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// EF2 Level Script File
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//
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// Level: map3b.bsp
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// Script By: Cortex, Argyle, ltiefland
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// Geometry By: Argyle, Cortex, Alpharaptor
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// Created on: 17/11/03
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// Last Edited on: 20/01/07
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// Last Edited by: ltiefland
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#include "maps/global_scripts/global_archetype.scr"
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#include "maps/global_scripts/global_archetype.scr"
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#include "maps/global_scripts/global_common.scr"
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#include "maps/global_scripts/global_common.scr"
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#include "maps/global_scripts/global_playerLoadout.scr"
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#include "maps/global_scripts/global_playerLoadout.scr"
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#include "maps/global_scripts/global_debugUtils.scr"
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#include "maps/global_scripts/global_debugUtils.scr"
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#include "maps/global_scripts/global_array.scr"
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#include "maps/global_scripts/global_array.scr"
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$comp_screen.hide();
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$comp_screen.hide();
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$office_door.lock();
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$office_door.lock();
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$sick_door.lock();
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$sick_door.lock();
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//$office_field.show();
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//$office_field.show();
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$office_field2.show();
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$office_field2.show();
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$office_field2.solid();
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//$office_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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$office_field2.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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$office_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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$office_field2.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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wait(0.3);
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wait(0.3);
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//$office_door_field.show();
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//$office_door_field.show();
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//$office_door_field.solid();
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//$office_door_field.solid();
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//$office_door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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//$office_door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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//$office_door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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//$office_door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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wait(0.3);
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wait(0.3);
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//$sick_door_field.show();
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$sick_door_field.show();
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//$sick_door_field.solid();
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$sick_door_field.solid();
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//$sick_door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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$sick_door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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//$sick_door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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$sick_door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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//AIShowGroup ( 668, "Federation" );
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AIShowGroup ( 668, "Federation" );
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//$security3.ai_on();
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$security3.ai_on();
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//$security4.ai_on();
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$security4.ai_on();
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//CommandToGroup ( 668 , "groupactortype" , "enemy" , "");
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CommandToGroup ( 668 , "groupactortype" , "enemy" , "");
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//CommandToGroup ( 668 , "visiondistance" , "4000" , "" );
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CommandToGroup ( 668 , "visiondistance" , "4000" , "" );
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//CommandToGroup ( 668 , "fov" , "360" , "" );
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CommandToGroup ( 668 , "fov" , "360" , "" );
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//CommandToGroup ( 668 , "attack" , "$player" , "" );
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CommandToGroup ( 668 , "attack" , "$player" , "" );
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}
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}
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$security4.setgroupid ( 668 );
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$security4.setgroupid ( 668 );
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$security4.pushable( 0 );
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$security4.pushable( 0 );
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$security4.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
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$security4.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
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$security4.useactorweapon( "CompressionRifle" );
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$security4.useactorweapon( "CompressionRifle" );
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$security3.hide();
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$security3.notsolid();
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$security4.hide();
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AIHideGroup ( 666 );
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$security4.notsolid();
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//-------------------------------------------------
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//-------------------------------------------------
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$east_trigger.nottriggerable();
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$east_trigger.nottriggerable();
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$south_trigger.nottriggerable();
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$south_trigger.nottriggerable();
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