#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
init()
{
level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
precacheModel( level.elevator_model["enter"] );
precacheModel( level.elevator_model["exit"] );
wait 1.05;
switch(GetDvar("mapname")) {
case "mp_favela":
favela_objects();
break;
}
}
favela_objects()
{
CreateWalls((-1351, 919, 184), (-1450, 919, 274));
CreateDoors((-1400, 919, 184), (-1500, 919, 184), (90,90, 0), 2, 2, 15, 75);
CreateWalls((2445, 3065, 280), (2583, 2863, 310));
CreateWalls((2445, 3065, 340), (2583, 2863, 370));
CreateWalls((2130, 2613, 280), (2081, 2712, 310));
CreateWalls((2130, 2613, 340), (2081, 2712, 370));
CreateElevator((880, 2254, 282), (1177, 2402 ,281), (0, 0, 0));
CreateDoors((-1474, 1399, 210), (-1374, 1399, 210), (90,90, 0), 2, 2, 15, 75);
CreateDoors((2081, 2712, 280), (2028, 2790, 280), (90,90, 55), 3, 2, 15, 75);
}
/************************************************************************************
* Building functions, credits to Killingdyl for making this
*************************************************************************************/
CreateBlocks(pos, angle)
{
block = spawn("script_model", pos );
block setModel("com_plasticcase_friendly");
block.angles = angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateDoors(open, close, angle, size, height, hp, range)
{
level.doorwait = 0.7;
offset = (((size / 2) - 0.5) * -1);
center = spawn("script_model", open );
for(j = 0; j < size; j++){
door = spawn("script_model", open + (((0, 30, 0) * offset))*1.5);
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
for(h = 1; h < height; h++){
door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h));
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
}
offset += 1;
}
center.angles = angle;
center.state = "open";
center.hp = hp;
center.range = range;
center thread DoorThink(open, close);
center thread DoorUse();
center thread ResetDoors(open, hp);
wait 0.01;
}
DoorThink(open, close)
{
while(1)
{
if(self.hp > 0){
self waittill ( "triggeruse" , player );
if(player.team == "axis"){
if(self.state == "open"){
self MoveTo(close, level.doorwait);
wait level.doorwait;
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(open, level.doorwait);
wait level.doorwait;
self.state = "open";
continue;
}
}
if(player.team == "allies"){
if(self.state == "close"){
self.hp--;
player iPrintlnBold("HIT");
wait 1;
continue;
}
}
} else {
if(self.state == "close"){
self MoveTo(open, level.doorwait);
}
self.state = "broken";
wait .5;
self delete();
}
}
}
DoorUse(range)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(self.origin, player.origin) <= self.range){
if(player.team == "axis"){
if(self.state == "open"){
player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";
}
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.team == "allies"){
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player maps\mp\gametypes\_rank::isButtonPressed("X")){
self notify( "triggeruse" , player);
}
}
}
wait .045;
}
}
CreateElevator(enter, exit, angle, notantycamp)
{
if(!isDefined(notantycamp)) notantycamp = true;
if(notantycamp) {
flag = spawn( "script_model", enter );
flag setModel( level.elevator_model["enter"] );
wait 0.01;
flag = spawn( "script_model", exit );
flag setModel( level.elevator_model["exit"] );
}
wait 0.01;
self thread ElevatorThink(enter, exit, angle);
}
ElevatorThink(enter, exit, angle)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(enter, player.origin) <= 90){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}
ResetDoors(open, hp)
{
while(1)
{
level waittill("RESETDOORS");
self.hp = hp;
self MoveTo(open, level.doorwait);
self.state = "open";
}
}
CreateRamps(top, bottom)
{
D = Distance(top, bottom);
blocks = roundUp(D/30);
CX = top[0] - bottom[0];
CY = top[1] - bottom[1];
CZ = top[2] - bottom[2];
XA = CX/blocks;
YA = CY/blocks;
ZA = CZ/blocks;
CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
Temp = VectorToAngles(top - bottom);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
for(b = 0; b < blocks; b++){
block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)));
block setModel("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
block setModel("com_plasticcase_friendly");
block.angles = (BA[0], BA[1], 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateGrids(corner1, corner2, angle)
{
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_friendly");
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
}
}
center.angles = angle;
}
CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
}
CreateCluster(amount, pos, radius)
{
for(i = 0; i < amount; i++)
{
half = radius / 2;
power = ((randomInt(radius) - half), (randomInt(radius) - half), 500);
block = spawn("script_model", pos + (0, 0, 1000) );
block setModel("com_plasticcase_friendly");
block.angles = (90, 0, 0);
block PhysicsLaunchServer((0, 0, 0), power);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
block thread ResetCluster(pos, radius);
wait 0.05;
}
}
ResetCluster(pos, radius)
{
wait 5;
self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
level waittill("RESETCLUSTER");
self thread CreateCluster(1, pos, radius);
self delete();
}
roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
init()
{
level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
precacheModel( level.elevator_model["enter"] );
precacheModel( level.elevator_model["exit"] );
wait 1.05;
switch(GetDvar("mapname")) {
case "mp_favela":
favela_objects();
break;
}
}
favela_objects()
{
CreateWalls((-1351, 919, 184), (-1450, 919, 274));
CreateDoors((-1400, 919, 184), (-1500, 919, 184), (90,90, 0), 2, 2, 15, 75);
CreateWalls((2445, 3065, 280), (2583, 2863, 310));
CreateWalls((2445, 3065, 340), (2583, 2863, 370));
CreateWalls((2130, 2613, 280), (2081, 2712, 310));
CreateWalls((2130, 2613, 340), (2081, 2712, 370));
CreateElevator((880, 2254, 282), (1177, 2402 ,281), (0, 0, 0));
CreateDoors((-1474, 1399, 210), (-1374, 1399, 210), (90,90, 0), 2, 2, 15, 75);
CreateDoors((2081, 2712, 280), (2028, 2790, 280), (90,90, 55), 3, 2, 15, 75);
}
afghan_objects()
{
CreateDoors((1200, 4756, 410), (1400, 4756, 410), (90, 90, 0), 6, 2, 12, 200);
CreateRamps((2280, 1254, 142), (2548, 1168, 33));
CreateGrids((1688, 4746, 416), (1024, 5039, 416), (0, 0, 0));
CreateRamps((1472, 4103, 256), (1356, 4720, 410));
CreateRamps((1552, 4103, 256), (1436, 4720, 410));
CreateWalls((1688, 4746, 416), (1500, 4746, 550));
CreateWalls((1024, 4746, 416), (1300, 4746, 550));
CreateWalls((1688, 4746, 416), (1688, 5039, 550));
CreateWalls((1024, 5039, 416), (1688, 5039, 550));
CreateWalls((1024, 5039, 416), (1024, 4746, 550));
}
/************************************************************************************
* Building functions, credits to Killingdyl for making this
*************************************************************************************/
CreateBlocks(pos, angle)
{
block = spawn("script_model", pos );
block setModel("com_plasticcase_friendly");
block.angles = angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateDoors(open, close, angle, size, height, hp, range)
{
level.doorwait = 0.7;
offset = (((size / 2) - 0.5) * -1);
center = spawn("script_model", open );
for(j = 0; j < size; j++){
door = spawn("script_model", open + (((0, 30, 0) * offset))*1.5);
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
for(h = 1; h < height; h++){
door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h));
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
}
offset += 1;
}
center.angles = angle;
center.state = "open";
center.hp = hp;
center.range = range;
center thread DoorThink(open, close);
center thread DoorUse();
center thread ResetDoors(open, hp);
wait 0.01;
}
DoorThink(open, close)
{
while(1)
{
if(self.hp > 0){
self waittill ( "triggeruse" , player );
if(player.team == "axis"){
if(self.state == "open"){
self MoveTo(close, level.doorwait);
wait level.doorwait;
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(open, level.doorwait);
wait level.doorwait;
self.state = "open";
continue;
}
}
if(player.team == "allies"){
if(self.state == "close"){
self.hp--;
player iPrintlnBold("HIT");
wait 1;
continue;
}
}
} else {
if(self.state == "close"){
self MoveTo(open, level.doorwait);
}
self.state = "broken";
wait .5;
self delete();
}
}
}
DoorUse(range)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(self.origin, player.origin) <= self.range){
if(player.team == "axis"){
if(self.state == "open"){
player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";
}
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.team == "allies"){
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player maps\mp\gametypes\_rank::isButtonPressed("X")){
self notify( "triggeruse" , player);
}
}
}
wait .045;
}
}
CreateElevator(enter, exit, angle, notantycamp)
{
if(!isDefined(notantycamp)) notantycamp = true;
if(notantycamp) {
flag = spawn( "script_model", enter );
flag setModel( level.elevator_model["enter"] );
wait 0.01;
flag = spawn( "script_model", exit );
flag setModel( level.elevator_model["exit"] );
}
wait 0.01;
self thread ElevatorThink(enter, exit, angle);
}
ElevatorThink(enter, exit, angle)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(enter, player.origin) <= 90){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}
ResetDoors(open, hp)
{
while(1)
{
level waittill("RESETDOORS");
self.hp = hp;
self MoveTo(open, level.doorwait);
self.state = "open";
}
}
CreateRamps(top, bottom)
{
D = Distance(top, bottom);
blocks = roundUp(D/30);
CX = top[0] - bottom[0];
CY = top[1] - bottom[1];
CZ = top[2] - bottom[2];
XA = CX/blocks;
YA = CY/blocks;
ZA = CZ/blocks;
CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
Temp = VectorToAngles(top - bottom);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
for(b = 0; b < blocks; b++){
block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)));
block setModel("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
block setModel("com_plasticcase_friendly");
block.angles = (BA[0], BA[1], 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateGrids(corner1, corner2, angle)
{
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_friendly");
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
}
}
center.angles = angle;
}
CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
}
CreateCluster(amount, pos, radius)
{
for(i = 0; i < amount; i++)
{
half = radius / 2;
power = ((randomInt(radius) - half), (randomInt(radius) - half), 500);
block = spawn("script_model", pos + (0, 0, 1000) );
block setModel("com_plasticcase_friendly");
block.angles = (90, 0, 0);
block PhysicsLaunchServer((0, 0, 0), power);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
block thread ResetCluster(pos, radius);
wait 0.05;
}
}
ResetCluster(pos, radius)
{
wait 5;
self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
level waittill("RESETCLUSTER");
self thread CreateCluster(1, pos, radius);
self delete();
}
roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
init()
{
level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
precacheModel( level.elevator_model["enter"] );
precacheModel( level.elevator_model["exit"] );
wait 1.05;
switch(GetDvar("mapname")) {
case "mp_nightshift":
nightshift_objects();
break;
case "mp_MAPNAME":
MAPNAME_objects();
break;
case "mp_MAPNAME":
MAPNAME_objects();
break;
case "mp_MAPNAME":
MAPNAME_objects();
break;
}
}
MAPNAME_objects()
{
}
nightshift_objects()
{
}
CreateBlocks(pos, angle)
{
block = spawn("script_model", pos );
block setModel("com_plasticcase_friendly");
block.angles = angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateDoors(open, close, angle, size, height, hp, range)
{
level.doorwait = 0.7;
offset = (((size / 2) - 0.5) * -1);
center = spawn("script_model", open );
for(j = 0; j < size; j++){
door = spawn("script_model", open + (((0, 30, 0) * offset))*1.5);
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
for(h = 1; h < height; h++){
door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h));
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
}
offset += 1;
}
center.angles = angle;
center.state = "open";
center.hp = hp;
center.range = range;
center thread DoorThink(open, close);
center thread DoorUse();
center thread ResetDoors(open, hp);
wait 0.01;
}
DoorThink(open, close)
{
while(1)
{
if(self.hp > 0){
self waittill ( "triggeruse" , player );
if(player.team == "axis"){
if(self.state == "open"){
self MoveTo(close, level.doorwait);
wait level.doorwait;
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(open, level.doorwait);
wait level.doorwait;
self.state = "open";
continue;
}
}
if(player.team == "allies"){
if(self.state == "close"){
self.hp--;
player iPrintlnBold("HIT");
wait 1;
continue;
}
}
} else {
if(self.state == "close"){
self MoveTo(open, level.doorwait);
}
self.state = "broken";
wait .5;
self delete();
}
}
}
DoorUse(range)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(self.origin, player.origin) <= self.range){
if(player.team == "axis"){
if(self.state == "open"){
player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";
}
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.team == "allies"){
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player maps\mp\gametypes\_rank::isButtonPressed("X")){
self notify( "triggeruse" , player);
}
}
}
wait .045;
}
}
CreateElevator(enter, exit, angle, notantycamp)
{
if(!isDefined(notantycamp)) notantycamp = true;
if(notantycamp) {
flag = spawn( "script_model", enter );
flag setModel( level.elevator_model["enter"] );
wait 0.01;
flag = spawn( "script_model", exit );
flag setModel( level.elevator_model["exit"] );
}
wait 0.01;
self thread ElevatorThink(enter, exit, angle);
}
ElevatorThink(enter, exit, angle)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(enter, player.origin) <= 90){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}
ResetDoors(open, hp)
{
while(1)
{
level waittill("RESETDOORS");
self.hp = hp;
self MoveTo(open, level.doorwait);
self.state = "open";
}
}
CreateRamps(top, bottom)
{
D = Distance(top, bottom);
blocks = roundUp(D/30);
CX = top[0] - bottom[0];
CY = top[1] - bottom[1];
CZ = top[2] - bottom[2];
XA = CX/blocks;
YA = CY/blocks;
ZA = CZ/blocks;
CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
Temp = VectorToAngles(top - bottom);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
for(b = 0; b < blocks; b++){
block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)));
block setModel("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
block setModel("com_plasticcase_friendly");
block.angles = (BA[0], BA[1], 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateGrids(corner1, corner2, angle)
{
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_friendly");
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
}
}
center.angles = angle;
}
CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
}
CreateCluster(amount, pos, radius)
{
for(i = 0; i < amount; i++)
{
half = radius / 2;
power = ((randomInt(radius) - half), (randomInt(radius) - half), 500);
block = spawn("script_model", pos + (0, 0, 1000) );
block setModel("com_plasticcase_friendly");
block.angles = (90, 0, 0);
block PhysicsLaunchServer((0, 0, 0), power);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
block thread ResetCluster(pos, radius);
wait 0.05;
}
}
ResetCluster(pos, radius)
{
wait 5;
self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
level waittill("RESETCLUSTER");
self thread CreateCluster(1, pos, radius);
self delete();
}
roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}

#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
init()
{
level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
precacheModel( level.elevator_model["enter"] );
precacheModel( level.elevator_model["exit"] );
wait 1.05;
switch(GetDvar("mapname")) {
case "mp_nightshift":
nightshift_objects();
break;
case "mp_favela":
favela_objects();
break;
case "mp_quarry":
quarry_objects();
break;
case "mp_afghan":
afghan_objects();
break;
}
}
favela_objects()
{
CreateElevator((-321, 2633, 335), (5047, -2867, 216), (0, 0, 0));
CreateElevator((-192, -743, 308), (5047, -2867, 216), (0, 0, 0));
CreateElevator((-227, 1325, 152), (5047, -2867, 216), (0, 0, 0));
CreateElevator((34, 277, 312), (5047, -2867, 216), (0, 0, 0));
CreateElevator((1022, 413, 198), (5047, -2867, 216), (0, 0, 0));
CreateElevator((1608, 1010, 312), (5047, -2867, 216), (0, 0, 0));
CreateElevator((763, -1983, 152), (404, 1677, 595), (0, 0, 0));
CreateGrids((2809, -2212, 239), (2809, -2675, 230), (0, 0, 0));
CreateWalls((2809, -2212, 143), (2236, -2212, 240));
CreateWalls((2809, -2212, 143), (2809, -2400, 180));
CreateWalls((2809, -2212, 220), (2809, -2675, 240));
Createwalls((2236, -2212, 143), (2236, -2675, 180));
CreateWalls((2236, -2675, 143), (2236, -2212, 240));
CreateWalls((2809, -2675, 143), (2809, -2550, 180));
CreateWalls((2809, -2675, 143), (2236, -2675, 240));
CreateRamps((2650, -2600, 143), (2236, -2600, 220));
CreateDoors((2780, -2300, 143), (2809, -2485, 143), (90, 0, 0), 7, 2, 15, 50);
}
nightshift_objects()
{
CreateElevator((-725, -410, 136), (-910, -620, 570), (0, 0, 0));
CreateRamps((-705, -830, 688), (-495, -830, 608));
CreateRamps((-580, -445, 608), (-580, -375, 568));
CreateRamps((1690, 325, 213), (1890, 325, 108));
CreateGrids((-1540, -1687, 600), (-275, -1687, 660), (0, 0, 0));
CreateGrids((-1060, -1535, 584), (-470, -1650, 584), (0, 0, 0));
CreateGrids((-700, -120, 580), (-700, -120, 640), (0, 90, 0));
CreateGrids((-705, -490, 580), (-705, -770, 580), (-45, 0, 0));
}
CreateBlocks(pos, angle)
{
block = spawn("script_model", pos );
block setModel("com_plasticcase_friendly");
block.angles = angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
quarry_objects();
{
CreateBlocks((-5817, -319, -88), (0, 0, 0));
CreateBlocks((-5817, -289, -108), (0, 0, 0));
CreateRamps((-3742, -1849, 304), (-3605, -1849, 224));
CreateRamps((-3428, -1650, 224), (-3188, -1650, 160));
CreateRamps((-3412, -1800, 416), (-3735, -1800, 304));
CreateGrids((-3520, -1880, 320), (-3215, -2100, 320), (0, 0, 0));
CreateGrids((-3100, -1725, 400), (-2740, -1840, 400), (3, 0, 0));
}
afghan_objects()
{
CreateDoors((1200, 4756, 410), (1400, 4756, 410), (90, 90, 0), 6, 2, 12, 200);
CreateRamps((2280, 1254, 142), (2548, 1168, 33));
CreateGrids((1688, 4746, 416), (1024, 5039, 416), (0, 0, 0));
CreateRamps((1472, 4103, 256), (1356, 4720, 410));
CreateRamps((1552, 4103, 256), (1436, 4720, 410));
CreateWalls((1688, 4746, 416), (1500, 4746, 550));
CreateWalls((1024, 4746, 416), (1300, 4746, 550));
CreateWalls((1688, 4746, 416), (1688, 5039, 550));
CreateWalls((1024, 5039, 416), (1688, 5039, 550));
CreateWalls((1024, 5039, 416), (1024, 4746, 550));
}
CreateDoors(open, close, angle, size, height, hp, range)
{
level.doorwait = 0.7;
offset = (((size / 2) - 0.5) * -1);
center = spawn("script_model", open );
for(j = 0; j < size; j++){
door = spawn("script_model", open + (((0, 30, 0) * offset))*1.5);
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
for(h = 1; h < height; h++){
door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h));
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
}
offset += 1;
}
center.angles = angle;
center.state = "open";
center.hp = hp;
center.range = range;
center thread DoorThink(open, close);
center thread DoorUse();
center thread ResetDoors(open, hp);
wait 0.01;
}
DoorThink(open, close)
{
while(1)
{
if(self.hp > 0){
self waittill ( "triggeruse" , player );
if(player.team == "axis"){
if(self.state == "open"){
self MoveTo(close, level.doorwait);
wait level.doorwait;
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(open, level.doorwait);
wait level.doorwait;
self.state = "open";
continue;
}
}
if(player.team == "allies"){
if(self.state == "close"){
self.hp--;
player iPrintlnBold("HIT");
wait 1;
continue;
}
}
} else {
if(self.state == "close"){
self MoveTo(open, level.doorwait);
}
self.state = "broken";
wait .5;
self delete();
}
}
}
DoorUse(range)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(self.origin, player.origin) <= self.range){
if(player.team == "axis"){
if(self.state == "open"){
player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";
}
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.team == "allies"){
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player maps\mp\gametypes\_rank::isButtonPressed("X")){
self notify( "triggeruse" , player);
}
}
}
wait .045;
}
}
CreateElevator(enter, exit, angle, notantycamp)
{
if(!isDefined(notantycamp)) notantycamp = true;
if(notantycamp) {
flag = spawn( "script_model", enter );
flag setModel( level.elevator_model["enter"] );
wait 0.01;
flag = spawn( "script_model", exit );
flag setModel( level.elevator_model["exit"] );
}
wait 0.01;
self thread ElevatorThink(enter, exit, angle);
}
ElevatorThink(enter, exit, angle)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(enter, player.origin) <= 90){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}
ResetDoors(open, hp)
{
while(1)
{
level waittill("RESETDOORS");
self.hp = hp;
self MoveTo(open, level.doorwait);
self.state = "open";
}
}
CreateRamps(top, bottom)
{
D = Distance(top, bottom);
blocks = roundUp(D/30);
CX = top[0] - bottom[0];
CY = top[1] - bottom[1];
CZ = top[2] - bottom[2];
XA = CX/blocks;
YA = CY/blocks;
ZA = CZ/blocks;
CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
Temp = VectorToAngles(top - bottom);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
for(b = 0; b < blocks; b++){
block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)));
block setModel("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
block setModel("com_plasticcase_friendly");
block.angles = (BA[0], BA[1], 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateGrids(corner1, corner2, angle)
{
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_friendly");
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
}
}
center.angles = angle;
}
CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
}
CreateCluster(amount, pos, radius)
{
for(i = 0; i < amount; i++)
{
half = radius / 2;
power = ((randomInt(radius) - half), (randomInt(radius) - half), 500);
block = spawn("script_model", pos + (0, 0, 1000) );
block setModel("com_plasticcase_friendly");
block.angles = (90, 0, 0);
block PhysicsLaunchServer((0, 0, 0), power);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
block thread ResetCluster(pos, radius);
wait 0.05;
}
}
ResetCluster(pos, radius)
{
wait 5;
self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
level waittill("RESETCLUSTER");
self thread CreateCluster(1, pos, radius);
self delete();
}
roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}

