main local.origin0 local.origin1 local.origin2 local.origin3 local.origin4 local.origin5 local.origin6 local.origin7 local.origin8 local.origin9: level.spot_rocket[0] = ( local.origin0 ) + ( 0 0 15 ) level.spot_rocket[1] = ( local.origin1 ) + ( 0 0 15 ) level.spot_rocket[2] = ( local.origin2 ) + ( 0 0 15 ) level.spot_rocket[3] = ( local.origin3 ) + ( 0 0 15 ) level.spot_rocket[4] = ( local.origin4 ) + ( 0 0 15 ) level.spot_rocket[5] = ( local.origin5 ) + ( 0 0 15 ) level.spot_rocket[6] = ( local.origin6 ) + ( 0 0 15 ) level.spot_rocket[7] = ( local.origin7 ) + ( 0 0 15 ) level.spot_rocket[8] = ( local.origin8 ) + ( 0 0 15 ) level.spot_rocket[9] = ( local.origin9 ) + ( 0 0 15 ) local.random = randomint(level.spot_rocket.size) local.randomold = local.random local.marker5 = spawn script_model targetname "rocket_ammotrig" local.marker5 model "weapons/bazooka.tik" local.marker5.origin = level.spot_rocket[local.random] + ( 0 0 10 ) local.marker5.angles = ( 0 0 0 ) local.marker5 scale 0.9 //local.marker5 light .5 0 1 100 local.marker5 notsolid //local.marker5 time 15 //local.marker5 thread Rotatex local.marker6 = spawn script_model targetname "rocket_ammotrig_2" local.marker6 model "weapons/panzerschreck.tik" local.marker6.origin = level.spot_rocket[local.random] local.marker6.angles = ( 0 0 0 ) local.marker6 scale 0.9 //local.marker6 light 0 0 1 40 local.marker6 notsolid //local.marker6 time 15 //local.marker6 thread Rotatexx local.trig2 = spawn trigger_use local.trig2.origin = level.spot_rocket[local.random] local.trig2 setsize ( -30 -30 -20 ) ( 30 30 50 ) local.trig2 message "*** Given some rocket ammo. ****" local.trig2 setthread health-start exec global/flickerrotate.scr rocket_ammotrig ( .35 0 .85 ) 100 15 5 15 wait 1 exec global/flickerrotate.scr rocket_ammotrig_2 ( 0 0 .85 ) 50 5 5 15 1 while(1) { local.trig2 waittill trigger local.marker5 hide local.marker6 hide local.trig2 nottriggerable local.randomold = local.random local.random = randomint(level.spot_rocket.size) if(local.randomold == local.random) { local.random = randomint(level.spot_rocket.size) if(local.randomold == local.random) { local.random = randomint(level.spot_rocket.size) if(local.randomold == local.random) { local.random = randomint(level.spot_rocket.size) if(local.randomold == local.random) { local.random = randomint(level.spot_rocket.size) if(local.randomold == local.random) { local.random = randomint(level.spot_rocket.size) } } } } } local.marker5.origin = level.spot_rocket[local.random] local.marker6.origin = level.spot_rocket[local.random] local.trig2.origin = level.spot_rocket[local.random] wait 0.1 local.marker5 show local.marker6 show local.trig2 triggerable } end health-start: local.player = parm.other local.random2 = randomint(2) if(local.random2 == 0) { local.player take "weapons/bazooka.tik" local.player iprint "Current Bazooka ammo taken..." local.player iprint "Randomized type: +2 Bazooka ammo given." wait 0.1 local.player give weapons/bazooka.tik } if(local.random2 == 1) { local.player take "weapons/panzerschreck.tik" local.player iprint "Current Panzerschreck ammo taken..." local.player iprint "Randomized type: +2 Panzerschreck ammo given." wait 0.1 local.player give weapons/panzerschreck.tik } //local.player stufftext "say *** Rocket Ammo Spot is on the move!!! ***" local.player playsound bazooka_snd_pickup local.player playsound panzerschreck_snd_pickup local.trig2 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