Test your Shock and Awe

Started by Alexander the Gr3at, May 06, 2005, 07:06:12 AM

Previous topic - Next topic

Rjbriggsy

i pm'd ssuk a while ago to note my interest :)

Guest

Thanks guys - I am doing a project 'sfx server in a box' as soon as thats finished we are Shock n Awe :)

Vince

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

Guest


viper1

is shock and awe finnished? was lookin forward to contributing in some way