Hello @ All.
I would thank you all to Help me out in the last two weeks with my nearly solved problems and i think it´s time to give you
all something back.

So here are my scripts to convert/play obj/obj_team1 obj/obj_team2 obj/obj_team3 and obj/obj_team4 in FFA Gametype !
These scripts are running well on my Server ( Der Fuchsbau eV. FFA MODDED ) at theMoment.

But at first, you need some extra script in your Server.cfg as follow ....

Server.cfg ---only the extra Scripts that has to add
Code:
seta g_gametype "4"
seta timelimit "15"
seta fraglimit "50"

set g_ft_settings "cvar: meltgun scanvis"

set g_extgametype_mohdm1 ffa // on Southern France
set g_extgametype_mohdm2 ffa // on Destroyed Village
set g_extgametype_mohdm3 ffa // on Remagen
//set g_extgametype_mohdm4 ffa // on Crossroads // Dissabled on my Server
//set g_extgametype_mohdm5 ffa // on Snowy Park // Dissabled on my Server
//set g_extgametype_mohdm6 ffa // on Stalingrad // Dissabled on my Server
set g_extgametype_mohdm7 ffa // on Algiers
set g_extgametype_obj_team1 ffa // on The Hunt
set g_extgametype_obj_team2 ffa // on V2 Rocket Facility
set g_extgametype_obj_team3 ffa // on Omaha Beach
set g_extgametype_obj_team4 ffa // on The Bridge
Now the converted OBJ to FFA Scripts:

obj/obj_team1 with antishark
Code:
// THE HUNT
// ARCHITECTURE: NED/STEVE
// SCRIPTING: NED and lots of help from ZIED

main:
	setcvar "g_gametype" "1"
	setcvar "g_gametypestring" "Free-For-All"

	setcvar "level.clockside" "kills"

	setcvar "g_obj_alliedtext1" "The Hunt" 
	setcvar "g_obj_alliedtext2" "Der Fuchsbau eV."
	setcvar "g_obj_alliedtext3" "sagt Willkommen !"
	//setcvar "g_obj_axistext1" "https://ogy.de/fuchsbau"
	//setcvar "g_obj_axistext2" "Freie Mitgliedschaft"
	//setcvar "g_obj_axistext3" "JETZT Beitreten ! "

	setcvar "g_scoreboardpic" "objdm1" 

        // SERVER MESSAGES
        waitexec maps/servermessage.scr::message // Optional if you have Server messages


	
	//FFA Spawn Points added

	local.deathmatch = spawn info_player_deathmatch origin "-1120 5056 -149.99" angle 35
	local.deathmatch = spawn info_player_deathmatch origin "4367 1377 -350.75" angle -100
	local.deathmatch = spawn info_player_deathmatch origin "1144 3859 -176.63" angle 92
	local.deathmatch = spawn info_player_deathmatch origin "3054 496 -345.85" angle -36
	local.deathmatch = spawn info_player_deathmatch origin "2911 1638 -323.63" angle -16
	local.deathmatch = spawn info_player_deathmatch origin "2802 4891 -199.09" angle -130
	local.deathmatch = spawn info_player_deathmatch origin "3325 1456 -52.57" angle -120
	local.deathmatch = spawn info_player_deathmatch origin "4015 915 -319.72" angle -38
	local.deathmatch = spawn info_player_deathmatch origin "2880 4885 -196.25" angle -58
	local.deathmatch = spawn info_player_deathmatch origin "4478 1462 -341.12" angle 25
	local.deathmatch = spawn info_player_deathmatch origin "1519 3760 -224.12" angle 0
	local.deathmatch = spawn info_player_deathmatch origin "3961 -1332 -351.88" angle 87
	local.deathmatch = spawn info_player_deathmatch origin "2330 4275 19.13" angle -72
	local.deathmatch = spawn info_player_deathmatch origin "1451 64 -271.88" angle -91
	local.deathmatch = spawn info_player_deathmatch origin "2987 4236 -39.88" angle -51
	local.deathmatch = spawn info_player_deathmatch origin "3572 1045 -318.34" angle 21
	local.deathmatch = spawn info_player_deathmatch origin "2631 2966 -247.88" angle 80
	local.deathmatch = spawn info_player_deathmatch origin "2930 4889 -199.37" angle -60
	local.deathmatch = spawn info_player_deathmatch origin "2911 2827 -249.83" angle -10
	local.deathmatch = spawn info_player_deathmatch origin "3471 3287 -255.76" angle 40
	local.deathmatch = spawn info_player_deathmatch origin "4517 4174 -310.35" angle -121
	local.deathmatch = spawn info_player_deathmatch origin "4184 1392 -159.88" angle -152
	local.deathmatch = spawn info_player_deathmatch origin "3334 3305 -254.53" angle -93
	local.deathmatch = spawn info_player_deathmatch origin "2068 1007 -351.23" angle -20
	local.deathmatch = spawn info_player_deathmatch origin "5296 3410 -289.88" angle -40
	local.deathmatch = spawn info_player_deathmatch origin "1280 55 -271.88" angle 142
	local.deathmatch = spawn info_player_deathmatch origin "3495 2801 -239.68" angle -3
	local.deathmatch = spawn info_player_deathmatch origin "1272 -823 -280.57" angle -142
	local.deathmatch = spawn info_player_deathmatch origin "3999 2736 -79.88" angle -54
	local.deathmatch = spawn info_player_deathmatch origin "2279 -831 -287.68" angle -45
	local.deathmatch = spawn info_player_deathmatch origin "3423 2222 -200.18" angle 80
	local.deathmatch = spawn info_player_deathmatch origin "2279 83 -302.47" angle 27

	//////////////////////////
	level waittill prespawn
	//////////////////////////

	//*** Precache Dm Stuff
	exec global/DMprecache.scr

//	level.script = maps/obj/obj_team1.scr
	exec global/ambient.scr obj_team1

	thread clipbrush
	thread spawnem

	//////////////////////////
	level waittill spawn
	//////////////////////////


	$defusing_team remove
	$planting_team remove
	$targets_to_destroy remove





	// set the parameters for this round based match

	$flak88_weapon1_trigger remove
	$flak88_weapon1_explosive remove
	$flak88_weapon1 remove
	$flak88_target1 remove
	$flak88_base1 remove
	$flak88_weapon1_explosive remove

	//////////////////////////
	level waittill roundstart
	//////////////////////////

//***********************************************
// bomb planting setup
//***********************************************

	$flak88_weapon1_trigger remove
	$flak88_weapon1_explosive remove
	$flak88_weapon1 remove
	$flak88_target1 remove
	$flak88_base1 remove
	$flak88_weapon1_explosive remove


end

clipbrush:

	local.clipbrush = spawn trigger_multipleall
	local.clipbrush.origin = ( 1845 786 -511.88 ) 
	local.clipbrush setsize ( -10000 -10000 0 ) ( 10000 10000 0 ) 
	local.clipbrush waittill trigger
	local.clipbrush setthread sharkfix
	local.clipbrush delay 0

end

sharkfix:

	local.trig = parm.other
	local.trig stufftext "say Admin, I Tried Getting to a Place I Shouldn't. Please Kick Me If I Keep Doing It!"
	local.trig iprintln "ATTENTION: Out of Bounds Player Detected"
	local.trig kill

end
obj/obj_team2
Code:
// V2 FACILITY
// ARCHITECTURE: POWZER
// SCRIPTING: POWZER

main:
	setcvar "g_gametype" "1"
	setcvar "g_gametypestring" "Free-For-All"

	setcvar "level.clockside" "kills" 

	setcvar "g_obj_alliedtext1" "V2 ROCKET FACILITY" 
	setcvar "g_obj_alliedtext2" "Der Fuchsbau eV."
	setcvar "g_obj_alliedtext3" "sagt Willkommen !"
	setcvar "g_obj_axistext1" "https://ogy.de/fuchsbau"
	setcvar "g_obj_axistext2" "Freie Mitgliedschaft"
	setcvar "g_obj_axistext3" "JETZT Beitreten ! "

setcvar "g_scoreboardpic" "objdm2"

       // SERVER MESSAGES
       waitexec maps/servermessage.scr::message //Optional if you have Server messages

	//FFA SPAWN POINTS added

	local.deathmatch = spawn info_player_deathmatch origin "-1401 906 -459.85" angle -95
	local.deathmatch = spawn info_player_deathmatch origin "15 1455 8.13" angle 40
	local.deathmatch = spawn info_player_deathmatch origin "-222 312 -447.88" angle 155
	local.deathmatch = spawn info_player_deathmatch origin "1398 912 0.13" angle -51
	local.deathmatch = spawn info_player_deathmatch origin "-400 2072 -447.88" angle -39
	local.deathmatch = spawn info_player_deathmatch origin "651 529 0.13" angle -50
	local.deathmatch = spawn info_player_deathmatch origin "67 2397 -447.88" angle 138
	local.deathmatch = spawn info_player_deathmatch origin "786 -5 0.13" angle 140
	local.deathmatch = spawn info_player_deathmatch origin "1207 2488 -447.88" angle -48
	local.deathmatch = spawn info_player_deathmatch origin "200 1005 0.13" angle -7
	local.deathmatch = spawn info_player_deathmatch origin "831 2464 -447.88" angle 120
	local.deathmatch = spawn info_player_deathmatch origin "1529 2721 0.13" angle 158
	local.deathmatch = spawn info_player_deathmatch origin "471 2448 16.13" angle -93
	local.deathmatch = spawn info_player_deathmatch origin "1472 2116 -511.88" angle -45
	local.deathmatch = spawn info_player_deathmatch origin "1423 1978 -527.47" angle 177
	local.deathmatch = spawn info_player_deathmatch origin "2323 2543 -783.88" angle -92
	local.deathmatch = spawn info_player_deathmatch origin "315 538 -239.88" angle 135
	local.deathmatch = spawn info_player_deathmatch origin "2048 2192 -651.88" angle -95
	local.deathmatch = spawn info_player_deathmatch origin "427 218 -767.88" angle 86
	local.deathmatch = spawn info_player_deathmatch origin "1559 2537 0.12" angle -54
	local.deathmatch = spawn info_player_deathmatch origin "1119 1431 -479.88" angle 41
	local.deathmatch = spawn info_player_deathmatch origin "2528 2544 -507.88" angle -96
	local.deathmatch = spawn info_player_deathmatch origin "3340 2223 -511.88" angle 125
	local.deathmatch = spawn info_player_deathmatch origin "1551 2544 -447.88" angle -85
	local.deathmatch = spawn info_player_deathmatch origin "59 1139 -511.88" angle 34
	local.deathmatch = spawn info_player_deathmatch origin "1199 519 -447.88" angle 54
	local.deathmatch = spawn info_player_deathmatch origin "2815 2559 0.13" angle 44
	local.deathmatch = spawn info_player_deathmatch origin "691 798 -447.88" angle -4
	local.deathmatch = spawn info_player_deathmatch origin "1727 2848 0.13" angle -43
	local.deathmatch = spawn info_player_deathmatch origin "712 -15 -239.88" angle 125
	local.deathmatch = spawn info_player_deathmatch origin "1103 1919 0.13" angle 42
	local.deathmatch = spawn info_player_deathmatch origin "-160 1711 -447.88" angle 19



	level waittill prespawn

	//*** Precache Dm Stuff
	exec global/DMprecache.scr
	
	//***Flyby Planes
	exec global/bomber.scr
	thread flyby
		
	//***Ambient sounds
	level.script = maps/obj/obj_team2.scr
	exec global/ambient.scr obj_team2
	
	exec global/door_locked.scr::lock
	thread global/exploder.scr::main
	thread global/barrel.scr::explosive_barrel

	level waittill spawn

	$defusing_team remove
	$planting_team remove
	$targets_to_destroy remove

	$v2_bomb remove
	$v2_explode remove
	$ctrlroom_explode remove
	$ctrlroom_bomb remove
	$bomb_message remove
	$bombspeaker remove

	level waittill roundstart

	$v2_bomb remove
	$v2_explode remove
	$ctrlroom_explode remove
	$ctrlroom_bomb remove
	$bomb_message remove
	$bombspeaker remove
	
		thread flyby

end


flyby:

	//***random flyby of plane
	wait 1.0
	thread global/bomber.scr::bomb 4
	thread global/bomber.scr::bomb 5
	thread global/bomber.scr::bomb 6
	thread global/bomber.scr::bomb 7
	wait (randomint(180) + 60)
	
goto flyby

//Display objectives
//objectives_setup:
//
//	waitthread global/objectives.scr::blank_objectives
//	waitthread global/objectives.scr::add_objectives 1 2 "Destroy the V2 rocket and the Launch Control Room" //$v2_bomb.origin
//	wait 2
//	waitthread global/objectives.scr::current_objectives 1

//end


//----------------------------------------------------------------------------

_trigAction:
	local.player = parm.other

	if ( ( self.ham_type == "trig_use" ) &&
	     ( ! local.player.useheld ) )
		end
	if ( ( self.ham_type == "trig_fire" ) &&
	     ( ! local.player.fireheld ) )
		end

	local.playerId = local.player.entnum + 1

	thread level.mam_f_utils::debug 80 "Trig: Player #" local.playerId \
						"  brush = " self.entnum \
						"  action = " self.ham_action

	local.team = self.ham_team[ local.playerId ]
	local.time = self.ham_time[ local.playerId ]

	if ( ( local.team != "" ) &&
	     ( local.team != local.player.dmteam ) &&
	     ( ( level.time - local.time ) < 30.0 ) )
	{
		local.tmChange = 1
	}
	else
	{
		local.tmChange = 0
		self.ham_team[ local.playerId ] = local.player.dmteam
		self.ham_time[ local.playerId ] = level.time
	}

	if ( self.ham_type == "trig_mg" )
	{
		if ( local.tmChange == 0 )
			end
	}

	switch ( self.ham_action )
	{
	  case "hurt1":   local.player hurt 1 ; break
	  case "hurt5":   local.player hurt 5 ; break
	  case "hurt10":  local.player hurt 10 ; break
	  case "hurt25":  local.player hurt 25 ; break
	  case "hurt50":  local.player hurt 50 ; break
	  case "die":	  local.player hurt 10000 ; break
	  case "kill":    local.player kill ; break
	  case "respawn": local.player respawn ; break
	  case "weapnext":local.player weapnext ; break
	  case "weapdrop":local.player weapdrop ; break
	  case "holster": local.player safeholster 1 ; break
	  case "stand":	  local.player modheight stand ; break
	  case "duck":	  local.player modheight duck ; break
	  case "ciact":	  thread outofbounds local.player ; break
	  case "warn":	  thread sendwarning local.player ; break
	  default:	  local.player stufftext self.ham_action ; break
	}
end
obj/obj_team3

Code:
// OMAHA BEACH OBJECTIVE DM
// BY ADAM "SENN" BELLEFEUIL

main:


	setcvar "g_gametype" "1"
	setcvar "g_gametypestring" "Free-For-All"

	setcvar "level.clockside" "kills" 

	setcvar "g_obj_alliedtext1" "Omaha Beach" 
	setcvar "g_obj_alliedtext2" "Der Fuchsbau eV."
	setcvar "g_obj_alliedtext3" "sagt Willkommen !"
	setcvar "g_obj_axistext1" "https://ogy.de/fuchsbau"
	setcvar "g_obj_axistext2" "Freie Mitgliedschaft"
	setcvar "g_obj_axistext3" "JETZT Beitreten ! "
	level.script = maps/obj/obj_team5.scr
	exec global/ambient.scr obj_team5
	setcvar "g_scoreboardpic" "objdm5"

// SERVER MESSAGES
waitexec maps/servermessage.scr::message // Optional if you use Server messages


	//FFA SPAWN POINTS added

	local.deathmatch = spawn info_player_deathmatch origin "2182 -5438 -523.61" angle 64
	local.deathmatch = spawn info_player_deathmatch origin "-771 -5253 -512.17" angle 110
	local.deathmatch = spawn info_player_deathmatch origin "-616 -1623 -503.88" angle 84
	local.deathmatch = spawn info_player_deathmatch origin "1319 -1496 -503.88" angle 90
	local.deathmatch = spawn info_player_deathmatch origin "2394 93 -571.88" angle -66
	local.deathmatch = spawn info_player_deathmatch origin "2390 410 -319.88" angle 176
	local.deathmatch = spawn info_player_deathmatch origin "1008 -688 -539.88" angle 170
	local.deathmatch = spawn info_player_deathmatch origin "419 406 -319.88" angle -10
	local.deathmatch = spawn info_player_deathmatch origin "2431 346 -319.88" angle 166
	local.deathmatch = spawn info_player_deathmatch origin "1676 107 -127.88" angle 174
	local.deathmatch = spawn info_player_deathmatch origin "1785 -451 64.13" angle 176
	local.deathmatch = spawn info_player_deathmatch origin "787 1107 64.13" angle 38
	local.deathmatch = spawn info_player_deathmatch origin "1179 951 -319.88" angle 177
	local.deathmatch = spawn info_player_deathmatch origin "736 1352 256.13" angle -177
	local.deathmatch = spawn info_player_deathmatch origin "2092 931 256.13" angle 120
	local.deathmatch = spawn info_player_deathmatch origin "1379 -60 256.13" angle 38
	local.deathmatch = spawn info_player_deathmatch origin "-1046 -448 256.13" angle 128
	local.deathmatch = spawn info_player_deathmatch origin "1951 2432 249.69" angle -95
	local.deathmatch = spawn info_player_deathmatch origin "1264 2096 320.13" angle -130
	local.deathmatch = spawn info_player_deathmatch origin "-1076 -1599 -549.47" angle 25
	local.deathmatch = spawn info_player_deathmatch origin "-406 -639 -333.85" angle -43
	local.deathmatch = spawn info_player_deathmatch origin "-1161 2384 384.13" angle -45
	local.deathmatch = spawn info_player_deathmatch origin "-1373 183 248.13" angle 0
	local.deathmatch = spawn info_player_deathmatch origin "79 1184 248.13" angle -21
	local.deathmatch = spawn info_player_deathmatch origin "1454 800 248.13" angle -130
	local.deathmatch = spawn info_player_deathmatch origin "-15 2128 322.13" angle -127
	local.deathmatch = spawn info_player_deathmatch origin "2479 823 356.63" angle -137
	local.deathmatch = spawn info_player_deathmatch origin "-703 1180 328.13" angle 166
	local.deathmatch = spawn info_player_deathmatch origin "1856 -1247 -503.88" angle 89
	local.deathmatch = spawn info_player_deathmatch origin "2304 1540 334.31" angle -140
	local.deathmatch = spawn info_player_deathmatch origin "-560 1443 328.13" angle 51
	local.deathmatch = spawn info_player_deathmatch origin "79 1517 320.13" angle 55

	$defusing_team remove
	$planting_team remove
	$targets_to_destroy remove

	$bangalore_left hide
	$bangalore_nopulse_left hide
	$bangalore_explosion_left1 anim start
	$bangalore_explosion_left2 anim start
	radiusdamage $bangalore_explosion_left2.origin 640 384
	$bangalore_nopulse_left hide
	$barbwire_clip_left delete
	$barbwire_collision_left delete
	$barbwire_left delete

	$bangalore_center hide
	$bangalore_nopulse_center hide
	$bangalore_explosion_center1 anim start
	$bangalore_explosion_center2 anim start
	radiusdamage $bangalore_nopulse_center.origin 640 384
	$bangalore_nopulse_center hide
	$barbwire_clip_center delete
	$barbwire_collision_center delete
	$barbwire_center delete

	$bangalore_right hide
	$bangalore_nopulse_right hide	
	$bangalore_explosion_right1 anim start
	$bangalore_explosion_right2 anim start
	radiusdamage $bangalore_nopulse_right.origin 640 384
	$bangalore_nopulse_right hide
	$barbwire_clip_right delete
	$barbwire_collision_right delete
	$barbwire_right delete

	level waittill prespawn

	exec global/DMprecache.scr

	thread global/minefield.scr::minefield_setup

	$spawn_allied1 enablespawn
	$spawn_allied2 enablespawn
	$spawn_allied3 enablespawn
	$spawn_allied4 enablespawn

	$spawn_axis1 enablespawn
	$spawn_axis2 enablespawn
	$spawn_axis3 enablespawn
	$spawn_axis4 enablespawn

	$bangalore_nopulse_left hide
	$bangalore_nopulse_center hide
	$bangalore_nopulse_right hide

	$88mm_trigger1 hide
//	$88mm_weapon1 hide
	$88mm_trigger2 hide
//	$88mm_weapon2 hide
//	$88mm_weapon_base hide

	$world northyaw 270

	$world farplane 7500
	$world farplane_color (0.625 0.613 0.601)

	
// Modifikationen start  Added some Trees and a Submarine

//Strand spawnpoint	Baum 1
	local.static = spawn script_model
	local.static model "static/tree_oak.tik"
	local.static.origin = ( 5197 -2000 -214 )
	local.static.angles = ( 0 )
	local.static solid
    local.static immune bullet
	local.static immune fast_bullet
	local.static immune bash
	local.static immune mg
	local.static immune rifle
	local.static immune explosion
	local.static nodamage

//Strand spawnpoint	Baum 2
	local.static = spawn script_model
	local.static model "static/tree_oak.tik"
	local.static.origin = ( 4197 -1800 -100 )
	local.static.angles = ( 0 )
	local.static solid
    local.static immune bullet
	local.static immune fast_bullet
	local.static immune bash
	local.static immune mg
	local.static immune rifle
	local.static immune explosion
	local.static nodamage

//Strand spawnpoint	Baum 3
	local.static = spawn script_model
	local.static model "static/tree_oak.tik"
	local.static.origin = ( 6420 -1524 -305 )
	local.static.angles = ( 0 )
	local.static solid
    local.static immune bullet
	local.static immune fast_bullet
	local.static immune bash
	local.static immune mg
	local.static immune rifle
	local.static immune explosion
	local.static nodamage

//Strand spawnpoint	Kanone 1 Bunker 
	local.static = spawn script_model
	local.static model "statweapons/flak88_d.tik"
	local.static.origin = ( -1129 -693 296 )
	local.static.angles = ( 0 270 0 )
	local.static solid
    local.static immune bullet
	local.static immune fast_bullet
	local.static immune bash
	local.static immune mg
	local.static immune rifle
	local.static immune explosion
	local.static nodamage

//Strand spawnpoint	Kanone 2 Bunker 
	local.static = spawn script_model
	local.static model "statweapons/flak88turret.tik"
	local.static.origin = ( 1593 -320 276 )
	local.static.angles = ( 0 270 0 )
	local.static solid
    local.static immune bullet
	local.static immune fast_bullet
	local.static immune bash
	local.static immune mg
	local.static immune rifle
	local.static immune explosion
	local.static nodamage

// Seite Baum 1
	local.static = spawn script_model
	local.static model "static/tree_oak.tik"
	local.static.origin = ( -433 2548 293 )
	local.static.angles = ( 0 )
	local.static solid
    local.static immune bullet
	local.static immune fast_bullet
	local.static immune bash
	local.static immune mg
	local.static immune rifle
	local.static immune explosion
	local.static nodamage

// Seite Baum 2
	local.static = spawn script_model
	local.static model "static/tree_oak.tik"
	local.static.origin = ( 213 2548 283 )
	local.static.angles = ( 0 )
	local.static solid
    local.static immune bullet
	local.static immune fast_bullet
	local.static immune bash
	local.static immune mg
	local.static immune rifle
	local.static immune explosion
	local.static nodamage

// stukka destroyed
	local.static = spawn script_model
	local.static model "vehicles/stuka_d.tik"
	local.static.origin = ( -1957 768 396 )
	local.static.angles = ( 0 )
	local.static solid
    local.static immune bullet
	local.static immune fast_bullet
	local.static immune bash
	local.static immune mg
	local.static immune rifle
	local.static immune explosion
	local.static nodamage


// uboot
	local.static = spawn script_model
	local.static model "vehicles/uboat.tik"
	local.static.origin = ( 3005 -7098 -641 )
	local.static.angles = ( 0 )
	local.static solid
    local.static immune bullet
	local.static immune fast_bullet
	local.static immune bash
	local.static immune mg
	local.static immune rifle
	local.static immune explosion
	local.static nodamage

// Modifikationen ende



	level waittill spawn
	
	$88mm_explosive1 hide
	$88mm_explosive2 hide

	thread random_explode_setup
	thread spawnem

	level waittill roundstart

end

		local.healthitem2 = spawn models/items/item_100_healthbox.tik
		local.healthitem2.origin = ( 1539 -208 86.88 )
		local.healthitem2.angles = ( 0 90 0 )


		local.healthitem2 = spawn models/items/item_100_healthbox.tik
		local.healthitem2.origin = ( 992 -206 -495.88 )
		local.healthitem2.angles = ( 0 90 0 )

		local.healthitem2 = spawn models/items/item_100_healthbox.tik
		local.healthitem2.origin = ( 1705 110.20 -99.88 )
		local.healthitem2.angles = ( 0 90 0 )

		local.healthitem3 = spawn models/items/item_100_healthbox.tik
		local.healthitem3.origin = ( 1462.29 1302.75 112.13 )
		local.healthitem3.angles = ( 0 90 0 )

		local.healthitem3 = spawn models/items/item_100_healthbox.tik
		local.healthitem3.origin = ( 1756.62 454.32 112.13 )
		local.healthitem3.angles = ( 0 90 0 )


//*** --------------------------------------------
//*** "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

//----------------------------------------------------------------------------

_trigAction:
	local.player = parm.other

	if ( ( self.ham_type == "trig_use" ) &&
	     ( ! local.player.useheld ) )
		end
	if ( ( self.ham_type == "trig_fire" ) &&
	     ( ! local.player.fireheld ) )
		end

	local.playerId = local.player.entnum + 1

	thread level.mam_f_utils::debug 80 "Trig: Player #" local.playerId \
						"  brush = " self.entnum \
						"  action = " self.ham_action

	local.team = self.ham_team[ local.playerId ]
	local.time = self.ham_time[ local.playerId ]

	if ( ( local.team != "" ) &&
	     ( local.team != local.player.dmteam ) &&
	     ( ( level.time - local.time ) < 30.0 ) )
	{
		local.tmChange = 1
	}
	else
	{
		local.tmChange = 0
		self.ham_team[ local.playerId ] = local.player.dmteam
		self.ham_time[ local.playerId ] = level.time
	}

	if ( self.ham_type == "trig_mg" )
	{
		if ( local.tmChange == 0 )
			end
	}

	switch ( self.ham_action )
	{
	  case "hurt1":   local.player hurt 1 ; break
	  case "hurt5":   local.player hurt 5 ; break
	  case "hurt10":  local.player hurt 10 ; break
	  case "hurt25":  local.player hurt 25 ; break
	  case "hurt50":  local.player hurt 50 ; break
	  case "die":	  local.player hurt 10000 ; break
	  case "kill":    local.player kill ; break
	  case "respawn": local.player respawn ; break
	  case "weapnext":local.player weapnext ; break
	  case "weapdrop":local.player weapdrop ; break
	  case "holster": local.player safeholster 1 ; break
	  case "stand":	  local.player modheight stand ; break
	  case "duck":	  local.player modheight duck ; break
	  case "ciact":	  thread outofbounds local.player ; break
	  case "warn":	  thread sendwarning local.player ; break
	  default:	  local.player stufftext self.ham_action ; break
	}
end
obj/obj_team4

Code:
// THE BRIDGE
// ARCHITECTURE: POWZER
// SCRIPTING: POWZER

main:
setcvar "g_gametype" "1"
	setcvar "g_gametypestring" "Free-For-All"
	setcvar "level.clockside" "kills" 

	setcvar "g_obj_alliedtext1" "The Bridge" 
	setcvar "g_obj_alliedtext2" "Der Fuchsbau eV."
	setcvar "g_obj_alliedtext3" "sagt Willkommen !"
	setcvar "g_obj_axistext1" "https://ogy.de/fuchsbau"
	setcvar "g_obj_axistext2" "Freie Mitgliedschaft"
	setcvar "g_scoreboardpic" "objdm4"

   
//FFA SPAWN POINTS

	local.deathmatch = spawn info_player_deathmatch origin "-3288 3197 314.22" angle 64
	local.deathmatch = spawn info_player_deathmatch origin "-4437 3020 286.72" angle 110
	local.deathmatch = spawn info_player_deathmatch origin "-1419 3894 236.13" angle 84
	local.deathmatch = spawn info_player_deathmatch origin "-1443 3910 236.3" angle 90
	local.deathmatch = spawn info_player_deathmatch origin "442 3894 324.13" angle -66
	local.deathmatch = spawn info_player_deathmatch origin "1291 3306 240.13" angle 176
	local.deathmatch = spawn info_player_deathmatch origin "1526 1948 184.13" angle 170
	local.deathmatch = spawn info_player_deathmatch origin "-380 2085 240.13" angle -10
	local.deathmatch = spawn info_player_deathmatch origin "1155 1470 240.13" angle 166
	local.deathmatch = spawn info_player_deathmatch origin "1535 1226 240.13" angle 174
	local.deathmatch = spawn info_player_deathmatch origin "962 1146 72.13" angle 176
	local.deathmatch = spawn info_player_deathmatch origin "-23 1707 16.13" angle 38
	local.deathmatch = spawn info_player_deathmatch origin "-5 4153 16.13" angle 177
	local.deathmatch = spawn info_player_deathmatch origin "335 2927 24.13" angle -177
	local.deathmatch = spawn info_player_deathmatch origin "708 3193 616.13" angle 120
	local.deathmatch = spawn info_player_deathmatch origin "872 -1303 248.13" angle 38
	local.deathmatch = spawn info_player_deathmatch origin "683 -1089 480.13" angle 128
	local.deathmatch = spawn info_player_deathmatch origin "1258 -805 192.13" angle -95
	local.deathmatch = spawn info_player_deathmatch origin "711 -2290 240.13" angle -130
	local.deathmatch = spawn info_player_deathmatch origin "-474 -1726 248.13" angle 25
	local.deathmatch = spawn info_player_deathmatch origin "-760 -2245 240.13" angle -43
	local.deathmatch = spawn info_player_deathmatch origin "-1047 -1174 240.13" angle -45
	local.deathmatch = spawn info_player_deathmatch origin "697 -803 56.13" angle 0
	
   level waittill prespawn

   //*** Precache Dm Stuff
   exec global/DMprecache.scr

   level.script = maps/obj/obj_team4.scr
   exec global/ambient.scr obj_team4
   
   thread global/exploder.scr::main
   
//thread global/minefield.scr::minefield_setup 

//** NOTICE: i´ve dissabled the Minefield near the Bridge
// it has a Bug !! If a player went into the minefield and blow up, he CAN´T Spawn anymore into
// the Map !! I don´t know why this happends, so leave it dissabled atm !!
   
    exec global/door_locked.scr::lock

   level waittill spawn

   level.defusing_team = "allies"
   level.planting_team = "axis"
   level.bomb_damage = 300
   level.bomb_explosion_radius = 1024

   // set the parameters for this round/wave based match
   level.dmrespawning = 0   // 1 **wave based** or 0 **round based**
   level.dmroundlimit = 5   // round time limit in minutes
   level.clockside = allies // set to axis, allies, kills, or draw

   level waittill roundstart
      
      $bridge_bomb thread global/obj_dm.scr::bomb_thinker
      $bridge_bomb2 thread global/obj_dm.scr::bomb_thinker
      
      $bridge_bomb thread axis_win_bomb $bridge_bomb $bridge_bomb2
      $bridge_bomb thread allied_win_timer
      
//      thread objectives_setup
   
end


axis_win_bomb local.bomb1 local.bomb2:

   while ((local.bomb1.exploded != 1) && (local.bomb2.exploded != 1))
      wait .1
      
   teamwin axis
end

//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------

allied_win_timer:

   level waittill allieswin

end


//THIS PORTION OF SCRIPT NOT READY TO IMPLEMENT
//objectives_setup:
//
//   waitthread global/objectives.scr::blank_objectives
//   waitthread global/objectives.scr::add_objectives 1 2 "Axis forces must destroy the bridge" $bridge.origin
//   wait 2
//   waitthread global/objectives.scr::current_objectives 1

end
Okay, thats my scripts fo you nice Peoples !! Have fun with it.

-The Fox