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- // Reactive Drop - map-specific fixes
- if (!("SendToConsole" in this)) {
- // Client doesn't need any fixes.
- return
- }
- function FixDeimaBridge() {
- DoEntFire("ramp_right01", "SetAnimation", "closed", 0.1, null, null)
- DoEntFire("ramp_right01", "SetDefaultAnimation", "closed", 0.1, null, null)
- }
- function FixCampaignBugs() {
- Entities.First().DisconnectOutput("OnUser1", "FixCampaignBugs")
- if (GetMapName() == "asi-jac1-landingbay_02" || GetMapName() == "asi-jac1-landingbay_pract") {
- // Jacob's Rest: Cargo Elevator only waits for 4 marines before allowing the elevator to move, even if there are 5-8 players in the game.
- Entities.FindByName(null, "trigger_lift_marine_check").__KeyValueFromInt("playersrequired", 8)
- }
- if (GetMapName() == "asi-jac2-deima") {
- // Jacob's Rest: Deima has a bridge segment that is already open before the button is pressed.
- Entities.FindByName(null, "move_door_bridge").ConnectOutput("OnFullyOpen", "FixDeimaBridge")
- }
- if (GetMapName() == "tft-spaceport") {
- // Tears for Tarnor: Oasis Colony Spaceport only waits for 4 marines before the escape vehicle leaves, even if there are 5-8 players in the game.
- Entities.FindByName(null, "victory_train_area").__KeyValueFromInt("playersrequired", 8)
- }
- command <- Entities.CreateByClassname("point_servercommand")
- if (GetMapName() == "as_paranoia1") {
- // Paranoia: Unexpected Encounter has exactly 5 info_node_marine_hints. Bots don't move except to those five hints.
- DoEntFire("!self", "Command", "asw_follow_use_hints 0", 0.0, null, command)
- } else {
- DoEntFire("!self", "Command", "asw_follow_use_hints 2", 0.0, null, command)
- }
- DoEntFire("!self", "Kill", "", 0.0, null, command)
- }
- // We don't have entities until the map is fully loaded. Delay the script a bit.
- Entities.First().ConnectOutput("OnUser1", "FixCampaignBugs")
- DoEntFire("worldspawn", "FireUser1", "", 0.0, null, null)
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