#include maps\mp\_utility; main() { maps\mp\mp_nightshift_precache::main(); maps\mp\mp_nightshift_fx::main(); maps\createart\mp_nightshift_art::main(); maps\mp\_load::main(); maps\mp\_compass::setupMiniMap( "compass_map_mp_nightshift" ); setdvar( "compassmaxrange", "2400" ); ambientPlay( "ambient_mp_urban" ); VisionSetNaked( "mp_nightshift" ); game[ "attackers" ] = "axis"; game[ "defenders" ] = "allies"; setdvar( "r_lightGridEnableTweaks", 1 ); setdvar( "r_lightGridIntensity", 1.2 ); setdvar( "r_lightGridContrast", 1 ); // raise up planes to avoid them flying through buildings level.airstrikeHeightScale = 1.5; level._effect["explosive_fx"] = loadfx("explosions/tanker_explosion"); level._effect[ "train_dust" ] = loadfx( "dust/train_dust" ); level._effect[ "train_dust_linger" ] = loadfx( "dust/train_dust_linger" ); thread hallwayPlunger(); } hallwayPlunger() { plunger = getEnt( "plunger", "targetname" ); if ( !isDefined( plunger ) ) return; plunger waittill ( "trigger" ); explosives = getEntArray( plunger.target, "targetname" ); foreach ( explosive in explosives ) { wait ( 0.25 ); rot = randomfloat(360); explosionEffect = spawnFx( level._effect["explosive_fx"], explosive.origin + (0,0,0), (0,0,1), (cos(rot),sin(rot),0) ); triggerFx( explosionEffect ); //playFx( level._effect["explosive_fx"], explosive.origin, explosive.angles ); radiusDamage( explosive.origin, 384, 200, 30 ); //explosive playSound( "detpack_explo_default" ); thread playSoundinSpace( "exp_suitcase_bomb_main", explosive.origin ); explosive delete(); } plunger delete(); return; }