Advertisement
Guest User

Untitled

a guest
Jul 22nd, 2017
78
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
C++ 5.41 KB | None | 0 0
  1. main()
  2. {
  3.     maps\mp\mp_hangar_fx::main();      
  4.    
  5.     precachemodel("collision_wall_512x512x10");
  6.     precachemodel("collision_wall_128x128x10");
  7.     precachemodel("collision_wall_32x32x10");
  8.     precachemodel("collision_geo_64x64x128");
  9.    
  10.     maps\mp\_load::main();
  11.    
  12.     maps\mp\mp_hangar_amb::main();
  13.     maps\mp\_compass::setupMiniMap("compass_map_mp_hangar");
  14.  
  15.     // If the team nationalites change in this file,
  16.     // you must update the team nationality in the level's csc file as well!
  17.     game["allies"] = "marines";
  18.     game["axis"] = "japanese";
  19.     game["attackers"] = "axis";
  20.     game["defenders"] = "allies";
  21.     game["allies_soldiertype"] = "pacific";
  22.     game["axis_soldiertype"] = "pacific";
  23.  
  24.     setdvar( "r_specularcolorscale", "1" );
  25.  
  26.     setdvar("compassmaxrange","2100");
  27.  
  28.     game["strings"]["war_callsign_a"] = &"MPUI_CALLSIGN_HANGAR_A";
  29.     game["strings"]["war_callsign_b"] = &"MPUI_CALLSIGN_HANGAR_B";
  30.     game["strings"]["war_callsign_c"] = &"MPUI_CALLSIGN_HANGAR_C";
  31.     game["strings"]["war_callsign_d"] = &"MPUI_CALLSIGN_HANGAR_D";
  32.     game["strings"]["war_callsign_e"] = &"MPUI_CALLSIGN_HANGAR_E";
  33.  
  34.     game["strings_menu"]["war_callsign_a"] = "@MPUI_CALLSIGN_HANGAR_A";
  35.     game["strings_menu"]["war_callsign_b"] = "@MPUI_CALLSIGN_HANGAR_B";
  36.     game["strings_menu"]["war_callsign_c"] = "@MPUI_CALLSIGN_HANGAR_C";
  37.     game["strings_menu"]["war_callsign_d"] = "@MPUI_CALLSIGN_HANGAR_D";
  38.     game["strings_menu"]["war_callsign_e"] = "@MPUI_CALLSIGN_HANGAR_E";
  39.  
  40.     // Spawned Collision
  41.     spawncollision("collision_wall_512x512x10","collider",(-949.5, 22, 1045.25), (0, 270, 0));
  42.     spawncollision("collision_wall_128x128x10","collider",(-41, -136, 908), (0, 270, 0));
  43.     spawncollision("collision_wall_512x512x10","collider",(-384, -2451, 1136), (0, 0, 0));
  44.     //keep people from leaving the map by using a partner
  45.     spawncollision("collision_wall_512x512x10","collider",(-1613, -842, 852), (0, 270, 0));
  46.     //prevent players from going under the stairs in the admin bldg
  47.     spawncollision("collision_wall_32x32x10","collider",(-366, -2026, 652), (0, 270, 0));
  48.     //keep people from accessing the lamp which can be used to access the roof
  49.     spawncollision("collision_geo_32x32x128","collider",(-320, -2480, 892), (0, 0, 0));
  50.  
  51.         //prevent 2 player access to roof of mess hall
  52.     spawncollision("collision_geo_64x64x128","collider",(64, -80, 848), (0, 0, 0));
  53.    
  54.    
  55.     // enable new spawning system
  56.     maps\mp\gametypes\_spawning::level_use_unified_spawning(true);
  57.    
  58.     createSpawnpoint( "mp_ctf_spawn_allies", (842, 1096, 676), 270 );
  59.     createSpawnpoint( "mp_ctf_spawn_allies", (456, 771, 676), 301 );
  60.     createSpawnpoint( "mp_ctf_spawn_allies", (174, 1000, 676), 0 );
  61.     createSpawnpoint( "mp_ctf_spawn_allies", (158, 846, 676), 270 );
  62.     createSpawnpoint( "mp_ctf_spawn_allies", (226, 776, 820), 270 );
  63.     createSpawnpoint( "mp_ctf_spawn_allies", (-1146, 504, 696), 270 );
  64.     createSpawnpoint( "mp_ctf_spawn_allies", (-690, 398, 666), 270 );
  65.     createSpawnpoint( "mp_ctf_spawn_allies", (-994, 174, 666), 0 );
  66.     createSpawnpoint( "mp_ctf_spawn_allies", (-1064, 148, 696), 237.6 );
  67.     createSpawnpoint( "mp_ctf_spawn_allies", (-4, -105, 680), 90 );
  68.     createSpawnpoint( "mp_ctf_spawn_allies", (-1090, -262, 674), 270 );
  69.     createSpawnpoint( "mp_ctf_spawn_allies", (-488, -412, 786), 0 );
  70.     createSpawnpoint( "mp_ctf_spawn_allies", (-646, -460, 660), 180 );
  71.     createSpawnpoint( "mp_ctf_spawn_allies", (-244, -466, 642), 293.8 );
  72.     createSpawnpoint( "mp_ctf_spawn_allies", (-112, -576, 786), 180 );
  73.     createSpawnpoint( "mp_ctf_spawn_allies", (-436, -780, 666), 270 );
  74.     createSpawnpoint( "mp_ctf_spawn_allies", (12, -804, 666), 270 );
  75.     createSpawnpoint( "mp_ctf_spawn_allies", (-776, -994, 662), 0 );
  76.     createSpawnpoint( "mp_ctf_spawn_allies", (-1253, -1078, 682), 0 );
  77.     createSpawnpoint( "mp_ctf_spawn_allies", (-980, -1443, 744), 270 );
  78.     createSpawnpoint( "mp_ctf_spawn_allies", (-1244, -1585, 744), 270 );
  79.     createSpawnpoint( "mp_ctf_spawn_axis", (1735, -373, 676), 180 );
  80.     createSpawnpoint( "mp_ctf_spawn_axis", (1802, -550.5, 677), 180 );
  81.     createSpawnpoint( "mp_ctf_spawn_axis", (756, -881, 676), 180 );
  82.     createSpawnpoint( "mp_ctf_spawn_axis", (1757, -998, 676), 151.6 );
  83.     createSpawnpoint( "mp_ctf_spawn_axis", (1208, -1429, 676), 90 );
  84.     createSpawnpoint( "mp_ctf_spawn_axis", (1052, -1775, 676), 193 );
  85.     createSpawnpoint( "mp_ctf_spawn_axis", (-299, -1781, 676), 90 );
  86.     createSpawnpoint( "mp_ctf_spawn_axis", (473, -2102, 676), 157.8 );
  87.     createSpawnpoint( "mp_ctf_spawn_axis", (-303, -2348, 646), 90 );
  88.     createSpawnpoint( "mp_ctf_spawn_axis", (290, -2503, 668), 180 );
  89.     createSpawnpoint( "mp_ctf_spawn_axis", (-403, -2593, 707), 168.6 );
  90.     createSpawnpoint( "mp_ctf_spawn_axis", (55, -2924, 668), 180 );
  91.     createSpawnpoint( "mp_ctf_spawn_axis", (381, -2918, 668), 90 );
  92.     createSpawnpoint( "mp_ctf_spawn_axis", (673, -3066, 668), 90 );
  93.     createSpawnpoint( "mp_ctf_spawn_axis", (848, -2907, 668), 90 );
  94.     createSpawnpoint( "mp_ctf_spawn_axis", (1121, -2562, 756), 153.4 );
  95.     createSpawnpoint( "mp_ctf_spawn_axis", (1179, -2704, 756), 180 );
  96.     createSpawnpoint( "mp_ctf_spawn_axis", (1417, -2515, 756), 90 );
  97.                    
  98. }
  99.  
  100. createSpawnpoint( classname, origin, yaw )
  101. {
  102.     spawnpoint = spawn( "script_origin", origin );
  103.     spawnpoint.angles = (0,yaw,0);
  104.    
  105.     if ( !isdefined( level.extraSpawnpoints ) )
  106.         level.extraSpawnpoints = [];
  107.     if ( !isdefined( level.extraSpawnpoints[classname] ) )
  108.         level.extraSpawnpoints[classname] = [];
  109.     level.extraSpawnpoints[classname][ level.extraSpawnpoints[classname].size ] = spawnpoint;
  110. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement