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Revision 864 Revision 867
Zeile 2... Zeile 2...
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//
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//
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// Level:		map3.bsp
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// Level:		map3.bsp
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// Script By:		Cortex, Argyle, ltiefland
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// Script By:		Cortex, Argyle, ltiefland
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// Geometry By:		Argyle, Cortex, Alpharaptor
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// Geometry By:		Argyle, Cortex, Alpharaptor
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// Created on:		17/11/03
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// Created on:		17/11/03
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// Last Edited on:  04/02/07
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// Last Edited on:  12/02/07
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// Last Edited by:	ltiefland
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// Last Edited by:	ltiefland
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void main();
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void main();
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void warning();
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void warning();
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void attack_p();
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void initArchetypes();
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void initArchetypes();
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void turbo();
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void turbo();
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void eng_beccy();
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void eng_beccy();
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void eng_harm();
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void eng_harm();
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//	General Level Setup
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//	General Level Setup
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//--------------------------------------------------
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//--------------------------------------------------
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	$world.light_lightstyle( "redalert3", "a", 1 ); //switch off red alert lights
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	$world.light_lightstyle( "redalert3", "a", 1 ); //switch off red alert lights
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	$warn.nottriggerable();
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	$warn.nottriggerable();
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	$attack.nottriggerable();
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	$alert_green.show();
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	$alert_green.show();
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	$alert_red.hide();
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	$alert_red.hide();
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	$rag.show();
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	$rag.show();
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	$rar.hide();
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	$rar.hide();
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	thread redalert();
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	thread redalert();
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	$panel_alert_on.show();
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	$panel_alert_on.show();
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	$panel_alert_off.hide();
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	//Make security team visible
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	$security1.show();
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	$security1.solid();
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	$security1.ai_on();
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	$security1.attack($player);
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	$security2.show();
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	$security2.solid();
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	$security2.ai_on();
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	$security2.attack($player);
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	$panel_alert_off.hide();
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	$illia2.useactorweapon( "Tricorder" );
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	$illia2.useactorweapon( "Tricorder" );
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	// Make security team attack player
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	AIShowGroup    ( 666, "Federation" );
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	CommandToGroup ( 666 , "groupactortype" , "enemy" , "");
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	CommandToGroup ( 666 , "visiondistance" , "4000" , "" );
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	CommandToGroup ( 666 , "fov" , "360" , "" );
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	CommandToGroup ( 666 , "attack" , "$player" , "" );
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	$security1.ai_on();
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	// Make security team attack player
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	$security2.ai_on();
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	AIShowGroup    ( 666, "Federation" );
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	$warn.triggerable();
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	$warn.triggerable();
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}
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}
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void warning()
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void warning()
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{
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	$security2.playdialog("localization/sound/dialog/map03/lee/shoot.mp3",  1, 10000, 0);
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	waitfordialog($security2);
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	$attack.triggerable();
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}
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void attack_p()
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{
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	CommandToGroup ( 666 , "groupactortype" , "enemy" , "");
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	CommandToGroup ( 666 , "visiondistance" , "20000" , "" );
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	CommandToGroup ( 666 , "fov" , "360" , "" );
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	CommandToGroup ( 666 , "attack" , "$player" , "" );
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	$security1.show();
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	$security1.solid();
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	$security2.show();
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	$security2.solid();
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	$security1.ai_on();
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{
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	$security2.ai_on();
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	$security2.playdialog("localization/sound/dialog/map03/lee/shoot.mp3",  1, 10000, 0);
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	//Make security team visible
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	waitfordialog($security2);
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	$security1.attack($player);
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}
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	$security2.attack($player);