main: setcvar "g_obj_alliedtext1" "m6l3e" setcvar "g_obj_alliedtext3" "" setcvar "g_obj_axistext1" "Created by:" setcvar "g_obj_axistext2" "Searingwolfe" setcvar "g_obj_axistext3" "" setcvar "g_scoreboardpic" "m6l3e" setcvar "fraglimit" "0" setcvar "timelimit" "50" setcvar "cheats" "0" setcvar "thereisnomonkey" "0" setcvar "maxentities" "5000" setcvar "dmrespawning" "1" setcvar "dmroundlimit" "20" setcvar "level.clockside" "kills" //exec alienx/basebuild.scr::main 800 1000 250 1 1 0 0 if((getcvar("g_gametype") == "2")) { setcvar "g_obj_alliedtext2" "UBER Team Deathmatch v7.0" setcvar "g_gametypestring" "Team-Match UBER" setcvar "g_gametype" "2" exec alienx/hud_tdm.scr::main thread tdm_spawns spawn info_player_deathmatch "origin" "-6966 -2306 -249" "angle" "37" // for spectators when joining game spawn info_player_deathmatch "origin" "-4717 -1737 -552" "angle" "151" spawn info_player_deathmatch "origin" "-5677 -1062 -334" "angle" "-92" } else { setcvar "g_obj_alliedtext2" "UBER Free-For-All v7.0" setcvar "g_gametypestring" "Free-For-All UBER" setcvar "g_gametype" "1" exec alienx/hud_ffa.scr::main thread ffa_spawns } waitthread setup level waittill prespawn //allies exec alienx/basebuild.scr::basebuild ( -5199 -2360 -545 ) "static/indycrate.tik" 1 1 0 0 90 .3 0 0 1 exec alienx/basebuild.scr::basebuild ( -5299 -2360 -545 ) "statweapons/mg42_gun.tik" 1 0 1 0 90 .3 0 0 1 exec alienx/basebuild.scr::basebuild ( -5399 -2360 -545 ) "static/sandbag_link_main.tik" 1 0 0 1 90 .3 0 0 1 exec alienx/basebuild.scr::basebuild ( -5499 -2360 -545 ) "static/sandbag_longsegment.tik" 1 .5 0 .5 90 .3 0 0 1 exec alienx/basebuild.scr::basebuild ( -5599 -2360 -545 ) "static/barbwire.tik" 1 0 1 0 90 .3 0 0 1 exec alienx/basebuild.scr::basebuild ( -5699 -2360 -545 ) "static/bunkertable.tik" 1 .5 0 .5 90 .3 0 1 1 exec alienx/basebuild.scr::basebuild ( -5799 -2360 -545 ) "static/cabinet_large.tik" 1 .5 0 .5 90 .3 0 0 1 exec alienx/basebuild.scr::basebuild ( -5899 -2360 -545 ) "static/bookcase.tik" 1 0 1 0 90 .3 0 0 1 exec alienx/basebuild.scr::basebuild ( -5999 -2360 -545 ) "static/static_naziflag1.tik" 1 .5 0 .5 90 .3 0 0 1 exec alienx/basebuild.scr::basebuild ( -6099 -2360 -545 ) "static/banquet_table.tik" 1 .5 0 .5 90 .3 0 0 1 exec alienx/basebuild.scr::basebuild ( -6199 -2360 -545 ) "static/indycrate.tik" 1 .5 0 .5 90 .3 1 0 1 exec alienx/basebuild.scr::basebuild ( -6299 -2360 -545 ) "static/bush_full.tik" 1 .5 0 .5 90 .3 0 0 1end exec alienx/basebuild.scr::basebuild ( -6299 -2260 -545 ) "static/bodies_tarp.tik" 1 .5 0 .5 90 .3 1 0 1 exec alienx/basebuild.scr::basebuild ( -6299 -2160 -545 ) "static/bodies_tarp.tik" 1 1 1 1 90 .3 0 0 1 //axis exec alienx/basebuild.scr::basebuild ( -6597 -4680 -574 ) "static/indycrate.tik" 1 1 0 0 90 .3 0 0 1 exec alienx/basebuild.scr::basebuild ( -6597 -4580 -574 ) "statweapons/mg42_gun.tik" 1 0 1 0 90 .3 0 0 1 exec alienx/basebuild.scr::basebuild ( -6597 -4480 -574 ) "static/sandbag_link_main.tik" 1 0 0 1 90 .3 0 0 1 exec alienx/basebuild.scr::basebuild ( -6597 -4380 -574 ) "static/sandbag_longsegment.tik" 1 .5 0 .5 90 .3 0 0 1 exec alienx/basebuild.scr::basebuild ( -6597 -4280 -574 ) "static/barbwire.tik" 1 .5 0 .5 90 .3 0 0 1 exec alienx/basebuild.scr::basebuild ( -6597 -4180 -574 ) "static/bunkertable.tik" 1 0 0 1 90 .3 0 1 1 exec alienx/basebuild.scr::basebuild ( -6597 -4080 -574 ) "static/cabinet_large.tik" 1 .5 0 .5 90 .3 0 0 1 exec alienx/basebuild.scr::basebuild ( -6597 -3980 -574 ) "static/bodies_tarp.tik" 1 .5 0 .5 90 .3 1 0 1 exec alienx/basebuild.scr::basebuild ( -6597 -3880 -574 ) "static/bodies_tarp.tik" 1 1 1 1 90 .3 0 0 1 exec alienx/basebuild.scr::basebuild ( -6597 -3780 -574 ) "static/bookcase.tik" 1 .5 0 .5 90 .3 0 0 1 exec alienx/basebuild.scr::basebuild ( -6597 -3680 -574 ) "static/static_naziflag1.tik" 1 .5 0 .3 90 .5 0 0 1 exec alienx/basebuild.scr::basebuild ( -6597 -3580 -574 ) "static/bush_full.tik" 1 .5 0 .5 90 .3 0 0 1end exec alienx/basebuild.scr::basebuild ( -6597 -3480 -574 ) "static/banquet_table.tik" 1 .5 0 .3 90 .5 0 0 1 exec alienx/basebuild.scr::basebuild ( -6597 -3380 -574 ) "static/indycrate.tik" 1 .5 0 .5 90 .3 0 0 1 exec global/dog.scr ( -5341 -2403 -572 ) ( 0 0 0 ) 15 10 //*** precache dm stuff //exec global/DMprecache.scr exec global/aliascache_triggersounds.scr level.dmrespawning = 1 level.script = maps/m6l3e.scr exec global/ambient.scr m6l3e exec global/loadout.scr "maps/m6l3e.scr" exec global/door_locked.scr exec global/exploder.scr exec global/barrel.scr::explosive_barrel exec global/bomber.scr setcvar "r_fastsky" "0" $world farplane 150000 $world farplane_color ( 0.04314 0.05882 0.16471 ) exec map_triggers/grenade_ammo.scr ( -4764 -983 -575 ) ( -4764 -840 -575 ) ( -4764 -687 -575 ) ( -4764 -545 -575 ) ( -4764 -399 -575 ) ( -4579 -983 -575 ) ( -4579 -840 -575 ) ( -4579 -687 -575 ) ( -4579 -545 -575 ) ( -4579 -399 -575 ) level waittill spawn $train_engine.origin = "-6435.00 -2448.33 -563.14" $train_cars.origin = "-6432.02 -3580.62 -445" $train_cars_door remove $t240.origin = $train_cars.origin $train_cars bind $train_engine_clip $train_engine bind $train_engine_clip $t240 bind $train_cars $train_engine_clip notsolid $ranger1_anchor remove $ranger2_anchor remove $ranger3_anchor remove thread endbit thread Map_Guard thread blast_seq1_setup thread blast_seq2_setup thread blast_seq3_setup thread blast_seq4_setup end //////////////////////////////////////////////////////////////////////// setup: removeclass actor removeclass ammoentity level.springfield = 1 level.bar = 1 level.bazooka = 1 level.panzer = 1 level.mp44 = 1 level.shotgun = 1 level.rifle = 1 end //********************************************* // Heavy Flywheel Door //********************************************* heavy_door_setup: $heavy_door1 thread moveYup48 $heavy_door2 thread moveYdown48 $flywheel notsolid $flywheel thread flywheel_x360_close end moveYup48: self time 3 self playsound door_vault_roll_close self moveNorth 48 self waitmove end moveYdown48: self time 3 self moveSouth 48 self waitmove end flywheel_x360_close: self time 3 self rotateXdown 360 self playsound flywheel self waitmove end //********************************************* // Blast Sequence 1 - Heavy Door Closing //********************************************* blast_seq1_setup: $blast_seq1_model1 hide $blast_seq1_model2 hide end blast_seq1: $blast_seq1_exploder1 anim start $blast_seq1_fire1 anim start thread jitter_large 0 wait .5 $blast_seq1_exploder2 anim start $blast_seq1_model1 anim start $blast_seq1_fire2 anim start wait .25 $blast_seq1_exploder3 anim start $blast_seq1_fire3 anim start wait .5 $blast_seq1_exploder4 anim start wait .25 $blast_seq1_exploder5 anim start $blast_seq1_model2 anim start end //********************************************* // Blast Sequence 2 - Cell Block //********************************************* blast_seq2_setup: $blast_seq2_hurt1 nottriggerable $blast_seq2_model1 hide $blast_seq2_model2 hide $blast_seq2_model3 hide end blast_seq2: wait 1.5 $blast_seq2_exploder1 anim start wait .5 $blast_seq2_exploder2 anim start $blast_seq2_fire1 anim start wait 1 $blast_seq2_exploder3 anim start thread jitter_large 0 wait .5 $blast_seq2_exploder4 anim start wait .5 $blast_seq2_exploder5 anim start wait .5 $blast_seq2_exploder6 anim start wait .5 $blast_seq2_exploder7 anim start wait .5 $blast_seq2_exploder8 anim start $blast_seq2_fire2 anim start wait .5 $blast_seq2_exploder9 anim start $blast_seq2_fire3 anim start wait .5 $blast_seq2_exploder10 anim start thread global/exploder.scr::explode 1 wait .25 $blast_seq2_exploder11 anim start $blast_seq2_fire4 anim start $blast_seq2_model2 show wait .25 $blast_seq2_exploder12 anim start $blast_seq2_fire5 anim start thread global/exploder.scr::explode 2 thread global/exploder.scr::explode 3 $blast_seq2_exploder15 anim start //$blast_seq2_hurt1 triggerable wait .25 $blast_seq2_exploder13 anim start $blast_seq2_fire5 anim start wait .25 $blast_seq2_exploder14 anim start end //********************************************* // Blast Sequence 3 - Armory Room //********************************************* blast_seq3_setup: $blast_seq3_firedeath1 nottriggerable end blast_seq3: wait 2 $blast_seq3_firedeath1 triggerable $blast_seq3_exploder1 anim start $blast_seq3_fire1 anim start thread jitter_large 0 wait .5 $blast_seq3_exploder2 anim start wait .5 $blast_seq3_exploder3 anim start wait .5 $blast_seq3_exploder4 anim start wait .5 $blast_seq3_exploder5 anim start wait .5 $blast_seq3_exploder6 anim start wait .5 $blast_seq3_exploder7 anim start end //********************************************* // Blast Sequence 4 - Exit Room //********************************************* blast_seq4_setup: $blast_seq4_firedeath1 nottriggerable $blast_seq4_hurt1 nottriggerable $blast_seq4_hurt2 nottriggerable $blast_seq4_hurt3 nottriggerable $blast_seq4_hurt4 nottriggerable $blast_seq4_hurt5 nottriggerable $blast_seq4_model1 hide $blast_seq4_model2 hide $blast_seq4_model3 hide $blast_seq4_model4 hide end blast_seq4: wait 5 $blast_seq4_exploder1 anim start thread jitter_large 0 wait .5 //$blast_seq4_hurt1 triggerable $blast_seq4_exploder2 anim start $blast_seq4_fire1 anim start wait .5 $blast_seq4_exploder3 anim start $blast_seq4_fire2 anim start $blast_seq4_model1 show wait 1 //$blast_seq4_hurt2 triggerable $blast_seq4_exploder4 anim start $blast_seq4_fire3 anim start $blast_seq4_fire4 anim start wait .5 $blast_seq4_exploder5 anim start $blast_seq4_fire5 anim start $blast_seq4_model2 show wait .5 //$blast_seq4_hurt3 triggerable $blast_seq4_exploder6 anim start $blast_seq4_fire6 anim start wait 1 //$blast_seq4_hurt4 triggerable $blast_seq4_exploder7 anim start $blast_seq4_fire7 anim start $blast_seq4_fire8 anim start //$guy1 exec global/bullethit.scr (0 -1 0) 1000 0 0 $blast_seq4_model3 show thread jitter_large 0 wait .5 //$blast_seq4_hurt5 triggerable $blast_seq4_exploder8 anim start $blast_seq4_fire9 anim start $blast_seq4_fire10 anim start wait 1 $blast_seq4_exploder9 anim start $blast_seq4_fire11 anim start thread jitter_large 0 wait .5 $blast_seq4_exploder10 anim start $blast_seq4_fire12 anim start wait .5 $blast_seq4_exploder11 anim start $blast_seq4_model4 show //$guy2 exec global/bullethit.scr (0 -1 0) 1000 0 0 //wait 2 //$blast_seq4_firedeath1 triggerable end //********************************************* // Blast Sequence 5 - Exterior 1 //********************************************* blast_seq5: $blast_seq5_exploder1 anim start thread jitter_medium 0 wait 1 $blast_seq5_exploder2 anim start wait 1 $blast_seq5_exploder3 anim start wait 2 $blast_seq5_exploder4 anim start thread jitter_large 0 wait 2 $blast_seq5_exploder5 anim start wait 1 $blast_seq5_exploder6 anim start thread jitter_medium 0 wait 1 $blast_seq5_exploder7 anim start wait 2 $blast_seq5_exploder8 anim start thread jitter_large 0 wait 1 $blast_seq5_exploder9 anim start wait 1 thread jitter_medium 0 $blast_seq5_exploder10 anim start wait 2 $blast_seq5_exploder11 anim start thread jitter_large 0 wait 1 $blast_seq5_exploder12 anim start wait 1 $blast_seq5_exploder13 anim start wait 2 $blast_seq5_exploder14 anim start thread jitter_large 0 wait 1 $blast_seq5_exploder15 anim start wait 2 $blast_seq5_exploder16 anim start wait 1 $blast_seq5_exploder17 anim start wait 2 $blast_seq5_exploder18 anim start wait 2 $blast_seq5_exploder19 anim start wait 1 $blast_seq5_exploder20 anim start end //********************************************* // Blast Sequence 6 - Exterior 2 //********************************************* blast_seq6: $blast_seq6_exploder1 anim start wait 2 $blast_seq6_exploder2 anim start thread jitter_medium 0 wait 2 $blast_seq6_exploder3 anim start wait 2 $blast_seq6_exploder4 anim start thread jitter_medium 0 wait 2 $blast_seq6_exploder5 anim start wait 2 $blast_seq6_exploder6 anim start thread jitter_medium 0 end //********************************************* // Screen Shake Effects //********************************************* jitter_medium local.time: if (local.time) wait local.time waitexec global/earthquake.scr .23 .7 0 0 waitexec global/earthquake.scr .8 .6 0 0 waitexec global/earthquake.scr 1 .6 0 .5 end jitter_large local.time: if (local.time) wait local.time waitexec global/earthquake.scr .4 .9 0 0 waitexec global/earthquake.scr .7 .6 0 0 waitexec global/earthquake.scr 1 1 0 0 waitexec global/earthquake.scr 1 .5 0 .3 end //********************************************* // Move Object - move_object