "globalwidgetcommand credits1 fgcolor 0.70 0.60 0.05 1.00" local.player stufftext "globalwidgetcommand credits1 bgcolor 0.00 0.00 0.00 0.00" local.player stufftext "globalwidgetcommand credits1 linkcvar fuel" //_message" local.player stufftext "globalwidgetcommand credits1 font facfont-20" local.player stufftext "showmenu bastogne2" local.player stufftext "showmenu bastogne1" // local.player stufftext "showmenu credits1" // self stufftext ("set fuel_message Jetpack") // self stufftext ("set fuel " + level.jetpack_max_fuel ) while (1) { local.fuel-- local.player stufftext ("set fuel " + local.fuel) local.player stufftext ("globalwidgetcommand charliesector title Fuel:" + local.fuel) if(local.player.dmteam == "spectator" && local.player.pack == 1 || local.player.dmteam != local.team) { local.player stoploopsound local.player.jetpack.smoke[1] delete local.player.jetpack.smoke[2] delete local.player.jetpack.twin3 delete local.player.jetpack.twin delete local.player.jetpack delete local.player gravity 1 local.player.pack = 0 local.player stufftext "hidemenu bastogne2" //"hidemenu dday2" local.player stufftext "hidemenu bastogne1" //"hidemenu dday1" //local.player stufftext "hidemenu charliesector" local.player iprint "You no longer have a Jetpack." 1 end } if(local.fuel == 0 && local.player.pack == 1) { local.player stoploopsound local.player.jetpack.smoke[1] delete local.player.jetpack.smoke[2] delete local.player.jetpack.twin3 delete local.player.jetpack.twin delete local.player.jetpack delete local.player gravity 1 local.player.pack = 0 local.player stufftext "hidemenu bastogne2" //"hidemenu dday2" local.player stufftext "hidemenu bastogne1" //"hidemenu dday1" //local.player stufftext "hidemenu charliesector" local.player iprint "You are out of Fuel." 1 end } if(local.player.health <= 0) { local.player stoploopsound local.player.jetpack.smoke[1] delete local.player.jetpack.smoke[2] delete local.player.jetpack.twin3 delete local.player.jetpack.twin delete local.player.jetpack delete local.player gravity 1 local.player.pack = 0 local.player stufftext "hidemenu bastogne2" //"hidemenu dday2" local.player stufftext "hidemenu bastogne1" //"hidemenu dday1" //local.player stufftext "hidemenu charliesector" local.player iprint "You no longer have a Jetpack." 1 end } if (local.player.useheld == 1) { local.player.jetpack.smoke[1].scale = 1.0 local.player.jetpack.smoke[2].scale = 1.0 local.player.velocity += local.player.forwardvector * 70 local.player.velocity += self.upvector * 50 local.player loopsound jetpack } else { local.player.jetpack.smoke[1].scale = 0.2 local.player.jetpack.smoke[2].scale = 0.2 local.player stoploopsound jetpack } wait .5 } end
Spawn the wall decoration
Code:DVjetpacks: //////////// // Tank road top floor //////////// local.usbL = spawn script_model model models/AMMO/us_bomb.tik origin ( -3568.93 -629.53 510.13 ) //( 46.22 1173.13 86.13 ) local.usbL.angles = ( 180 0 90 ) local.usbL scale .75 local.usbL notsolid local.gaugeMallied2 = spawn script_model model models/static/static_tempgauge.tik origin ( -3566.93 -622.53 517.13 ) //( 40.00 1175.13 97.13 ) local.gaugeMallied2.angles = ( 0 0 0 ) local.gaugeMallied2 scale .6 local.gaugeMallied2 notsolid local.usbR = spawn script_model model models/AMMO/us_bomb.tik origin ( -3568.93 -616.53 510.13 ) //( 33.22 1173.13 86.13 ) local.usbR.angles = ( 180 0 90 ) local.usbR scale .75 local.usbR notsolid end
The Magic Box
The Magic Box refills grenades, smoke grenades, gives faster runspeed and adds a 25 hit point boost!
AH, but wait, there's more!
The compass bearings point to the boxes. As one gets used, it respawns in another location in the map.
If that wasn't enough...It's boobytrapped as well!
Only grab it when the electricity is off
Code:level waittill spawn //magic box exec global/DV_magic_box_nades.scr
Code:main: // set the locations of the items local.spot1 = ( -1937.71 -1597.70 16.13) //tank road 1st middle building by ladder local.spot2 = ( -698.76 598.36 576.13) //top of church back roof local.spot3 = ( -1140.88 -3119.29 8.16) //NE side of map by 2 level wall // Set up box 1 local.box1 = spawn script_model model "models/static/indycrate.tik" origin local.spot1 "targetname" "magic_box" local.bug1 = spawn script_model model "models/emitters/electric_arc.tik" origin (local.spot1 + (0 0 10)) scale 2 local.bug1 hide local.trig1 = spawn trigger_use origin local.spot1 local.trig1 setsize ( -25 -5 0) ( 25 25 96) //( -5 -5 0) ( 5 5 96) local.trig1 notTriggerable // Set up box 2 local.box2 = spawn script_model model "models/static/indycrate.tik" origin local.spot2 "targetname" "magic_box" local.bug2 = spawn script_model model "models/emitters/electric_arc.tik" origin (local.spot2 + (0 0 10)) scale 2 local.bug2 hide local.trig2 = spawn trigger_use origin local.spot2 local.trig2 setsize ( -25 -25 0) ( 25 25 96) //( -5 -5 0) ( 5 5 96) local.trig2 notTriggerable // Set up box 3 local.box3 = spawn script_model model "models/static/indycrate.tik" origin local.spot3 "targetname" "magic_box" local.bug3 = spawn script_model model "models/emitters/electric_arc.tik" origin (local.spot3 + (0 0 10)) scale 2 local.bug3 hide local.trig3 = spawn trigger_use origin local.spot3 local.trig3 setsize ( -25 -25 0) ( 25 25 96) //( -5 -5 0) ( 5 5 96) local.trig3 notTriggerable $magic_box hide $magic_box notsolid //***************************************************************************************** while(1) { level.move_box = 0 local.box1 show local.box1 solid local.trig1 triggerable set_objective_pos local.box1 // makes compass objective marker point to box while !(level.move_box) { local.bug1 show wait .2 local.trig1 setThread bad_stuff wait 3 local.bug1 hide wait .2 local.trig1 setThread good_stuff wait 3 } ///////////////////////////////////// level.move_box = 0 local.box2 show local.box2 solid local.trig2 triggerable set_objective_pos local.box2 // makes compass objective marker point to box while !(level.move_box) { local.bug2 show wait .2 local.trig2 setThread bad_stuff wait 3 local.bug2 hide wait .2 local.trig2 setThread good_stuff wait 3 } ///////////////////////////////////// level.move_box = 0 local.box3 show local.box3 solid local.trig3 triggerable set_objective_pos local.box3 // makes compass objective marker point to box while !(level.move_box) { local.bug3 show wait .2 local.trig3 setThread bad_stuff wait 3 local.bug3 hide wait .2 local.trig3 setThread good_stuff wait 3 } } //big loop end //**************************************************************************** good_stuff: self notTriggerable $magic_box notsolid $magic_box hide level.move_box = 1 local.p = parm.other //**** Give rewards in this section. Here's some examples: local.p ammo grenade 2 // refill grenades was 5 local.p iprint "Restocked Grenades!" local.p ammo smokegrenade 2 // refill smokenades was 5 local.p iprint "Restocked Smokenades!" local.p weaponcommand mainhand realism movementspeed 1.2 // faster movement (with current weapon only) local.p iprint "Faster Running Speed!" local.p hurt -25 // extra health local.p iprint "Health Boost!" local.p heal .95 // healed by 25% ie 40% to 65% local.p iprint "You chose wisely!" end //****************************************************************************** bad_stuff: self notTriggerable $magic_box notsolid $magic_box hide level.move_box = 1 //was level.move_flag = 1 local.p = parm.other local.p stufftext "say <<== Did not choose wisely!...timing is everything." local.fire = spawn script_model "model" "models/emitters/fire.tik" "scale" 1.5 local.fire playsound electricalswitch_down local.fire loopsound fire_large local.fire glue local.p local.p hurt 5 while(isAlive local.p) { if(local.p.health == 100) //Can't hide from fire in spectate mode! Restart fire as soon as they rejoin. {local.fire hide} else {local.fire show} local.p hurt 5 wait 1 } local.fire unglue local.p wait 4 local.fire delete end
Ric Hards Trapshooting
Not my mod, however his original is in Stalingrad.
I just added a couple more launchers and built a target range in Crossroads in the river.
http://www.mohaaaa.co.uk/AAAAMOHAA/content/trap-shooting-v12
cvar for cfg
//skeet shooting
//trapshooting_claytype clay or bomb // Changes the claytype
set trapshooting_claytype bomb
Code://in map scr thread crossroads_shooting_range.scrCode:main: //setcvar "cheats" 1 //setcvar "thereisnomonkey" 1 //setcvar "developer" 1 //setcvar "sv_showbboxes" 1 //setcvar "cg_3rd_person" 1 thread tele_gun_range thread tele_gun_range_out //thread rangestuff // local.dresser5 = spawn script_model // local.dresser5 model "static/planningtable.tik" // local.dresser5.origin = ( -1493 -236 16 ) // local.dresser5.angle = 0 // local.dresser5 solid // local.dresser5 immune bullet // local.dresser5 immune fast_bullet // local.dresser5 immune bash // local.dresser5 immune mg // local.dresser5 immune explosion exec global/trapshooting.scr ( -2646 -317 55 ) ( 0 0 0 ) homer4president exec global/trapshooting.scr ( -2644 -197 55 ) ( 0 0 0 ) homer4president2 exec global/trapshooting.scr ( -2617 52 55 ) ( 0 0 0 ) homer4president3 exec global/trapshooting.scr ( -2617 142 55 ) ( 0 0 0 ) homer4president4 local.fix1 = spawn script_model model models/static/sandbag_longsegment.tik origin ( -2675.319 -440.007 32.125 ) angle ( 178.242 ) "targetname" "sandseg" local.fix1 = spawn script_model model models/static/sandbag_longsegment.tik origin ( -2636.890 293.218 32.125 ) angle ( 179.434 ) "targetname" "sandseg" $sandseg solid $sandseg immune fast_bullet $sandseg immune bash $sandseg immune mg $sandseg immune explosion $sandseg immune bullet local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2072.164 349.347 32.125 ) angle ( 45.972 ) "targetname" "riverrock" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2065.441 259.895 32.125 ) angle ( 91.978 ) "targetname" "riverrock" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2053.059 146.649 32.125 ) angle ( 96.647 ) "targetname" "riverrock" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2071.438 20.217 32.125 ) angle ( 79.953 ) "targetname" "riverrock" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2081.936 -113.430 32.125 ) angle ( 85.518 ) "targetname" "riverrock" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2092.313 -245.818 32.125 ) angle ( 85.518 ) "targetname" "riverrock" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2102.642 -377.572 32.125 ) angle ( 85.518 ) "targetname" "riverrock" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2122.047 198.436 32.125 ) angle ( 15.271 ) "targetname" "riverrock" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2148.994 83.718 32.125 ) angle ( 31.965 ) "targetname" "riverrock" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2144.126 -40.023 32.125 ) angle ( 355.501 ) "targetname" "riverrock" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2138.135 -174.136 32.125 ) angle ( 4.543 ) "targetname" "riverrock" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2132.468 -301.782 32.125 ) angle ( 352.617 ) "targetname" "riverrock" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2111.183 -454.641 32.125 ) angle ( 41.501 ) "targetname" "riverrock" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2085.605 -532.369 32.125 ) angle ( 40.111 ) "targetname" "riverrock" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2034.941 -621.722 32.125 ) angle ( 71.010 ) "targetname" "riverrock" $riverrock solid $riverrock immune fast_bullet $riverrock immune bash $riverrock immune mg $riverrock immune explosion $riverrock immune bullet spawn models/vehicles/uboat.tik "targetname" "uboat" $uboat.origin = ( -5811.685 1355.395 32.125 ) $uboat.angles = (0 49.103 0) $uboat solid //infront of sub local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2072.164 349.347 32.125 ) angle ( 45.972 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2065.441 259.895 32.125 ) angle ( 91.978 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2053.059 146.649 32.125 ) angle ( 96.647 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2071.438 20.217 32.125 ) angle ( 79.953 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2081.936 -113.430 32.125 ) angle ( 85.518 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2092.313 -245.818 32.125 ) angle ( 85.518 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2102.642 -377.572 32.125 ) angle ( 85.518 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2122.047 198.436 32.125 ) angle ( 15.271 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2148.994 83.718 32.125 ) angle ( 31.965 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2144.126 -40.023 32.125 ) angle ( 355.501 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2138.135 -174.136 32.125 ) angle ( 4.543 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2132.468 -301.782 32.125 ) angle ( 352.617 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2111.183 -454.641 32.125 ) angle ( 41.501 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2085.605 -532.369 32.125 ) angle ( 40.111 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/rock_large.tik origin ( -2034.941 -621.722 32.125 ) angle ( 71.010 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_ivycover.tik origin ( -4902.331 1103.845 32.125 ) angle ( 234.377 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_ivycover.tik origin ( -4902.331 1103.845 32.125 ) angle ( 234.377 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_ivycover.tik origin ( -4971.663 986.242 82.571 ) angle ( 61.293 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -4880.106 1102.061 32.125 ) angle ( 229.114 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -4902.883 1075.756 32.125 ) angle ( 229.114 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -4934.035 1032.978 32.125 ) angle ( 233.882 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -4956.994 1001.875 32.125 ) angle ( 233.981 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -4992.917 952.160 32.125 ) angle ( 234.278 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -5025.150 905.911 32.125 ) angle ( 248.785 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -5049.579 851.667 32.125 ) angle ( 244.413 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -5074.491 807.915 32.125 ) angle ( 240.342 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -5100.818 762.227 32.125 ) angle ( 240.040 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -5126.947 713.025 32.125 ) angle ( 242.029 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -5153.279 663.606 32.125 ) angle ( 241.930 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -5175.429 621.648 32.125 ) angle ( 242.628 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -5197.932 572.731 32.125 ) angle ( 253.658 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -5215.843 486.675 32.125 ) angle ( 264.089 ) "targetname" "uboatbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -4769.382 115.437 32.125 ) angle ( 346.437 ) "targetname" "uboatbush" $uboatbush solid $uboatbush scale ( .2) local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -4264.049 806.385 32.125 ) angle ( 327.063 ) "targetname" "riverbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -4239.307 766.829 32.125 ) angle ( 334.017 ) "targetname" "riverbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -3625.994 -392.028 32.125 ) angle ( 347.629 ) "targetname" "riverbush" local.fix1 = spawn script_model model models/static/bush_full.tik origin ( -3586.907 -338.818 32.125 ) angle ( 184.878 ) "targetname" "riverbush" $riverbush scale ( .5) $riverbush notsolid ///bush blocks local.fix1 = spawn script_model model models/static/bush_full_heavyweather.tik origin ( -4102.664 1091.319 233.415 ) angle ( 249.214 ) "targetname" "bushblock" local.fix1 = spawn script_model model models/static/bush_full_heavyweather.tik origin ( -4140.387 1028.630 213.128 ) angle ( 271.077 ) "targetname" "bushblock" local.fix1 = spawn script_model model models/static/bush_full_heavyweather.tik origin ( -4160.657 955.580 180.004 ) angle ( 251.005 ) "targetname" "bushblock" local.fix1 = spawn script_model model models/static/bush_full_heavyweather.tik origin ( -4193.723 870.344 120.110 ) angle ( 237.574 ) "targetname" "bushblock" local.fix1 = spawn script_model model models/static/bush_full_heavyweather.tik origin ( -5343.290 102.487 237.758 ) angle ( 59.024 ) "targetname" "bushblock" local.fix1 = spawn script_model model models/static/bush_full_heavyweather.tik origin ( -5298.274 174.324 232.250 ) angle ( 59.123 ) "targetname" "bushblock" local.fix1 = spawn script_model model models/static/bush_full_heavyweather.tik origin ( -5248.302 254.252 209.340 ) angle ( 59.222 ) "targetname" "bushblock" local.fix1 = spawn script_model model models/static/bush_full_heavyweather.tik origin ( -5202.800 328.681 165.299 ) angle ( 64.286 ) "targetname" "bushblock" local.fix1 = spawn script_model model models/static/bush_full_heavyweather.tik origin ( -5155.090 379.954 107.386 ) angle ( 74.026 ) "targetname" "bushblock" $bushblock solid //end tele_gun_range: // river entrance to gun range local.ent = spawn script_model targetname ent_range local.ent model "fx/corona_red.tik" local.ent.origin = ( -1493 -236 56 ) local.ent scale 2 local.teletrig = spawn trigger_multiple targetname tele_trig_range local.teletrig.origin = ( -1493 -236 56 ) local.teletrig setsize ( -30 -30 0 ) ( 30 30 50 ) local.teletrig setthread teleport_range end teleport_range: local.player = parm.other $tele_trig_range nottriggerable $tele_trig_range hide $ent_range hide local.player tele ( -2244 -172 201 ) local.player iprint ("Welcome to the Gun Range!") local.player nodamage //allow anti spawnkill local.player light 0 1 0 50 wait 2 local.player takedamage local.player lightoff $ent_range show $tele_trig_range show $tele_trig_range triggerable end tele_gun_range_out: // exit from gun range local.ent = spawn script_model targetname ent_rangeleave local.ent model "fx/corona_red.tik" local.ent.origin = ( -2223 161 56 ) local.ent scale 2 local.teletrig = spawn trigger_multiple targetname tele_trig_rangeleave local.teletrig.origin = ( -2223 161 56 ) local.teletrig setsize ( -30 -30 0 ) ( 30 30 50 ) local.teletrig setthread teleport_range_leave end teleport_range_leave: local.player = parm.other $tele_trig_rangeleave nottriggerable $tele_trig_rangeleave hide $ent_rangeleave hide local.player tele ( -1261 -408 201 ) local.player iprint ("Leaving the Gun Range!") local.player nodamage //allow anti spawnkill local.player light 0 1 0 50 wait 2 local.player takedamage local.player lightoff $ent_rangeleave show $tele_trig_rangeleave show $tele_trig_rangeleave triggerable end //these are dummy target locations to explode for later targets: local.fix1 = spawn script_model model models/player/german_Scientist.tik origin ( -5105.021 421.889 32.125 ) angle ( 337.687 ) local.fix1 = spawn script_model model models/player/german_Afrika_Officer.tik origin ( -5067.032 471.742 32.125 ) angle ( 338.082 ) local.fix1 = spawn script_model model models/player/german_Worker.tik origin ( -5045.845 515.248 32.125 ) angle ( 341.065 ) local.fix1 = spawn script_model model models/player/allied_Pilot.tik origin ( -5032.387 553.634 32.125 ) angle ( 341.856 ) local.fix1 = spawn script_model model models/player/allied_Manon.tik origin ( -5016.165 585.651 32.125 ) angle ( 342.356 ) local.fix1 = spawn script_model model models/player/allied_Airborne.tik origin ( -4998.544 621.976 32.125 ) angle ( 342.554 ) local.fix1 = spawn script_model model models/player/allied_SAS.tik origin ( -4976.441 666.513 32.125 ) angle ( 338.780 ) local.fix1 = spawn script_model model models/player/german_Wehrmacht_Officer.tik origin ( -4958.937 702.540 32.125 ) angle ( 341.362 ) local.fix1 = spawn script_model model models/player/german_Elite_Sentry.tik origin ( -4933.049 744.572 32.125 ) angle ( 339.472 ) local.fix1 = spawn script_model model models/player/american_Army.tik origin ( -4910.562 779.237 32.125 ) angle ( 337.588 ) local.fix1 = spawn script_model model models/player/german_Winter_1.tik origin ( -4889.978 828.331 32.125 ) angle ( 332.715 ) local.fix1 = spawn script_model model models/player/german_Panzer_Obershutze.tik origin ( -4861.315 872.901 32.125 ) angle ( 338.379 ) local.fix1 = spawn script_model model models/player/german_Wehrmacht_Soldier.tik origin ( -4832.188 916.325 32.125 ) angle ( 334.704 ) local.fix1 = spawn script_model model models/player/german_Winter_2.tik origin ( -4802.169 965.282 32.125 ) angle ( 333.413 ) end