main local.origin0 local.origin1 local.origin2 local.origin3 local.origin4 local.origin5 local.origin6 local.origin7 local.origin8 local.origin9: level.spot_grenade[0] = ( local.origin0 ) + ( 0 0 15 ) level.spot_grenade[1] = ( local.origin1 ) + ( 0 0 15 ) level.spot_grenade[2] = ( local.origin2 ) + ( 0 0 15 ) level.spot_grenade[3] = ( local.origin3 ) + ( 0 0 15 ) level.spot_grenade[4] = ( local.origin4 ) + ( 0 0 15 ) level.spot_grenade[5] = ( local.origin5 ) + ( 0 0 15 ) level.spot_grenade[6] = ( local.origin6 ) + ( 0 0 15 ) level.spot_grenade[7] = ( local.origin7 ) + ( 0 0 15 ) level.spot_grenade[8] = ( local.origin8 ) + ( 0 0 15 ) level.spot_grenade[9] = ( local.origin9 ) + ( 0 0 15 ) local.random1 = randomint(level.spot_grenade.size) local.randomold1 = local.random1 local.marker3 = spawn script_model targetname "grenade_ammotrig" local.marker3 model "weapons/M2frag_grenade.tik" local.marker3.origin = level.spot_grenade[local.random1] + ( 0 0 10 ) local.marker3.angles = ( 0 0 0 ) local.marker3 scale 2.5 //local.marker3 light 1 0 0 100 local.marker3 notsolid //local.marker3 time 15 //local.marker3 thread Rotatex // after an unknown amount of map time, the trigger model might stop rotating. flickerrotate.scr fixes this issue. local.marker4 = spawn script_model targetname "grenade_ammotrig_2" local.marker4 model "weapons/steilhandgranate.tik" local.marker4.origin = level.spot_grenade[local.random1] local.marker4.angles = ( 0 0 0 ) local.marker4 scale 1.75 //local.marker4 light .5 1 0 50 local.marker4 notsolid //local.marker4 time 15 //local.marker4 thread Rotatexx local.trig1 = spawn trigger_use local.trig1.origin = level.spot_grenade[local.random1] local.trig1 setsize ( -30 -30 -20 ) ( 30 30 50 ) local.trig1 message "*** Given some grenades. ****" local.trig1 setthread health-start exec global/flickerrotate.scr grenade_ammotrig ( .85 0 0 ) 100 15 5 5 wait 1 exec global/flickerrotate.scr grenade_ammotrig_2 ( .35 .85 0 ) 50 15 15 5 1 while(1) { local.trig1 waittill trigger local.marker3 hide local.marker4 hide local.trig1 nottriggerable local.randomold1 = local.random1 local.random1 = randomint(level.spot_grenade.size) if(local.randomold1 == local.random1) { local.random1 = randomint(level.spot_grenade.size) if(local.randomold1 == local.random1) { local.random1 = randomint(level.spot_grenade.size) if(local.randomold1 == local.random1) { local.random1 = randomint(level.spot_grenade.size) if(local.randomold1 == local.random1) { local.random1 = randomint(level.spot_grenade.size) if(local.randomold1 == local.random1) { local.random1 = randomint(level.spot_grenade.size) } } } } } local.marker3.origin = level.spot_grenade[local.random1] local.marker4.origin = level.spot_grenade[local.random1] local.trig1.origin = level.spot_grenade[local.random1] wait 0.1 local.marker3 show local.marker4 show local.trig1 triggerable } end health-start: local.player = parm.other if(local.player.dmteam == "allies") { local.player take "weapons/M2frag_grenade.tik" local.player iprint "Current frag grenade ammo taken..." local.player iprint "Given +2 Allies grenades." wait 0.1 local.player give weapons/M2frag_grenade.tik } if(local.player.dmteam == "axis") { local.player take "weapons/steilhandgranate.tik" local.player iprint "Current steilhandgranate ammo taken..." local.player iprint "Given +2 Axis grenades." wait 0.1 local.player give weapons/steilhandgranate.tik } //local.player stufftext "say *** Grenade Ammo Spot is on the move!!! ***" local.player playsound m2frag_snd_pickup local.player playsound steilhandgranate_snd_pickup local.trig1 triggerable end Rotatex: while(self) { self.angles = (self.angles + ( 05 -03 07 )) waitframe } end Rotatexx: while(self) { self.angles = (self.angles + ( -05 03 -07 )) waitframe } end