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				08-11-2002, 12:42 PM
			
			
			
		  
		
	
                
            	
		
		
		hey save this a objteam3 scr  
and place it in the original file structure and pak3 it. 
 
I disabled the 2 flak bombs so they will laod but be useless then just kill everyone to win. 
 
kdja  
 
MAHA BEACH OBJECTIVE DM 
// BY ADAM "SENN" BELLEFEUIL 
 
main: 
 
	level waittill prespawn 
 
	exec global/DMprecache.scr 
 
	thread global/minefield.scr::minefield_setup 
 
	$spawn_allied2 disablespawn 
	$spawn_allied3 disablespawn 
 
	$spawn_axis3 disablespawn 
	$spawn_axis4 disablespawn 
 
	$bangalore_nopulse_left hide 
	$bangalore_nopulse_center hide 
	$bangalore_nopulse_right hide 
 
	$world northyaw 270 
 
	$world farplane 7500 
	$world farplane_color (0.675 0.663 0.651) 
 
	level.script = maps/obj/obj_team5.scr 
	exec global/ambient.scr obj_team5 
 
	setcvar "g_obj_alliedtext1" "- Breach the shingle"  
	setcvar "g_obj_alliedtext2" "- Destroy two 15cm" 
	setcvar "g_obj_alliedtext3" "cannons" 
	setcvar "g_obj_axistext1" "- Prevent Allies from" 
	setcvar "g_obj_axistext2" "taking the beach" 
	setcvar "g_obj_axistext3" "" 
	setcvar "g_scoreboardpic" "objdm5" 
 
	level waittill spawn 
 
	level.bomb_damage = 200 
	level.bomb_explosion_radius = 640 
	level.defusing_team = "axis" 
	level.planting_team = "allies" 
	level.dmrespawning = 0 // 1 or 0 
	level.dmroundlimit = 10 // round time limit in minutes 
	level.clockside = axis // set to axis, allies, kills, or draw 
 
	level waittill roundstart 
 
	$88mm_explosive1 thread global/obj_dm.scr::bomb_thinker 
	$88mm_explosive2 thread global/obj_dm.scr::bomb_thinker 
 
	$88mm_explosive1 thread axis_win_timer 
	thread allies_win_bomb $88mm_explosive1 $88mm_explosive2 
 
	thread bomb1_exploded $88mm_explosive1 
	thread bomb2_exploded $88mm_explosive2 
 
	thread random_explode_setup 
 
	thread shingle_setup 
 
end 
 
 
//*** -------------------------------------------- 
//*** "Axis Victory" 
//*** -------------------------------------------- 
 
axis_win_timer: 
 
	level waittill axiswin 
 
end 
 
//*** -------------------------------------------- 
//*** "Allied Victory" 
//*** -------------------------------------------- 
 
allies_win_bomb local.bomb1 local.bomb2: 
 
	while (local.bomb1.exploded != 0) 
		waitframe 
 
	while (local.bomb2.exploded != 0) 
		waitframe 
	 
	teamwin allies 
end 
 
 
//*** -------------------------------------------- 
//*** "Bomb 1 Exploded" 
//*** -------------------------------------------- 
 
bomb1_exploded local.bomb1: 
 
	while (local.bomb1.exploded != 0) 
 
		wait .1 
 
		iprintlnbold "Allies have destroyed the Western Cannon!" 
 
		$spawn_axis2 disablespawn 
		$spawn_axis3 enablespawn 
 
end 
 
 
//*** -------------------------------------------- 
//*** "Bomb 2 Exploded" 
//*** -------------------------------------------- 
 
bomb2_exploded local.bomb2: 
 
	while (local.bomb2.exploded != 0) 
 
		wait .1	 
 
		iprintlnbold "Allies have destroyed the Eastern Cannon!" 
 
		$spawn_axis2 disablespawn 
		$spawn_axis4 enablespawn 
 
end 
 
 
//*** -------------------------------------------- 
//*** "Shingle" 
//*** -------------------------------------------- 
 
shingle_setup: 
 
	thread shingle_left_start 
	thread shingle_center_start 
	thread shingle_right_start 
 
end 
 
shingle_left_start: 
 
	$bangalore_trigger_left waittill trigger 
 
	local.player = parm.other 
 
	if (local.player.dmteam != axis) 
	{ 
		goto shingle_left 
	} 
 
end 
 
shingle_left: 
 
	$bangalore_left playsound plantbomb1 
	$bangalore_left remove 
	$bangalore_nopulse_left show 
 
	wait 8 
	 
	$bangalore_explosion_left1 anim start 
	$bangalore_explosion_left2 anim start 
	radiusdamage $bangalore_explosion_left2.origin 640 384 
	$bangalore_nopulse_left remove 
	$barbwire_clip_left remove 
	$barbwire_collision_left remove 
	$barbwire_left remove 
	$spawn_axis1 disablespawn 
 
end 
 
shingle_center_start: 
 
	$bangalore_trigger_center waittill trigger 
 
	local.player = parm.other 
 
	if (local.player.dmteam != axis) 
	{ 
		goto shingle_center 
	} 
 
end 
 
shingle_center: 
 
	$bangalore_center playsound plantbomb1 
	$bangalore_center remove 
	$bangalore_nopulse_center show 
 
	wait 8 
 
	$bangalore_explosion_center1 anim start 
	$bangalore_explosion_center2 anim start 
	radiusdamage $bangalore_nopulse_center.origin 640 384 
	$bangalore_nopulse_center remove 
	$barbwire_clip_center remove 
	$barbwire_collision_center remove 
	$barbwire_center remove 
	$spawn_axis1 disablespawn 
	$spawn_allied1 disablespawn 
	$spawn_allied2 enablespawn 
 
end 
 
shingle_right_start: 
 
	$bangalore_trigger_right waittill trigger 
 
	local.player = parm.other 
 
	if (local.player.dmteam != axis) 
	{ 
		goto shingle_right 
	} 
 
end 
 
shingle_right: 
 
	$bangalore_right playsound plantbomb1 
	$bangalore_right remove 
	$bangalore_nopulse_right show 
 
	wait 8 
	 
	$bangalore_explosion_right1 anim start 
	$bangalore_explosion_right2 anim start 
	radiusdamage $bangalore_nopulse_right.origin 640 384 
	$bangalore_nopulse_right remove 
	$barbwire_clip_right remove 
	$barbwire_collision_right remove 
	$barbwire_right remove 
	$spawn_axis1 disablespawn 
	$spawn_axis2 enablespawn 
	$spawn_allied1 disablespawn 
	$spawn_allied3 enablespawn 
 
end 
 
 
//*** -------------------------------------------- 
//*** "Random Beach Explosions" 
//*** -------------------------------------------- 
 
random_explode_setup: 
 
	thread random_explode1 
	thread random_explode2 
	thread random_explode3 
	thread random_explode4 
	thread random_explode5 
	thread random_explode6 
	thread random_explode7 
 
end 
 
random_explode1: 
 
	wait (randomfloat 13 + 23) 
 
	$random_explode1_origin playsound arty_leadinmp 
 
	wait 1 
 
	$random_explode1 anim start 
	radiusdamage $random_explode1_origin 256 384 
 
	goto random_explode1 
 
random_explode2: 
 
	wait (randomfloat 7 + 20) 
 
	$random_explode2_origin playsound arty_leadinmp 
 
	wait 1 
 
	$random_explode2 anim start 
	radiusdamage $random_explode2_origin 256 384 
 
	goto random_explode2 
 
random_explode3: 
 
	wait (randomfloat 9 + 18) 
 
	$random_explode3_origin playsound arty_leadinmp 
 
	wait 1 
 
	$random_explode3 anim start 
	radiusdamage $random_explode3_origin 256 384 
 
	goto random_explode3 
 
random_explode4: 
 
	wait (randomfloat 12 + 18) 
 
	$random_explode4_origin playsound arty_leadinmp 
 
	wait 1 
 
	$random_explode4 anim start 
	radiusdamage $random_explode4_origin 256 384 
 
	goto random_explode4 
 
random_explode5: 
 
	wait (randomfloat 15 + 22) 
 
	$random_explode5_origin playsound arty_leadinmp 
 
	wait 1 
 
	$random_explode5 anim start 
	radiusdamage $random_explode5_origin 256 384 
 
	goto random_explode5 
 
random_explode6: 
 
	wait (randomfloat 8 + 15) 
 
	$random_explode6_origin playsound arty_leadinmp 
 
	wait 1 
 
	$random_explode6 anim start 
	radiusdamage $random_explode6_origin 256 384 
 
	goto random_explode6 
 
random_explode7: 
 
	wait (randomfloat 10 + 24) 
 
	$random_explode7_origin playsound arty_leadinmp 
 
	wait 1 
 
	$random_explode7 anim start 
	radiusdamage $random_explode7_origin 256 384 
 
	goto random_explode7 
 
end 
		
	
		
		
		
		
		
	
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