main local.origin local.angles local.fusetime local.offtime local.minedamageradius local.pulsatingoff: local.detonator = spawn script_model local.detonator model "miscobj/detonator.tik" local.detonator.origin = local.origin local.detonator.angles = local.angles local.detonator anim idle local.detonator notsolid local.detonatortrig = spawn trigger_use local.detonatortrig.origin = local.detonator.origin local.detonatortrig setsize ( -20 -20 -20 ) ( 20 20 20 ) local.detonatortrig waittill trigger local.detonatortrig nottriggerable local.detonator anim fire local.detonator playsound plunger if(local.fusetime == 0) { local.fusetime = randomint(4) + 2 } // randomize fusetime (2 to 5) if set to 0. /////////////////////////////////////////////*** add code here ***////// local.player = parm.other local.detonatortrig message ("*** Blowing up the fields. ***") waitthread maps/training_mapscripts/finalfield_bombs.scr::bombfield local.origin local.fusetime local.offtime local.minedamageradius local.pulsatingoff wait 1 //////////////////////////////////////////////////////////////////////// local.detonatortrig triggerable local.detonatortrig waittill trigger local.detonatortrig nottriggerable local.detonator anim idle local.detonator playsound light_switch /////////////////////////////////////////////*** add code here ***////// local.player = parm.other local.detonatortrig message ("*** Resetting the detonator. ***") wait 1 //////////////////////////////////////////////////////////////////////// waitframe local.detonator remove local.detonatortrig remove thread main local.origin local.angles local.fusetime local.offtime local.minedamageradius local.pulsatingoff end