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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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