main: thread uboat_msgtrig_gunranges // near uboat4 (allies-side back corner of gunranges) thread uboat_msgtrig_finalgunrange // near uboat14 (above entire concrete wall median) local.uboat1 = spawn script_model targetname "uboat1" local.uboat1 model "vehicles/uboat.tik" local.uboat1.origin = ( 2175 -950 50 ) local.uboat1.angles = ( 0 90 0 ) local.uboat1 solid local.uboat1 hide local.uboat2 = spawn script_model targetname "uboat2" local.uboat2 model "vehicles/uboat.tik" local.uboat2.origin = ( 2175 -950 525 ) local.uboat2.angles = ( 0 90 0 ) local.uboat2 solid local.uboat2 hide local.uboat3 = spawn script_model targetname "uboat3" local.uboat3 model "vehicles/uboat.tik" local.uboat3.origin = ( 2175 -950 1000 ) local.uboat3.angles = ( 0 90 0 ) local.uboat3 solid local.uboat3 hide local.uboat4 = spawn script_model targetname "uboat4" local.uboat4 model "vehicles/uboat.tik" local.uboat4.origin = ( 2175 1600 -50 ) local.uboat4.angles = ( 0 90 0 ) local.uboat4 solid local.uboat4 hide local.uboat5 = spawn script_model targetname "uboat5" local.uboat5 model "vehicles/uboat.tik" local.uboat5.origin = ( 2175 1600 525 ) local.uboat5.angles = ( 0 90 0 ) local.uboat5 solid local.uboat5 hide local.uboat6 = spawn script_model targetname "uboat6" local.uboat6 model "vehicles/uboat.tik" local.uboat6.origin = ( 2175 1600 1000 ) local.uboat6.angles = ( 0 90 0 ) local.uboat6 solid local.uboat6 hide local.barbwire1 = spawn script_model targetname "uboat7" local.barbwire1 model "static/barbwire_long.tik" local.barbwire1.origin = ( 2000 -2400 -235 ) local.barbwire1.angles = ( 0 0 0 ) local.barbwire1 solid local.barbwire1 hide local.barbwire2 = spawn script_model targetname "uboat8" local.barbwire2 model "static/barbwire_long.tik" local.barbwire2.origin = ( 2000 -1950 -235 ) local.barbwire2.angles = ( 0 0 0 ) local.barbwire2 solid local.barbwire2 hide local.barbwire3 = spawn script_model targetname "uboat9" local.barbwire3 model "static/barbwire_long.tik" local.barbwire3.origin = ( 2000 -1500 -235 ) local.barbwire3.angles = ( 0 0 0 ) local.barbwire3 solid local.barbwire3 hide local.barbwire4 = spawn script_model targetname "uboat10" local.barbwire4 model "static/barbwire_long.tik" local.barbwire4.origin = ( 2000 -1050 -235 ) local.barbwire4.angles = ( 0 0 0 ) local.barbwire4 solid local.barbwire4 hide local.uboat7 = spawn script_model targetname "uboat11" local.uboat7 model "vehicles/uboat.tik" local.uboat7.origin = ( 4980 -950 50 ) local.uboat7.angles = ( 0 90 0 ) local.uboat7 solid local.uboat7 hide local.uboat8 = spawn script_model targetname "uboat12" local.uboat8 model "vehicles/uboat.tik" local.uboat8.origin = ( 4980 -950 525 ) local.uboat8.angles = ( 0 90 0 ) local.uboat8 solid local.uboat8 hide local.uboat9 = spawn script_model targetname "uboat13" local.uboat9 model "vehicles/uboat.tik" local.uboat9.origin = ( 4980 -950 1000 ) local.uboat9.angles = ( 0 90 0 ) local.uboat9 solid local.uboat9 hide local.uboat10 = spawn script_model targetname "uboat14" local.uboat10 model "vehicles/uboat.tik" local.uboat10.origin = ( 4980 1600 50 ) local.uboat10.angles = ( 0 90 0 ) local.uboat10 solid local.uboat10 hide local.uboat11 = spawn script_model targetname "uboat15" local.uboat11 model "vehicles/uboat.tik" local.uboat11.origin = ( 4980 1600 525 ) local.uboat11.angles = ( 0 90 0 ) local.uboat11 solid local.uboat11 hide local.uboat12 = spawn script_model targetname "uboat16" local.uboat12 model "vehicles/uboat.tik" local.uboat12.origin = ( 4980 1600 1000 ) local.uboat12.angles = ( 0 90 0 ) local.uboat12 solid local.uboat12 hide end //////////////////////////////////////////////////////////////////////// modify local.wallname local.solid local.show: if(local.wallname == "mid") { if(local.solid != 1) { for(local.a = 1; local.a <= 10; local.a++) { $("uboat" + local.a) notsolid } } if(local.solid == 1) { for(local.a = 1; local.a <= 10; local.a++) { $("uboat" + local.a) solid } } if(local.show != 1) { for(local.a = 1; local.a <= 10; local.a++) { $("uboat" + local.a) hide } } if(local.show == 1) { for(local.a = 1; local.a <= 10; local.a++) { $("uboat" + local.a) show } } } if(local.wallname == "final") { if(local.solid != 1) { for(local.a = 11; local.a <= 16; local.a++) { $("uboat" + local.a) notsolid } } if(local.solid == 1) { for(local.a = 11; local.a <= 16; local.a++) { $("uboat" + local.a) solid } } if(local.show != 1) { for(local.a = 11; local.a <= 16; local.a++) { $("uboat" + local.a) hide } } if(local.show == 1) { for(local.a = 11; local.a <= 16; local.a++) { $("uboat" + local.a) show } } } //if(local.solid != 1 && local.wallname == "mid") { iprintlnbold("The main gunranges are now accessable! More objects/teles are now visible.") } //if(local.solid != 1 && local.wallname == "final") { iprintlnbold("The final gunranges are now accessable! More objects/teles are now visible.") } end //////////////////////////////////////////////////////////////////////// uboat_msgtrig_gunranges: // if player touches the invisible wall trying to get to gunranges, tell them to blow up the tank first. local.uboatmsg = spawn trigger_multiple local.uboatmsg.origin = ( 1926 3000 -227 ) local.uboatmsg setsize ( -5 -6500 -5 ) ( 10 500 1800 ) local.uboatmsg waittill trigger // when the tank is dead, remove the trigger after it is triggered one last time. local.player = parm.other if(level.flags[tank] != 1) { local.player = parm.other local.uboatmsg message ("*** The gunranges are not accessible yet. ***") local.player iprint "To access the gunranges, you must first blow up the tank." wait 2 local.uboatmsg remove thread uboat_msgtrig_gunranges } if(level.flags[tank] >= 1) { local.uboatmsg remove } end //////////////////////////////////////////////////////////////////////// uboat_msgtrig_finalgunrange: // if trying to get to final gunrange, tell them to finish the 4 field objectives first (pistol, smg, sniper, grenade in training.scr) local.uboatmsg = spawn trigger_multiple local.uboatmsg.origin = ( 4730 3000 -123 ) local.uboatmsg setsize ( -5 -6500 -5 ) ( 10 500 1800 ) local.uboatmsg waittill trigger // when the 4 gunrange objectives are done, remove the trigger after it is triggered one last time. if(level.objectives_field < 4) { local.player = parm.other local.uboatmsg message ("*** Final gunrange is not accessible yet. ***") local.player iprint "To access the final gunrange, you must complete the previous 4 objectives." wait 2 local.uboatmsg remove thread uboat_msgtrig_finalgunrange } if(level.objectives_field >= 4) { local.uboatmsg remove } end