I just wonder if its anyway we in {fosfx} can test your work with Shock And Awe?
i am setting up the maps we have at least partially completed on my server this weekend. Ip to follow when its ready
Ok then i will be active on the server the nearest week.
shock and awe what is it?
It's what we call steve's Bathroom after a trip to the "Pub"...LOL
lmao
Haha
Any {fosfx} guys want to collaborate on Shock n Awe ??? Even if its just testing? PM me or Vince.
yes, shall need testers indeed, also even if you only know how to spawn things im sure we could find a use for every willing soul.
gbtank2004 :
shock and awe what is it?
Shock and Awe is just a better conversion of the single player maps with more fx added and better gameplay etc
Best way Steve is to run the conversion on the server like we used to - always peeps joining to see whats going on
no takers?
zzzZZZzzz_Sleep.pk3
Hence the need to remove fosfx i think - it never gets used does it?
im available for anything i can be a help with and it might be a good learning experience aswell: just let me know:
Thanks Viper1 - btw I should have time to fix that sp freeze tag map - finished early today - hehe
hello: am i gettin a job to do? il try anything thx
i pm'd ssuk a while ago to note my interest
Thanks guys - I am doing a project 'sfx server in a box' as soon as thats finished we are Shock n Awe
here you guys go, have a look through it and see what you guys think should be added and go nuts.
initialize_m4l2:
thread spawns
//*** set cvars
setcvar "g_gametype" "4"
setcvar "g_obj_alliedtext1" " The |JoKeR| Bridge"
setcvar "g_obj_alliedtext2" " - Find and Destroy"
setcvar "g_obj_alliedtext3" " - The Flakk 88"
setcvar "g_obj_axistext1" " - Defend the Flakk88"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" "www.jokersassociation.com"
setcvar "g_scoreboardpic" "statscreen2_a"
thread modify
thread tele
thread cache
thread music
thread spot
//*** exec things
exec global/exploder.scr
exec global/spotlight.scr
exec global/DMprecache.scr
//*** Happy planes 
//exec Mainframe/Sound.scr
//exec server_planes/trigger.scr ( 5620 2310 292 ) .2 ( 5620 2310 525 )
//exec server_planes/trigger.scr ( -4200 6730 395 ) .2 ( -4200 6730 550 )
//*** soundfix variables
level.springfield = 1
level.rife = 1
level.bar = 1
level.bazooka = 1
level.panzer = 1
level.mp44 = 1
level.shotgun = 1
level waittill prespawn
$world farplane 4350
$world farplane_color ( .1 .1 .14 )
//spawn objective flakk
thread flakker
//thread flakkers
thread allies_spawn_clip
thread origins
thread global/door_locked.scr::lock
thread global/barrel.scr::explosive_barrel
level waittill spawn
//*** set variables for objective match
level.dmrespawning = 0
level.dmroundlimit = 5
level.clockside = axis
level.defusing_team = "axis"
level.planting_team = "allies"
level.targets_destroyed = 0
level.targets_to_destroy = 1
thread Elevator_Setup
//level waittill roundstart
//*** Movie intro Sequence
//*** Part 1
drawhud 0
freezeplayer
letterbox .5
wait 7
//*** Part 2
drawhud 1
releaseplayer
clearletterbox
exec global/ambient.scr m3l3
wait 7.5
$flak88_weapon1_explosive thread global/M4L2_obj_dm.scr::bomb_thinker
thread allies_win_thread $flak88_weapon1_explosive
$flak88_weapon1_explosive thread axis_win_timer
wait .1
end
allies_win_thread local.bomb1:
while (local.bomb1.exploded != 1)
wait .1
teamwin allies
end
axis_win_timer:
level waittill axiswin
end
flakker:
thread spawn_flak ( -6848 2875 288.13 ) 90
end
Elevator_Setup:
local.button = spawn script_model targetname elevator_button_two
local.button model "animate/electrical_switch_nopulse.tik"
local.button.origin = ( -4600 2346 385 )
local.button.scale = 1.2
local.button.angles = $elevator_switch.angles
local.button notsolid
local.button show
local.trigger = spawn trigger_use
local.trigger.targetname = "elevator_moveup_trigger_two"
local.trigger.origin = ( -4617 2346 385 )
local.trigger setsize ( -10 -10 -10 ) ( 10 10 10 )
local.trigger.angles = ( 0 180 0 )
local.trigger setthread second_lift_moveup_thread
local.button2 = spawn script_model targetname elevator_button_three
local.button2 model "animate/electrical_switch_nopulse.tik"
local.button2.origin = ( -4600 2122 -170 )
local.button2.scale = 1
local.button2.angles = ( 0 45 0 )
local.button2 notsolid
local.button2 show
local.trigger2 = spawn trigger_use
local.trigger2.targetname = "elevator_movedown_trigger_two"
local.trigger2.origin = ( -4600 2122 -170 )
local.trigger2 setsize ( -10 -10 -10 ) ( 10 10 10 )
local.trigger2.angles = ( 0 180 0 )
local.trigger2 setthread second_lift_movedown_thread
local.lifthedge1 = spawn script_object
local.lifthedge1.origin = ( -4672 2135 -172 )
local.lifthedge1.angles = ( 0 0 0 )
local.lifthedge1.targetname = "newclip1"
local.lifthedge1 setsize ( -100 -3 -25 ) ( 100 3 25 )
local.lifthedge2 = spawn script_object
local.lifthedge2.origin = ( -4672 2280 389 )
local.lifthedge2.angles = ( 0 0 0 )
local.lifthedge2.targetname = "newclip2"
local.lifthedge2 setsize ( -100 -3 -25 ) ( 100 3 25 )
$elevator_moveup_trigger_two nottriggerable
$elevator_moveup_trigger nottriggerable
$elevator_movedown_trigger_two triggerable
$elevator_movedown_trigger triggerable
$newclip1 solid
$newclip2 notsolid
end
second_lift_moveup_thread:
$elevator_moveup_trigger_two nottriggerable
$elevator_moveup_trigger nottriggerable
$elevator_button_two anim turn
$elevator_button_two anim waittill animdone
$elevator_button_two anim on
$elevator_gate_2 playsound elevator_gate
$elevator_switch bind $elevator_cab
$elevator_gate_2 moveup 70
$newclip1 solid
$newclip2 solid
$elevator_gate_2 waitmove
wait 1.2
$elevator_cab playsound elevator_start wait
wait .7
$elevator_cab playsound elevator_run
$elevator_cab moveto $elevator_way1
$elevator_cab waitmove
wait 1.2
$elevator_gate_1 playsound elevator_gate
$elevator_gate_1 movedown 70
$newclip2 notsolid
$elevator_gate_1 waitmove
$elevator_button_two anim off
wait 1.5
$elevator_movedown_trigger_two triggerable
$elevator_movedown_trigger triggerable
end
second_lift_movedown_thread:
$elevator_movedown_trigger_two nottriggerable
$elevator_movedown_trigger nottriggerable
$elevator_button_three anim turn
$elevator_button_three anim waittill animdone
$elevator_button_three anim on
$elevator_switch bind $elevator_cab
$elevator_gate_1 playsound elevator_gate
$elevator_gate_1 moveup 70
$newclip1 solid
$newclip2 solid
$elevator_gate_1 waitmove
wait 1.2
$elevator_cab playsound elevator_start wait
wait .7
$elevator_cab playsound elevator_run
$elevator_cab moveto $elevator_way2
$elevator_cab waitmove
wait 1.2
$elevator_gate_2 playsound elevator_gate
$elevator_gate_2 movedown 70
$newclip1 notsolid
$elevator_gate_2 waitmove
$elevator_button_three anim off
wait 1.5
$elevator_moveup_trigger_two triggerable
$elevator_moveup_trigger triggerable
end
spawn_flak local.origin local.angle:
local.angles = ( 0 local.angle 0 )
local.x = (angles_toforward local.angles)
local.y = (angles_toleft local.angles) * -1
local.z = angles_toup local.angles
local.flakbase = spawn script_model
local.flakbase model "statweapons/flak88base.tik"
local.flakbase.origin = local.origin
local.flakbase.angles = local.angles
local.flakbase.targetname = "flak88_base1"
local.flakcoll1 = spawn script_model
local.flakcoll1 model "items/dm_50_healthbox.tik"
local.flakcoll1.origin = local.origin
local.flakcoll1 setsize ( -100 -26 -50 ) ( 105 26 100 )
local.flakcoll1.angles = local.angles
local.flakcoll1 hide
local.bulletstopper01 = spawn script_object
local.bulletstopper01 setsize ( -100 -26 -50 ) ( 105 26 100 )
local.bulletstopper01.origin = local.origin
local.bulletstopper01.angles = local.angles
local.bulletstopper01 solid
local.bulletstopper01 nodamage
local.flakcoll2 = spawn script_model
local.flakcoll2 model "items/dm_50_healthbox.tik"
local.flakcoll2.origin = (local.origin + (local.x * 50))
local.flakcoll2 setsize ( -15 -75 -50 ) ( 15 75 100 )
local.flakcoll2.angles = local.angles
local.flakcoll2 hide
local.bulletstopper02 = spawn script_object
local.bulletstopper02 setsize ( -15 -75 -50 ) ( 15 75 100 )
local.bulletstopper02.origin = (local.origin + (local.x * 50))
local.bulletstopper02.angles = local.angles
local.bulletstopper02 solid
local.bulletstopper02 nodamage
local.flak = spawn script_model
local.flak model "statweapons/flak88turret.tik"
local.flak.origin = (local.origin + (local.z * 48))
local.flak.angles = local.angles
local.flak.targetname = "flak88_weapon1"
local.flak.destroyed_model = "models/statweapons/flak88_d.tik"
local.bomb = spawn script_model
local.bomb model "items/pulse_explosive.tik"
local.bomb.origin = (local.origin + (local.x * 7.75) + (local.y * -35.78) + (local.z * 64.0))
local.bomb.angles = local.angles
local.bomb.targetname = "flak88_weapon1_explosive"
local.bomb.explosion_sound = "explode_flak883"
local.bomb.explosion_fx = "fx/fx_flak88_explosion.tik"
local.bomb.trigger_name = "flak88_weapon1_trigger"
local.bomb.target = "flak88_weapon1"
local.trigger = spawn trigger_use
local.trigger.targetname = "flak88_weapon1_trigger"
local.trigger.origin = (local.origin + (local.x * -3.0) + (local.y * -30.0) + (local.z * 71.0))
local.trigger setsize ( -10 -10 -10 ) ( 10 10 10 )
local.trigger.angles = local.angles
end
tele:
local.teletrig = spawn trigger_use targetname tele_trig1
local.teletrig.origin = ( -2641 4750 50 )
local.teletrig setsize ( -15 -15 -15 ) ( 15 15 15 )
local.teletrig setthread tele1
local.teletrig2 = spawn trigger_use targetname tele_trig2
local.teletrig2.origin = ( -2822 4750 50 )
local.teletrig2 setsize ( -15 -15 -15 ) ( 15 15 15 )
local.teletrig2 setthread tele2
//local.teletrig3 = spawn trigger_use targetname tele_trig3
//local.teletrig3.origin = ( -5977 1463 385 )
//local.teletrig3 setsize ( -15 -15 -15 ) ( 15 15 15 )
//local.teletrig3 setthread tele3
//local.teletrig4 = spawn trigger_use targetname tele_trig4
//local.teletrig4.origin = ( 170 1606 15 )
//local.teletrig4 setsize ( -15 -15 -15 ) ( 15 15 15 )
//local.teletrig4 setthread tele4
local.breach = spawn trigger_multiple
local.breach.origin = ( -5405 3147 0 )
local.breach.targetname = "Breacher"
//local.breach setsize ( -7 -2000 -999 ) ( 7 2000 999 )
local.breach setsize ( -7 -1250 -999 ) ( 7 1250 999 )
local.breach setthread breach
end
breach:
local.player = parm.other
if(local.player.dmteam=="allies")
{
iprintlnbold "The Allies have breached the perimeter!"
wait .1
$Breacher nottriggerable
}
end
tele1:
local.player = parm.other
local.player tele ( -2478 4070 423 )
end
tele2:
local.player = parm.other
local.player tele ( -7180 3288 304 )
end
//tele3:
//local.player = parm.other
//local.player tele ( -4627 6913 395 )
//waitframe
//$tele_trig3 nottriggerable
//end
//tele4:
//local.player = parm.other
//local.player tele ( 5172 2312 257 )
//waitframe
//$tele_trig4 nottriggerable
//end
allies_spawn_clip:
local.hedge = spawn script_object
local.hedge.origin = ( 1374 1215 80 )
local.hedge.angles = ( 0 0 0)
local.hedge setsize ( -10 -750 -200 ) ( 10 750 200 )
local.hedge solid
local.hedge nodamage
end
spawns:
//<--------------------Team specific Spawns--------------------------->
//<-------AXIS------->
level.axis = spawn info_player_axis origin ( -7180.441 -2779.788 112.177 ) angle ( 39.446 )
level.axis = spawn info_player_axis origin ( -7401.787 -2325.868 0.125 ) angle ( 20.945 )
level.axis = spawn info_player_axis origin ( -6236.221 -2320.502 0.125 ) angle ( 56.959 )
level.axis = spawn info_player_axis origin ( -5534.700 1835.740 48.125 ) angle ( 268.286 )
level.axis = spawn info_player_axis origin ( -4989.866 1847.450 48.125 ) angle ( 210.471 )
level.axis = spawn info_player_axis origin ( -4810.533 976.658 240.125 ) angle ( 121.273 )
level.axis = spawn info_player_axis origin ( -4462.028 2069.486 304.125 ) angle ( 268.616 )
level.axis = spawn info_player_axis origin ( -4615.062 1922.637 304.125 ) angle ( 155.528 )
level.axis = spawn info_player_axis origin ( -5362.798 2342.570 320.125 ) angle ( 326.552 )
level.axis = spawn info_player_axis origin ( -6024.756 1369.568 379.125 ) angle ( 76.459 )
level.axis = spawn info_player_axis origin ( -5748.953 1374.412 320.125 ) angle ( 102.887 )
level.axis = spawn info_player_axis origin ( -2689.866 4551.932 48.125 ) angle ( 179.204 )
level.axis = spawn info_player_axis origin ( -3247.780 4469.538 -95.875 ) angle ( 34.167 )
level.axis = spawn info_player_axis origin ( -2884.657 3060.502 -239.875 ) angle ( 117.312 )
//<-------ALLIES------->
level.allied = spawn info_player_allied origin ( 51.258 1556.750 5.410 ) angle ( 209.042 )
level.allied = spawn info_player_allied origin ( 275.704 1514.519 15.670 ) angle ( 198.798 )
level.allied = spawn info_player_allied origin ( 121.478 1413.755 8.620 ) angle ( 200.451 )
level.allied = spawn info_player_allied origin ( -114.070 1380.455 0.125 ) angle ( 202.434 )
level.allied = spawn info_player_allied origin ( 565.260 983.268 28.914 ) angle ( 170.063 )
level.allied = spawn info_player_allied origin ( 308.706 841.603 17.186 ) angle ( 151.891 )
level.allied = spawn info_player_allied origin ( 179.406 1058.710 11.275 ) angle ( 181.956 )
level.allied = spawn info_player_allied origin ( -195.030 1240.531 2.125 ) angle ( 189.547 )
level.allied = spawn info_player_allied origin ( -447.613 1043.528 0.125 ) angle ( 188.888 )
level.allied = spawn info_player_allied origin ( -938.352 1211.417 0.125 ) angle ( 126.782 )
level.allied = spawn info_player_allied origin ( -628.512 1447.492 0.125 ) angle ( 154.863 )
level.allied = spawn info_player_allied origin ( -1009.866 869.539 0.125 ) angle ( 196.815 )
level.allied = spawn info_player_allied origin ( -714.677 1121.859 2.125 ) angle ( 201.110 )
level.allied = spawn info_player_allied origin ( -1344.107 930.445 2.125 ) angle ( 221.704 )
end
origins:
waitframe
$elevator_gate_1.origin = ( -4672 2280 280.13 )
$car01.origin = ( 1495 1215 80 )
$car01.angles = ( 0 90 -90 )
$car02.origin = ( -3737 -1263 2 )
$car02.angles = ( 0 -164 0 )
$car03.origin = ( -2066 297 2 )
$car03.angles = ( 0 -126 0 )
$car04.origin = ( -2297 3268 2 )
$car04.angles = ( 0 129 0 )
//$fakegetawaytruck.origin = ( -5035 3853 .13 )
//$fakegetawaytruck.angles = ( 0 -139 0 )
end
cache:
//*** Alias and Cache sounds for the level
local.master = spawn ScriptMaster
local.master aliascache pacemaker sound/items/item_timer_01.wav soundparms 1.2 0.0 1.0 0.0 10000 10000 weapon loaded maps "m"
local.master aliascache beats sound/music/mus_09a_action.mp3 soundparms 1.2 0.0 1.0 0.0 10000 10000 item loaded maps "m"
local.master aliascache final_countdown sound/items/final_countdown.wav soundparms 1.2 0.0 1.0 0.0 10000 10000 weapon loaded maps "m"
local.master aliascache explode_flak883 sound/weapons/explo/Explo_MetalMed3.wav soundparms 1.2 0.0 1.0 0.0 10000 10000 weapon loaded maps "m"
local.master aliascache crash sound/mechanics/GateMetalOpen_05.wav soundparms 1.2 0.0 1.0 0.0 10000 10000 weapon loaded maps "m"
local.master aliascache traintalk sound/dialogue/M6L3/A/Dfr_m6l3_620a_1.wav soundparms 1.2 0.0 1.0 0.0 10000 10000 weapon loaded maps "m"
local.master aliascache muzak sound/music/mus_berlin.mp3 soundparms 1.2 0.0 1.0 0.0 10000 10000 item loaded maps "m"
//Flak 88 gun
local.master aliascache flak_snd_move sound/vehicle/veh_tank_turret1.wav soundparms 0.9 0.2 0.9 0.2 800 4000 auto loaded maps "dm obj"
local.master aliascache flak_snd_fire1 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "dm obj"
local.master aliascache flak_snd_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "dm obj"
local.master aliascache flak_snd_fire3 sound/weapons/fire/Flak88Fire3.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "dm obj"
local.master aliascache flak_snd_fire4 sound/weapons/fire/Flak88Fire4.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "dm obj"
local.master aliascache flak88_fire1 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "dm obj"
local.master aliascache flak88_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "dm obj"
local.master aliascache flak88_fire3 sound/weapons/fire/Flak88Fire3.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "dm obj"
local.master aliascache flak88_fire4 sound/weapons/fire/Flak88Fire4.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "dm obj"
local.master aliascache flak88_reload sound/null.wav soundparms 1.2 0.2 0.9 0.2 800 4000 weapon loaded maps "dm obj"
end
modify:
//*** remove/modify
removeclass actor
removeclass windowobject
//$leftgate02 notsolid
$leftgate01 notsolid
//$rightgate02 notsolid
$rightgate01 notsolid
$bomb04 hide
$trainswitch2_pulsating notsolid
$trainswitch2_pulsating hide
$trainswitch1_pulsating notsolid
$trainswitch1_pulsating hide
$car05 hide
$car05 notsolid
$car06 hide
$car06 notsolid
$trainkill_trigger nottriggerable
$clip1 notsolid
$clip2 notsolid
$trainclip notsolid
$getawaytruckclip notsolid
$rightgate01 remove
$leftgate01 remove
$engine hide
$engine notsolid
$spotlight remove
$trainswitch2_pulsating remove
$trainswitch2 remove
$trainswitch1_pulsating remove
$trainswitch1 remove
end
elevator_movedown:
$elevator_cab loopsound muzak
$elevator_movedown_trigger_two nottriggerable
$elevator_movedown_trigger nottriggerable
$elevator_switch anim turn
$elevator_switch anim waittill animdone
$elevator_switch anim on
$elevator_switch bind $elevator_cab
$elevator_gate_1 playsound elevator_gate
$elevator_gate_1 moveup 70
$newclip1 solid
$newclip2 solid
$elevator_gate_1 waitmove
wait 1.2
$elevator_cab playsound elevator_start wait
wait .7
$elevator_cab playsound elevator_run
$elevator_cab moveto $elevator_way2
$elevator_cab waitmove
wait 1.2
$elevator_gate_2 playsound elevator_gate
$elevator_gate_2 movedown 70
$newclip1 notsolid
$elevator_gate_2 waitmove
$elevator_switch anim off
$elevator_cab stoploopsound
wait 1.5
$elevator_moveup_trigger_two triggerable
$elevator_moveup_trigger triggerable
end
elevator_moveup:
$elevator_cab loopsound muzak
$elevator_moveup_trigger_two nottriggerable
$elevator_moveup_trigger nottriggerable
$elevator_switch anim turn
$elevator_switch anim waittill animdone
$elevator_switch anim on
$elevator_gate_2 playsound elevator_gate
$elevator_switch bind $elevator_cab
$elevator_gate_2 moveup 70
$newclip1 solid
$newclip2 solid
$elevator_gate_2 waitmove
wait 1.2
$elevator_cab playsound elevator_start wait
wait .7
$elevator_cab playsound elevator_run
$elevator_cab moveto $elevator_way1
$elevator_cab waitmove
wait 1.2
$elevator_gate_1 playsound elevator_gate
$elevator_gate_1 movedown 70
$newclip2 notsolid
$elevator_gate_1 waitmove
$elevator_switch anim off
$elevator_cab stoploopsound
wait 1.5
$elevator_movedown_trigger_two triggerable
$elevator_movedown_trigger triggerable
end
//flakkers:
//local.flakbase1 = spawn models/statweapons/flak88base.tik
//local.flakbase1.origin = ( -3885 -1765 .12 )
//local.flakbase1.angles = ( 0.000 45 0.000 )
//local.flak1 = spawn models/statweapons/flak88turret.tik targetname flak881
//local.flak1.origin = ( -3885 -1765 46.12 )
//local.flak1.angles = ( 0.000 90 0.000 )
//local.flak1 exec global/flakfire.scr
//local.flakbase2 = spawn models/statweapons/flak88base.tik
//local.flakbase2.origin = ( -2043 3450 .12 )
//local.flakbase2.angles = ( 0.000 45 0.000 )
//local.flak2 = spawn models/statweapons/flak88turret.tik targetname flak882
//local.flak2.origin = ( -2043 3450 46.12 )
//local.flak2.angles = ( 0.000 -90 0.000 )
//local.flak2 exec global/flakfire.scr
//end
spot:
local.s1 = spawn script_model model miscobj/searchlightbase.tik origin ( -4393.00 1705.00 360.00 )
local.s1 angles ( 0 205 0 )
local.s1 targetname spot
local.s1.color = ( 1 1 0 )
local.s1.health = 100
exec global/player_spotlight.scr $spot
end
music:
local.player = parm.other
while(local.player.useheld == 1)
{
local.player kill
}
end
//music:
//wait 20
//$player stufftext "tmstart sound/music/mus_09a_action.mp3"
//wait 253
//$player stufftext "tmstart sound/music/mus_18a_action.mp3"
//end
//old threads
printhints:
end
setup_tank:
end
lockedgate:
end
kill_spotguy01:
end
kill_spotguy02:
end
obj1_complete:
end
obj3_complete:
end
obj4_complete:
end
obj5_complete:
end
obj6_complete:
end
obj7_complete:
end
tank01_bombed:
end
tank02_bombed:
end
tank03_bombed:
end
tanks_explode:
end
spawn_model local.model:
end local.model
spawn_fx local.fx:
end
nexttank:
end
obj2or4:
end
obj5or7:
end
open_bunkerdoors:
end
elevatorprep:
end
start_electrichums:
end
camptruck_drive:
end
camptruck_waitfordone:
end
camptruck_stopatend:
end
notidlecaught:
end
damagecaught:
end
caught:
end
fakecamptruck_drive:
end
camptruck_failed:
end
fakegetawaytruck_drive:
end
move_view local.spot:
end
switch_rail local.rail:
end
rotateswitch:
end
movecar_path:
end
start_train:
end
traincrash:
end
train_blowup_rotate_left local.movedist local.rotatedist:
end
train_blowup_rotate_right local.movedist local.rotatedist:
end
gatecrash:
end
crashopen_leftgate:
end
crashopen_rightgate:
end
trucklightson:
end
trainkill:
end
spawn_turretwave01:
end
generic_spawner local.name local.gun local.spawner:
end
spawn_camptruck_driver local.spawner:
end
spawn_getawaywave:
end
startpatrol local.trigger local.patrolpath:
end
get_kar98sniper:
end
playmusic:
end
save1:
end
endlevel:
end
is it a map ?
is shock and awe finnished? was lookin forward to contributing in some way