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GameStar Special 2004 March
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OperaHouse
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The_Opera_House.scr
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Text File
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2003-12-14
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25KB
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961 lines
// THE OPERA
// ARCHITECTURE: Draska
// SCRIPTING&TEXTURES: Draska
main:
level waittill prespawn
thread dam_operate
//thread detonator
thread door_prep
thread elevator1_preparation
thread elevator2_preparation
thread elevator3_preparation
thread winda_off
setcvar "g_obj_alliedtext1" "Destroy German"
setcvar "g_obj_alliedtext2" " ammo depots "
setcvar "g_obj_axistext1" "Defend ammo depots"
setcvar "g_obj_axistext2" " "
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "opera_score"
//$world farplane 5500
//$world farplane_color (0.086275 0.105882 0.121569)
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/entsound.scr
exec global/ambient.scr obj_team4
exec global/door_locked.scr::lock
level.script = maps/obj/The_Opera_House.scr
thread global/exploder.scr::main
//****************************
//****sound precache**********
//****************************
local.master = spawn ScriptMaster
//local.master aliascache soundalias wavfile soundparms numbers channel loaded maps "mapname"
// local.master remove // edit: omit this line
local.master aliascache elevator_run sound/mechanics/Mec_ElevatorRun_01.wav soundparms 1.5 0.0 1.0 0.0 800 3000 auto loaded maps "obj dm"
local.master aliascache elevator_gate sound/mechanics/Mec_ElevatorGate_03.wav soundparms 1.5 0.0 1.0 0.0 300 3000 auto loaded maps "obj dm"
local.master aliascache arty_exp_water1 sound/weapons/explo/exp_water_01.wav soundparms 1.0 0.2 0.8 0.4 1000 8000 weapon loaded maps "obj dm"
local.master aliascache arty_exp_water2 sound/weapons/explo/exp_water_02.wav soundparms 1.0 0.2 0.8 0.4 1000 8000 weapon loaded maps "obj dm"
local.master aliascache arty_exp_water3 sound/weapons/explo/exp_water_03.wav soundparms 1.0 0.2 0.8 0.4 1000 8000 weapon loaded maps "obj dm"
local.master aliascache track_switch2 sound/mechanics/M1_LeverPull.wav soundparms 1.2 0.0 1.0 0.0 320 2200 auto loaded maps "obj dm"
local.master aliascache fence_roll_open sound/mechanics/Fence_Open.wav soundparms 1.2 0.0 1.1 0.0 160 1600 item loaded maps "obj dm"
local.master aliascache door_vault_roll_open sound/mechanics/m6l3a_SlidingDoors_Open.wav soundparms 1.0 0.0 1.0 0.0 160 1600 item loaded maps "obj dm"
local.master aliascache door_vault_roll_close sound/mechanics/m6l3a_SlidingDoors_Close.wav soundparms 1.0 0.0 1.0 0.0 160 1600 item loaded maps "obj dm"
local.master aliascache track_switch1 sound/mechanics/M4_TrackLever.wav soundparms 1.2 0.0 1.2 0.0 320 2200 auto loaded maps "obj dm"
local.master aliascache track_switching sound/mechanics/M4_TrainTrackSlide.wav soundparms 1.2 0.0 1.2 0.0 320 2200 auto loaded maps "obj dm"
local.master aliascache m6l2b_generator_off sound/mechanics/Mec_GeneratorOff_01.wav soundparms 1.5 0.0 1.0 0.0 160 6000 item loaded maps "obj dm"
local.master aliascache stonecrash01 sound/weapons/explo/Explo_StoneMed1.wav soundparms 0.6 0.4 1.0 0.4 2000 8000 auto loaded maps "obj dm"
local.master aliascache stonecrash02 sound/weapons/explo/Explo_StoneMed2.wav soundparms 0.6 0.4 1.0 0.4 2000 8000 auto loaded maps "obj dm"
local.master aliascache stonecrash03 sound/weapons/explo/Explo_StoneMed1.wav soundparms 0.6 0.4 1.0 0.4 2000 8000 auto loaded maps "obj dm"
local.master aliascache stonesmall01 sound/mechanics/Obj_BreakStoneSml_01.wav soundparms 0.6 0.4 1.0 0.4 1000 8000 auto loaded maps "obj dm"
local.master aliascache stonesmall02 sound/mechanics/Obj_BreakStoneSml_02.wav soundparms 0.6 0.4 1.0 0.4 1000 8000 auto loaded maps "obj dm"
local.master aliascache stonesmall03 sound/mechanics/Obj_BreakStoneSml_03.wav soundparms 0.6 0.4 1.0 0.4 1000 8000 auto loaded maps "obj dm"
local.master aliascache stonesmall04 sound/mechanics/Obj_BreakStoneSml_04.wav soundparms 0.6 0.4 1.0 0.4 1000 8000 auto loaded maps "obj dm"
local.master aliascache stonesmall05 sound/mechanics/Obj_BreakStoneSml_01.wav soundparms 0.6 0.4 1.0 0.4 1000 8000 auto loaded maps "obj dm"
local.master aliascache explode_tank1 sound/weapons/explo/Explo_MetalMed1.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps "obj dm"
local.master aliascache explode_tank2 sound/weapons/explo/Explo_MetalMed2.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps "obj dm"
local.master aliascache explode_tank3 sound/weapons/explo/Explo_MetalMed3.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps "obj dm"
local.master aliascache explode_tank4 sound/weapons/explo/Explo_MetalMed4.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps "obj dm"
// *****spawn points******
$spawn_allies17 disablespawn
$spawn_allies18 disablespawn
$spawn_allies19 disablespawn
$spawn_allies20 disablespawn
$spawn_allies21 disablespawn
$spawn_allies22 disablespawn
$spawn_allies23 disablespawn
$spawn_allies24 disablespawn
$spawn_allies25 disablespawn
$spawn_allies26 disablespawn
$spawn_allies27 disablespawn
$spawn_allies28 disablespawn
$spawn_allies29 disablespawn
$spawn_allies30 disablespawn
$spawn_allies31 disablespawn
$spawn_allies32 disablespawn
level waittill spawn
level.bomb_damage = 400
level.bomb_explosion_radius = 640
level.defusing_team = "axis"
level.planting_team = "allies"
level.targets_to_destroy = 2
level.dmrespawning = 1
level.dmroundlimit = 20
level.clockside = axis
level waittill roundstart
$house_explode thread global/obj_dm.scr::bomb_thinker
$depot2_boom thread global/obj_dm.scr::bomb_thinker
$house_explode thread axis_win_timer
thread allies_win_bomb $house_explode $depot2_boom
thread bomb1_exploded $house_explode
thread bomb2_exploded $depot2_boom
thread shingle_setup
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
end
//*** --------------------------------------------
//*** "Allies Victory"
//*** --------------------------------------------
allies_win_bomb local.bomb1 local.bomb2:
while (local.bomb1.exploded != 1)
waitframe
while (local.bomb2.exploded != 1)
waitframe
teamwin allies
end
//*** --------------------------------------------
//*** "Depot One Boom"
//*** --------------------------------------------
bomb1_exploded local.bomb1:
while (local.bomb1.exploded != 1)
wait .1
iprintlnbold "Allies have destroyed Western Depot!"
end
//*** --------------------------------------------
//*** "Depot Two Boom"
//*** --------------------------------------------
bomb2_exploded local.bomb2:
while (local.bomb2.exploded != 1)
wait .1
iprintlnbold "Allies have destroyed Northern Depot!"
$spawn_allies1 disablespawn
$spawn_allies2 disablespawn
$spawn_allies3 disablespawn
$spawn_allies4 disablespawn
$spawn_allies5 disablespawn
$spawn_allies6 disablespawn
$spawn_allies7 disablespawn
$spawn_allies8 disablespawn
$spawn_allies9 disablespawn
$spawn_allies10 disablespawn
$spawn_allies11 disablespawn
$spawn_allies12 disablespawn
$spawn_allies13 disablespawn
$spawn_allies14 disablespawn
$spawn_allies15 disablespawn
$spawn_allies16 disablespawn
$spawn_allies17 enablespawn
$spawn_allies18 enablespawn
$spawn_allies19 enablespawn
$spawn_allies20 enablespawn
$spawn_allies21 enablespawn
$spawn_allies22 enablespawn
$spawn_allies23 enablespawn
$spawn_allies24 enablespawn
$spawn_allies25 enablespawn
$spawn_allies26 enablespawn
$spawn_allies27 enablespawn
$spawn_allies28 enablespawn
$spawn_allies29 enablespawn
$spawn_allies30 enablespawn
$spawn_allies31 enablespawn
$spawn_allies32 enablespawn
end
///**---------------------------------------
//***---------"Bangalore"-------------------
//***---------------------------------------
shingle_setup:
thread shingle_here_start
thread shingle_there_start
end
shingle_here_start:
$bangalore_trigger_here waittill trigger
local.player = parm.other
if (local.player.dmteam != axis)
{
goto shingle_here
}
end
shingle_here:
$bangalore_here playsound plantbomb1
$bangalore_here remove
$bangalore_nopulse_here show
wait 8
$bangalore_explosion_here1 anim start
$bangalore_explosion_here2 anim start
radiusdamage $bangalore_explosion_here2.origin 640 384
$bangalore_nopulse_here remove
$barbwire_clip_here remove
//$barbwire_collision_here remove
$barbwire_here remove
end
shingle_there_start:
$bangalore_trigger_there waittill trigger
local.player = parm.other
if (local.player.dmteam != axis)
{
goto shingle_there
}
end
shingle_there:
$bangalore_there playsound plantbomb1
$bangalore_there remove
$bangalore_nopulse_there show
wait 8
$bangalore_explosion_there1 anim start
$bangalore_explosion_there2 anim start
radiusdamage $bangalore_explosion_there2.origin 640 384
$bangalore_nopulse_there remove
$barbwire_clip_there remove
//$barbwire_collision_there remove
$barbwire_there remove
end
//*******DAM**********
//********************
dam_operate:
//-----TRIGGER---------
$dam_trigger triggerable
$dam_trigger waittill trigger
$dam_trigger nottriggerable
//-----SWITCH-----------
$dam_switch playsound track_switch1
$dam_switch anim move
//$dam_switch waittill animdone
//$dam_switch anim turnoff
//-----DAM GATE----------
$dam_gate playsound elevator_run
$dam_gate moveup 100
$dam_gate time 7
$dam_gate waitmove
//-----WODA---------
$woda movedown 54
$woda time 8
$woda waitmove
end
//--------DETONATOR----------
detonator:
$most_trigger triggerable
$most_trigger waittill trigger
$most_trigger nottriggerable
exec global/exploder.scr::explode 3
radiusdamage $most_epic 350 600
$detonator1 playsound track_switch2
$detonator1 movedown 10
$detonator1 waitmove
wait 2
$detonator1 moveup 10
$detonator1 waitmove
$most_trigger remove
end
//----beczki----
//beczki:
//$beczki_trigger triggerable
//$beczki_trigger waittill trigger
//$beczki_trigger nottriggerable
//iprintlnbold "duuuuupa"
//exec global/exploder.scr::explode 4
//adiusdamage $beczki_epic 500 1000
//$beczki_trigger remove
end
//-----winda off--------
winda_off:
thread winda1_off
thread winda2_off
thread winda3_off
//thread winda4_off
thread winda5_off
thread winda6_off
thread winda7_off
winda1_off:
$winda1_off_trigger triggerable
$winda1_off_trigger waittill trigger
$winda1_off_trigger nottriggerable
$winda1_off_switch playsound m6l2b_generator_off
wait 2
goto winda_off
end
winda2_off:
$winda2_off_trigger triggerable
$winda2_off_trigger waittill trigger
$winda2_off_trigger nottriggerable
$winda2_off_switch playsound m6l2b_generator_off
wait 2
goto winda_off
end
winda3_off:
$winda3_off_trigger triggerable
$winda3_off_trigger waittill trigger
$winda3_off_trigger nottriggerable
$winda3_off_switch playsound m6l2b_generator_off
wait 2
goto winda_off
end
//winda4_off:
//$winda4_off_trigger triggerable
//$winda4_off_trigger waittill trigger
//$winda4_off_trigger nottriggerable
//$winda4_off_switch playsound m6l2b_generator_off
//wait 2
//goto winda_off
//end
winda5_off:
$winda5_off_trigger triggerable
$winda5_off_trigger waittill trigger
$winda5_off_trigger nottriggerable
$winda1_off_switch playsound m6l2b_generator_off
wait 2
goto winda_off
end
winda6_off:
$winda6_off_trigger triggerable
$winda6_off_trigger waittill trigger
$winda6_off_trigger nottriggerable
$winda2_off_switch playsound m6l2b_generator_off
wait 2
goto winda_off
end
winda7_off:
$winda7_off_trigger triggerable
$winda7_off_trigger waittill trigger
$winda7_off_trigger nottriggerable
$winda3_off_switch playsound m6l2b_generator_off
wait 2
goto winda_off
end
//----------OPERA DOOR-------------
door_prep:
thread left
thread right
left:
$left_door moveto $leftdoor_right
$left_door time 3
local.elepos = 0
goto door_standby
end
right:
$right_door moveto $rightdoor_left
$right_door time 3
local.elepos = 0
goto door_standby
end
door_standby:
$door_trigger triggerable
$door_trigger waittill trigger
$door_trigger nottriggerable
if (local.elepos == 0)
{
goto door_open
}
else
if (local.elepos == 1)
{
goto door_close
}
door_open:
$door_switch playsound alarm_switch
$door_switch anim turn
$door_switch waittill animdone
$door_switch anim on
thread left1
thread right1
left1:
$left_door moveto $leftdoor_left
$left_door waitmove
local.elepos = 1
goto door_standby
end
right1:
$right_door moveto $rightdoor_right
$right_door playsound door_vault_roll_open
$right_door waitmove
local.elepos = 1
goto door_standby
end
//$left_door waitmove
//$right_door waitmove
door_close:
$door_switch playsound alarm_switch
$door_switch anim turn
$door_switch waittill animdone
$door_switch anim on
thread left2
thread right2
left2:
$left_door moveto $leftdoor_right
$left_door waitmove
local.elepos = 0
goto door_standby
end
right2:
$right_door moveto $rightdoor_left
$right_door playsound door_vault_roll_close
$right_door waitmove
local.elepos = 0
goto door_standby
end
//*************
//***WINDA 1***
//*************
elevator1_preparation:
//********* BIND ***************
$elevator1_light light 40 40 40 250
$elevator1_lamp bind $elevator1_cabin
$elevator1_light bind $elevator1_cabin
$elevator1_switch_int bind $elevator1_cabin
$elevator1_switch_int anim off
//*********** Cage ***************
$elevator1_door_upleft moveto $elevator1_way_upleft_open
$elevator1_door_upleft waitmove
$elevator1_door_upright moveto $elevator1_way_upright_open
$elevator1_door_upright waitmove
$elevator1_cabin moveto $elevator1_waypoint_up
$elevator1_cabin waitmove
$elevator1_cabin time 3
local.elepos = 0
goto elevator1_standby
elevator1_standby:
$elevator1_trigger triggerable
$elevator1_trigger waittill trigger
$elevator1_trigger nottriggerable
if (local.elepos == 0)
{
goto elevator1_move_down
}
else
if (local.elepos == 1)
{
goto elevator1_move_up
}
//************ LIFT MOVE down ************
elevator1_move_down:
//-----INT SWITCH----------
$elevator1_switch_int playsound alarm_switch
$elevator1_switch_int anim turn
//$lift_inswitch waittill animdone
$elevator1_switch_int anim on
//-----EXT SWITCH----------
$elevator1_switch_ext playsound alarm_switch
$elevator1_switch_ext anim turn
//$lift_inswitch waittill animdone
$elevator1_switch_ext anim on
//------WROTA--------------
thread elevator1_door1
thread elevator1_door2
elevator1_door1:
$elevator1_door_upright playsound elevator_gate
$elevator1_door_upright moveto $elevator1_way_upright_close
$elevator1_door_upright waitmove
elevator1_door2:
$elevator1_door_upleft moveto $elevator1_way_upleft_close
$elevator1_door_upleft waitmove
//-----KABINA------------
$elevator1_cabin moveto $elevator1_waypoint_down
$elevator1_cabin playsound elevator_run
$elevator1_cabin waitmove
//------SWICZE OFF------
$elevator1_switch_int anim off
$elevator1_switch_ext anim off
//------WROTA----------
thread elevator1_door3
thread elevator1_door4
elevator1_door3:
$elevator1_door_downright playsound elevator_gate
$elevator1_door_downright moveto $elevator1_way_downright_open
$elevator1_door_downright waitmove
elevator1_door4:
$elevator1_door_downleft moveto $elevator1_way_downleft_open
$elevator1_door_downleft waitmove
local.elepos = 1
goto elevator1_standby
//*********** LIFT MOVE UP ************
elevator1_move_up:
//-----INT SWITCH----------
$elevator1_switch_int playsound alarm_switch
$elevator1_switch_int anim turn
//$lift_inswitch waittill animdone
$elevator1_switch_int anim on
//-----EXT SWITCH----------
$elevator1_switch_ext playsound alarm_switch
$elevator1_switch_ext anim turn
//$lift_inswitch waittill animdone
$elevator1_switch_ext anim on
//------WROTA--------------
thread elevator1_door5
thread elevator1_door6
elevator1_door5:
$elevator1_door_downright playsound elevator_gate
$elevator1_door_downright moveto $elevator1_way_downright_close
$elevator1_door_downright waitmove
elevator1_door6:
$elevator1_door_downleft moveto $elevator1_way_downleft_close
$elevator1_door_downleft waitmove
//-------KABINA-----------------
$elevator1_cabin moveto $elevator1_waypoint_up
$elevator1_cabin playsound elevator_run
$elevator1_cabin waitmove
//------SWICZE OFF------
$elevator1_switch_int anim off
$elevator1_switch_ext anim off
//-------WROTA-----------
thread elevator1_door7
thread elevator1_door8
elevator1_door7:
$elevator1_door_upright playsound elevator_gate
$elevator1_door_upright moveto $elevator1_way_upright_open
$elevator1_door_upright waitmove
elevator1_door8:
$elevator1_door_upleft moveto $elevator1_way_upleft_open
$elevator1_door_upleft waitmove
local.elepos = 0
goto elevator1_standby
end
//-------------------
// WINDA 2
//-------------------
elevator2_preparation:
//********* BIND ***************
$elevator2_light light 40 40 40 120
$elevator2_lamp bind $elevator2_cabin
$elevator2_light bind $elevator2_cabin
$elevator2_switch_int bind $elevator2_cabin
$elevator2_switch_int anim off
//*********** Cage ***************
$elevator2_door_upleft moveto $elevator2_way_upleft_open
$elevator2_door_upleft waitmove
$elevator2_door_upright moveto $elevator2_way_upright_open
$elevator2_door_upright waitmove
$elevator2_cabin moveto $elevator2_waypoint_up
$elevator2_cabin waitmove
$elevator2_cabin time 4
local.elepos = 0
goto elevator2_standby
elevator2_standby:
$elevator2_trigger triggerable
$elevator2_trigger waittill trigger
$elevator2_trigger nottriggerable
if (local.elepos == 0)
{
goto elevator2_move_down
}
else
if (local.elepos == 1)
{
goto elevator2_move_up
}
//************ LIFT MOVE down ************
elevator2_move_down:
//-----INT SWITCH----------
$elevator2_switch_int playsound alarm_switch
$elevator2_switch_int anim turn
//$lift_inswitch waittill animdone
$elevator2_switch_int anim on
//-----EXT SWITCH----------
$elevator2_switch_ext playsound alarm_switch
$elevator2_switch_ext anim turn
//$lift_inswitch waittill animdone
$elevator2_switch_ext anim on
//------WROTA--------------
thread elevator2_door1
thread elevator2_door2
elevator2_door1:
$elevator2_door_upright playsound elevator_gate
$elevator2_door_upright moveto $elevator2_way_upright_close
$elevator2_door_upright waitmove
elevator2_door2:
$elevator2_door_upleft moveto $elevator2_way_upleft_close
$elevator2_door_upleft waitmove
//-----KABINA------------
$elevator2_cabin moveto $elevator2_waypoint_down
$elevator2_cabin playsound elevator_run
$elevator2_cabin waitmove
//------SWICZE OFF------
$elevator2_switch_int anim off
$elevator2_switch_ext anim off
//------WROTA----------
thread elevator2_door3
thread elevator2_door4
elevator2_door3:
$elevator2_door_downright playsound elevator_gate
$elevator2_door_downright moveto $elevator2_way_downright_open
$elevator2_door_downright waitmove
elevator2_door4:
$elevator2_door_downleft moveto $elevator2_way_downleft_open
$elevator2_door_downleft waitmove
local.elepos = 1
goto elevator2_standby
//*********** LIFT MOVE UP ************
elevator2_move_up:
//-----INT SWITCH----------
$elevator2_switch_int playsound alarm_switch
$elevator2_switch_int anim turn
//$lift_inswitch waittill animdone
$elevator2_switch_int anim on
//-----EXT SWITCH----------
$elevator2_switch_ext playsound alarm_switch
$elevator2_switch_ext anim turn
//$lift_inswitch waittill animdone
$elevator2_switch_ext anim on
//------WROTA--------------
thread elevator2_door5
thread elevator2_door6
elevator2_door5:
$elevator2_door_downright playsound elevator_gate
$elevator2_door_downright moveto $elevator2_way_downright_close
$elevator2_door_downright waitmove
elevator2_door6:
$elevator2_door_downleft moveto $elevator2_way_downleft_close
$elevator2_door_downleft waitmove
//-------KABINA-----------------
$elevator2_cabin moveto $elevator2_waypoint_up
$elevator2_cabin playsound elevator_run
$elevator2_cabin waitmove
//------SWICZE OFF------
$elevator2_switch_int anim off
$elevator2_switch_ext anim off
//-------WROTA-----------
thread elevator2_door7
thread elevator2_door8
elevator2_door7:
$elevator2_door_upright playsound elevator_gate
$elevator2_door_upright moveto $elevator2_way_upright_open
$elevator2_door_upright waitmove
elevator2_door8:
$elevator2_door_upleft moveto $elevator2_way_upleft_open
$elevator2_door_upleft waitmove
local.elepos = 0
goto elevator2_standby
end
//-------------------
// WINDA 3
//-------------------
elevator3_preparation:
//********* BIND ***************
$elevator3_light light 40 40 40 120
$elevator3_lamp bind $elevator3_cabin
$elevator3_light bind $elevator3_cabin
$elevator3_switch_int bind $elevator3_cabin
$elevator3_switch_int anim off
//*********** Cage ***************
$elevator3_door_upleft moveto $elevator3_way_upleft_open
$elevator3_door_upleft waitmove
$elevator3_door_upright moveto $elevator3_way_upright_open
$elevator3_door_upright waitmove
$elevator3_cabin moveto $elevator3_waypoint_up
$elevator3_cabin waitmove
$elevator3_cabin time 4
local.elepos = 0
goto elevator3_standby
elevator3_standby:
$elevator3_trigger triggerable
$elevator3_trigger waittill trigger
$elevator3_trigger nottriggerable
if (local.elepos == 0)
{
goto elevator3_move_down
}
else
if (local.elepos == 1)
{
goto elevator3_move_up
}
//************ LIFT MOVE down ************
elevator3_move_down:
//-----INT SWITCH----------
$elevator3_switch_int playsound alarm_switch
$elevator3_switch_int anim turn
//$lift_inswitch waittill animdone
$elevator3_switch_int anim on
//-----EXT SWITCH----------
$elevator3_switch_ext playsound alarm_switch
$elevator3_switch_ext anim turn
//$lift_inswitch waittill animdone
$elevator3_switch_ext anim on
//------WROTA--------------
thread elevator3_door1
thread elevator3_door2
elevator3_door1:
$elevator3_door_upright playsound elevator_gate
$elevator3_door_upright moveto $elevator3_way_upright_close
$elevator3_door_upright waitmove
elevator3_door2:
$elevator3_door_upleft moveto $elevator3_way_upleft_close
$elevator3_door_upleft waitmove
//-----KABINA------------
$elevator3_cabin moveto $elevator3_waypoint_down
$elevator3_cabin playsound elevator_run
$elevator3_cabin waitmove
//------SWICZE OFF------
$elevator3_switch_int anim off
$elevator3_switch_ext anim off
//------WROTA----------
thread elevator3_door3
thread elevator3_door4
elevator3_door3:
$elevator3_door_downright playsound elevator_gate
$elevator3_door_downright moveto $elevator3_way_downright_open
$elevator3_door_downright waitmove
elevator3_door4:
$elevator3_door_downleft moveto $elevator3_way_downleft_open
$elevator3_door_downleft waitmove
local.elepos = 1
goto elevator3_standby
//*********** LIFT MOVE UP ************
elevator3_move_up:
//-----INT SWITCH----------
$elevator3_switch_int playsound alarm_switch
$elevator3_switch_int anim turn
//$lift_inswitch waittill animdone
$elevator3_switch_int anim on
//-----EXT SWITCH----------
$elevator3_switch_ext playsound alarm_switch
$elevator3_switch_ext anim turn
//$lift_inswitch waittill animdone
$elevator3_switch_ext anim on
//------WROTA--------------
thread elevator3_door5
thread elevator3_door6
elevator3_door5:
$elevator3_door_downright playsound elevator_gate
$elevator3_door_downright moveto $elevator3_way_downright_close
$elevator3_door_downright waitmove
elevator3_door6:
$elevator3_door_downleft moveto $elevator3_way_downleft_close
$elevator3_door_downleft waitmove
//-------KABINA-----------------
$elevator3_cabin moveto $elevator3_waypoint_up
$elevator3_cabin playsound elevator_run
$elevator3_cabin waitmove
//------SWICZE OFF------
$elevator3_switch_int anim off
$elevator3_switch_ext anim off
//-------WROTA-----------
thread elevator3_door7
thread elevator3_door8
elevator3_door7:
$elevator3_door_upright playsound elevator_gate
$elevator3_door_upright moveto $elevator3_way_upright_open
$elevator3_door_upright waitmove
elevator3_door8:
$elevator3_door_upleft moveto $elevator3_way_upleft_open
$elevator3_door_upleft waitmove
local.elepos = 0
goto elevator3_standby
end