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Jul 22nd, 2017
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  1. main()
  2. {
  3.     //maps\mp\mp_toujane_fx::main();
  4.         maps\mp\_load::main();
  5.          
  6.             maps\mp\_compass::setupMiniMap("compass_map_mp_toujane");
  7.                   setdvar("compassmaxrange","2000");
  8.  
  9.     precachemodel("collision_geo_256x256x10");
  10.     precachemodel("collision_wall_256x256x10");
  11.     precachemodel("collision_geo_32x32x128");
  12.     precachemodel("collision_geo_32x32x32");
  13.     precachemodel("static_okinawa_landedparachute");
  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.         spawncollision("collision_wall_256x256x10","collider",(-2375, 692, 106), (0, 270, 0));
  24.         spawncollision("collision_wall_256x256x10","collider",(-2102, 759, 187), (273, 358, 0)); //out of map roof
  25.         spawncollision("collision_geo_32x32x32","collider",(-2628, -1382, 20), (0, 270, 0)); //truck
  26.         spawncollision("collision_geo_32x32x32","collider",(-1988, -992, 187), (0, 270, 0)); //midel roof
  27.         spawncollision("collision_geo_32x32x32","collider",(-938, -1741, 10), (140, 500, 0)); // main spawn camp leder 
  28.         spawncollision("collision_wall_256x256x10","collider",(-2321, 709, 110), (0, 270, 0));
  29.         spawncollision("collision_wall_256x256x10","collider",(-857, -346, 288), (0, 270, 0));
  30.         spawncollision("collision_wall_256x256x10","collider",(-1015, -338, 280), (0, 270, 0));
  31.         spawncollision("collision_wall_256x256x10","collider",(523, -1552, 145), (0, 270, 0));
  32.         spawncollision("collision_wall_256x256x10","collider",(-1040, -348, 288), (0, 270, 0));
  33.         spawncollision("collision_geo_32x32x32","collider",(-959, -1764, 9), (140, 500, 0)); // main spawn camp leder
  34.         spawncollision("collision_geo_32x32x32","collider",(-995, -224, 280), (0, 270, 0));
  35.    
  36.     thread trigger_killer( (-827, -1625, 224), 200, 13 );
  37.     thread para_waiter();
  38.    
  39.    
  40.     level.tweakfile = true;
  41.  
  42.     //* Fog section *
  43.  
  44.     setdvar("scr_fog_exp_halfplane", "264.344");
  45.     setdvar("scr_fog_exp_halfheight", "431.442");
  46.     setdvar("scr_fog_nearplane", "128.162");
  47.     setdvar("scr_fog_red", "0.791");
  48.     setdvar("scr_fog_green", "0.514");
  49.     setdvar("scr_fog_blue", "0.152");
  50.     setdvar("scr_fog_baseheight", "0");
  51.  
  52.     setdvar("visionstore_glowTweakEnable", "1");
  53.     setdvar("visionstore_glowTweakRadius0", "5");
  54.     setdvar("visionstore_glowTweakRadius1", "");
  55.     setdvar("visionstore_glowTweakBloomCutoff", "0.5");
  56.     setdvar("visionstore_glowTweakBloomDesaturation", "0");
  57.     setdvar("visionstore_glowTweakBloomIntensity0", "1");
  58.     setdvar("visionstore_glowTweakBloomIntensity1", "");
  59.     setdvar("visionstore_glowTweakSkyBleedIntensity0", "");
  60.     setdvar("visionstore_glowTweakSkyBleedIntensity1", "");
  61.  
  62.     setVolFog(600, 870, 220, 1232, 0.55, 0.47, 0.357, 0);
  63.  
  64. }
  65.  
  66. trigger_killer( position, width, height )
  67. {
  68.     kill_trig = spawn("trigger_radius", position, 0, width, height);
  69.  
  70.     while(1)
  71.     {
  72.         kill_trig waittill("trigger",player);
  73.         if ( isplayer( player ) )
  74.         {
  75.             player suicide();
  76.         }
  77.     }
  78. }
  79.  
  80. para_waiter()
  81. {
  82.     level endon("end_game");
  83.     while(1)
  84.     {
  85.         level waittill("connected", player);
  86.         player thread para();
  87.     }
  88. }
  89.  
  90. para()
  91. {
  92.     self endon("disconnect");
  93.  
  94.     self waittill("spawned");
  95.     wait 0.05;
  96.  
  97.     if(isDefined(self.iszombie) && self.iszombie)
  98.         return;
  99.  
  100.     start = self.origin;
  101.     move = self.origin + (0,0,5000);
  102.     self setPlayeOrigin(0,0,5000);
  103.  
  104.     para = spawn("script_model",self.origin + (move));
  105.     para setModel("static_okinawa_landedparachute");
  106.     self linkto(para);
  107.  
  108.     self thread paraTime(para,start);
  109.     self thread monitorMe(para);
  110. }
  111.  
  112. paraTime(para,start)
  113. {
  114.     para endon("stop");
  115.     time = 30;
  116.     para moveTo(start,time);
  117.     wait time;
  118.     self unlink();
  119.     para notify("done");
  120.     para delete();
  121. }
  122.  
  123. monitorMe(para)
  124. {
  125.     para endon("done");
  126.     self common_scripts\utility::waittill_any("disconnect","death","joined_spectators");
  127.     para notify("stop");
  128.     para delete();
  129. }
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