main()
{
setCullFog (0, 8000, 0.8, 0.8, 0.8, 0);
ambientPlay("ambient_mp_railyard");
maps\mp\_load::main();
game["allies"] = "russian";
game["axis"] = "german";
game["russian_soldiertype"] = "veteran";
game["russian_soldiervariation"] = "winter";
game["german_soldiertype"] = "wehrmacht";
game["german_soldiervariation"] = "winter";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["layoutimage"] = "mp_railyard";
blokje1 = getentarray("blokje1","targetname");
for(a=0;a<blokje1.size;a++)
blokje1[a] thread blokje1();
}
blokje1()
{
blokje1 = getent(self.target,"targetname");
while(1)
{
self waittill ("trigger", player);
player iprintlnbold ("^1Go!");
wait 3;
if(player isTouching(self))
{
blokje1 moveZ (37,2,0.5,0.5);
blokje1 waittill ("movedone");
wait 10;
blokje1 moveZ (-37,2,0.5,0.5);
blokje1 waittill ("movedone");
}
else
continue;
}
}