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- main:
- level.script = maps/dm/MP_Malta_DM.scr
- level.music = mp_malta_dm
-
-
- setcvar "g_obj_alliedtext1" "Malta"
- setcvar "g_obj_alliedtext2" ""
- setcvar "g_obj_alliedtext3" ""
- setcvar "g_obj_axistext1" ""
- setcvar "g_obj_axistext2" ""
- setcvar "g_obj_axistext3" ""
-
- setcvar "g_scoreboardpic" "mp_malta_dm"
-
- if(level.roundbased)
- thread roundbasedthread
-
- level waittill prespawn
-
- exec global/ambient.scr
- exec global/DMprecache.scr
- exec global/door_locked.scr
- exec global/exploder.scr
-
- $alliedmortar.collisionent = $granatwerfer_collision
- $alliedmortar_turret0.collisionent = $granatwerfer_turret_collision
- $alliedmortar thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
- $alliedmortar_turret0 maxyawoffset "40"
-
- $alliedmortar2.collisionent = $granatwerfer_collision
- $alliedmortar2_turret0.collisionent = $granatwerfer_turret_collision
- $alliedmortar2 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
- $alliedmortar2_turret0 maxyawoffset "40"
-
- $axismortar.collisionent = $granatwerfer_collision
- $axismortar_turret0.collisionent = $granatwerfer_turret_collision
- $axismortar thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
- $axismortar_turret0 maxyawoffset "40"
-
- $axismortar2.collisionent = $granatwerfer_collision
- $axismortar2_turret0.collisionent = $granatwerfer_turret_collision
- $axismortar2 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
- $axismortar2_turret0 maxyawoffset "40"
-
- level waittill spawn
-
- $mg42 pitchcaps ( -25 45 0)
- $mg42 maxyawoffset "80"
- $mg42_2 pitchcaps ( -25 45 0)
- $mg42_2 maxyawoffset "65"
- level.portcullis_open = 1
- $trapdoor thread trapdoor_init
- $portcullis_switch bind $portcullis_switch_origin
-
- //make all the switches non solid so as not to injure the player when triggered.
- $portcullis_switch notsolid
- $portcullis_switch_origin notsolid
- $portcullis open $portcullis_entity
-
- $walltrigger thread exploder_init 1
- $bridgetrigger thread exploder_init 2
- $walltrigger2 thread exploder_init 3
- $nudietrigger thread exploder_init 4
- $debristrigger thread exploder_init 5
- $balconytrigger thread exploder_init 6
- $limestonetrigger1 thread exploder_init 7`
- $limestonetrigger2 thread exploder_init 8
- $towercorner_trigger thread exploder_init 9
- $prisoncorner_trigger thread exploder_init 10
- $bunkertrigger thread exploder_init 11
- $alleytrigger thread exploder_init 12
-
- end
-
-
- roundbasedthread:
-
- level waitTill prespawn
-
- level waittill spawn
-
-
- // set the parameters for this round based match
- level.dmrespawning = 0 // 1 or 0
- level.dmroundlimit = 5 // round time limit in minutes
- level.clockside = kills // set to axis, allies, kills, or draw
-
- level waittill roundstart
- $portcullis open $portcullis_entity
-
-
- //--------------------------------------------------------------
- //Open Portcullis
- //--------------------------------------------------------------
- animate_portcullis_switch:
-
- dprintln "animating the switch"
- dprintln "level.portcullis_open = " level.portcullis_open
- if( level.portcullis_open == 1 )
- {
- dprintln "rotating down"
- $portcullis_switch_origin speed 5
- $portcullis_switch_origin rotatezdownto 180
- $portcullis_switch_origin waitmove
- $portcullis_switch_origin playsound switchbox
- }
- else
- {
- dprintln "rotating up"
- $portcullis_switch_origin speed .1
- $portcullis_switch_origin rotatezupto 0
- $portcullis_switch_origin waitmove
- $portcullis_switch_origin playsound switchbox
- }
- end
-
- toggle_portcullis:
- $portcullis_trigger nottriggerable
- thread animate_portcullis_switch
- if (level.portcullis_open == 1)
- {
- $portcullis_entity playsound portcullis_close_move
- $portcullis close $portcullis_entity
- wait 5
- $portcullis_entity playsound portcullis_close_stop
- level.portcullis_open = 0
- }
- else
- {
- $portcullis_entity playsound portcullis_open_move
- $portcullis open $portcullis_entity
- wait 5
- $portcullis_entity playsound portcullis_open_stop
- level.portcullis_open = 1
- }
- $portcullis_trigger triggerable
- end
-
- trapdoor_init:
- self solid
- self damage 0
- level.trapdoor_state = 0
- trapdoor_loop_start:
- self waittill use
- if (level.trapdoor_state == 0)
- {
- self thread trapdoor_open
- }
- else if (level.trapdoor_state == 1)
- {
- self thread trapdoor_close
- }
- goto trapdoor_loop_start
- end
-
- trapdoor_cycle local.duration:
- wait local.duration
- if (level.trapdoor_state == 1)
- {
- self thread trapdoor_close
- }
- end
-
- trapdoor_open:
- level.trapdoor_state = 1
- self openportal
- self playsound gate_wood_open_move
- self rotatezupto 90
- self time 1
- self waitmove
- self playsound gate_wood_open_stop
- self thread trapdoor_cycle 15
-
- end
-
- trapdoor_close:
- self playsound gate_wood_close_move
- level.trapdoor_state = 0
- self rotatezdownto 0
- self time 1
- self waitmove
- self playsound gate_wood_close_stop
- self closeportal
- end
-
- // Exploders
- //
- // Exploding Wall
-
- exploder_init local.set:
- self immune bash
- self immune bullet
- self immune shotgun
-
- exploder_start_loop:
- self waittill damage
- dprintln "Hit! " self.health
- if (self.health > 0)
- goto exploder_start_loop
- dprintln "BOOM!"
- thread global/exploder.scr::explode local.set
- self remove
- end