main()
{
maps\mp\_load::main();
thread maps\mp\teleportenter::main();
thread maps\mp\tele2::main();
thread trigger_dostuff();
thread concrete_waitfortrigger();
setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
// setCullFog(0, 16500, 0.55, 0.6, 0.55, 0);
ambientPlay("ambient_france");
game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3");
}
trigger_dostuff()
{
trigger = getent("triggerorigin","targetname");
trigger_use = getent("blokplafond","targetname");
concrete = getent(trigger_use.target,"targetname");
players = getentarray("player","classname");
while(1)
{
if(trigger.origin != concrete.origin)
trigger setorigin(concrete.origin);
for(a=0;a<players.size;a++)
{
if(players[a] isTouching(trigger))
{
iprintlnbold("TOUCHING TRIGGER");
players[a] suicide();
}
}
wait .05;
}
}
concrete_waitfortrigger()
{
trigger = getent("triggerorigin","targetname");
trigger_use = getent("blokplafond","targetname");
concrete = getent(trigger_use.target,"targetname");
while(1)
{
trigger_use waittill("trigger", player);
concrete moveZ( -184,1);
wait 3;
concrete moveZ( 184,1);
wait 3;
}
}