Hello guys how are you, can someone give me a hand with the Ardennes SCR? I want the map to be Round Base Match, or TDM and then I put it in Round Base Match by console, create a pk3 with these files to look for them from the Pak1.pk3 of "maintt":
global/DMprecache.scr
maps/dm/mp_ardennes_tow.bsp
maps/dm/MP_Ardennes_TOW.min
maps/dm/MP_Ardennes_TOW.pth
maps/dm/MP_Ardennes_TOW.scr
maps/dm/MP_Ardennes_TOW_precache.scr
scripts/TAardennes.shader
ui/loading_mp_ardennes_tow.urc
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
This is the SCR of map:
HTML Code:
main:
level.script="maps/obj/ArdennesCSL.scr"
level.music="MP_Ardennes_TOW"
setcvar "g_scoreboardpic" "textures/mohmenu/dmloading/ArdennesCSL.jpg"
exec global/ambient.scr
// using ai for end game cut scene
exec global/tow_dm.scr
exec global/dm_ai.scr
exec global/friendly.scr
level.gametype = int( getcvar( g_gametype ) )
//gametype 5 = Tug of War
if( level.gametype == 5 )
{
setcvar "g_obj_alliedtext1" "Protect Transport"
setcvar "g_obj_alliedtext2" "Keep Main Gate Open"
setcvar "g_obj_alliedtext3" "Control the Flak88"
setcvar "g_obj_alliedtext4" "Shut Down Axis Generator"
setcvar "g_obj_alliedtext5" "Detonate the Axis Bunker"
setcvar "g_obj_axistext1" "Protect the Bunker"
setcvar "g_obj_axistext2" "Stop Generator Shutdown"
setcvar "g_obj_axistext3" "Control the Flak88"
setcvar "g_obj_axistext4" "Close Main Gate"
setcvar "g_obj_axistext5" "Destroy Allied Transport"
}
else
{
//hide the bombs on a non TOW game mode.
$mg42_bomb remove
$gmc_bomb remove
//Open the gate
$ardennes_gate open $gate_entity
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Ardennes CSL"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
}
exec global/exploder.scr
waitthread tdm_spawns
//////////////////////////
level waittill prespawn
//////////////////////////
//////////////////////////
level waittill spawn
//////////////////////////
// Init Snow Parameters
level.rain_speed = "150"
level.rain_speed_vary = "8"
level.rain_length = "2"
level.rain_width = "1"
level.rain_density = "4"
level.rain_slant = "6"
level.rain_min_dist = "512"
level.rain_numshaders = 12
level.rain_shader = "textures/snow"
level.bGateSwitchUp = 1
level.bGeneratorSwitchUp = 1
level.bRoundStarted = 0
$world farplane_color ".03 .05 .09" //this matches eben's new sky
$world farplane 2400
$world farplane_bias 750
// Initialize the Nebelwerfer (tweak their pitch arc length)
$nebelwerfer_turret0 pitchcaps ( -30 60 0)
$nebelwerfer_turret0 maxyawoffset "50"
// Truck Parameters
$truck_1 anim color_snow
$truck_1 anim idlelights
$truck_1 anim cargo
$truck_1 anim stop_wheels
//nebelwerfer stuff
$nebelwerfer.collisionent = $nebelwerfer_collision
$nebelwerfer_turret0.collisionent = $nebelwerfer_turret_collision
//Init the doors
thread init_doors
// set the parameters for this round based match
// level.dmrespawning = 1 // 1 or 0
level.dmroundlimit = 15 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw
level.numObjectives = 5 // Number of objectives needed to win
level.fire_attack_thread = NIL
//////////////////////////
level waittill roundstart
//////////////////////////
//If this is a tug of war game then we init all the TOW stuff
if( level.gametype == 5 )
{
//initialize the switches and bombs.
thread init_switches
thread init_spawner_bombs
//Setup the starting team objectives
thread set_objectives
level.bRoundStarted = 1
}
end
tdm_spawns:
spawn info_player_axis "origin" "130.81 -1147.74 -7.88" "angle" "3.25 164.14 0.00"
spawn info_player_axis "origin" "296.89 -1481.75 -7.88" "angle" "10.77 163.13 0.00"
spawn info_player_axis "origin" "318.72 -1717.20 160.13" "angle" "8.74 103.98 0.00"
spawn info_player_axis "origin" "52.49 -1231.17 160.13" "angle" "4.47 115.08 0.00"
spawn info_player_axis "origin" "128.15 -1114.23 160.13" "angle" "6.71 -5.10 0.00"
spawn info_player_axis "origin" "0.33 -1501.04 328.13" "angle" "14.23 37.98 0.00"
spawn info_player_allied "origin" "792.10 735.73 -39.88" "angle" "-9.55 -116.07 0.00"
spawn info_player_allied "origin" "144.68 221.19 -31.88" "angle" "0.81 -110.99 0.00"
spawn info_player_allied "origin" "719.32 263.41 -31.88" "angle" "2.85 77.21 0.00"
spawn info_player_allied "origin" "1863.64 -409.85 36.83" "angle" "-1.22 -167.89 0.00"
spawn info_player_allied "origin" "1863.68 -1075.73 43.43" "angle" "7.11 -140.05 0.00"
spawn info_player_allied "origin" "563.38 -3247.11 -9.42" "angle" "-7.72 79.93 0.00"
spawn info_player_allied "origin" "-1006.32 -466.34 -23.88" "angle" "2.64 -45.75 0.00"
spawn info_player_allied "origin" "-537.93 -620.38 168.13" "angle" "4.88 153.70 0.00"
spawn info_player_allied "origin" -840.87 450.40 -39.88" "angle" "-4.06 -29.89 0.00"
end
//----------------------------------------------------------
//Destroy the Allied spawner here
//----------------------------------------------------------
destroy_allied_spawner local.planter:
iprintln "The Allied transport has been destroyed!"
//Take over the objective
$obj_allied_spawner TakeOver 0
iprintln "The Allied Team can no longer respawn!"
//Give the planter some points
if( local.planter != NULL && local.planter != NIL )
{
local.planter AddKills 5
}
thread Check_End_Match
end
//----------------------------------------------------------
//Destroy the Axis spawner here
//----------------------------------------------------------
destroy_axis_spawner local.planter:
iprintln "The MG42 emplacement has been destroyed!"
thread global/exploder.scr::explode 1
$obj_axis_spawner TakeOver 1
iprintln "The Axis Team can no longer respawn!"
//Give the planter some points
if( local.planter != NULL && local.planter != NIL )
{
local.planter AddKills 5
}
thread Check_End_Match
end
//----------------------------------------------------------
//Open/close the Main Gate here
//----------------------------------------------------------
toggle_ardennes_gate:
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == axis )
{
if( $obj_ardennes_gate.ControlledBy != 0 )
{
//Flip the switch
thread ardennes_gate_switch
//close the gate
$ardennes_gate close $gate_entity
//Take the objective
$obj_ardennes_gate TakeOver 0
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Axis have closed the Main Gate!"
}
}
else if( parm.other.dmteam == allies )
{
if( $obj_ardennes_gate.ControlledBy != 1 )
{
//Flip the switch
thread ardennes_gate_switch
//Open the gate
$ardennes_gate open $gate_entity
//Take the objective
$obj_ardennes_gate TakeOver 1
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Allies have opened the Main Gate!"
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Turn on/Shut down the bunker generator
//----------------------------------------------------------
toggle_generator:
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == axis )
{
if( $obj_generator.ControlledBy != 0 )
{
//Flip the switch
thread generator_doors_switch
//Open the doors
$gendoor1 open $door1_entity
$gendoor2 open $door2_entity
//Take the objective
$obj_generator TakeOver 0
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Axis have turned on the Bunker Generator!"
}
}
else if( parm.other.dmteam == allies )
{
if( $obj_generator.ControlledBy != 1 )
{
//Flip the switch
thread generator_doors_switch
//Open the doors
$gendoor1 close $door1_entity
$gendoor2 close $door2_entity
//Take the objective
$obj_generator TakeOver 1
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Allies have turned off the Bunker Generator!"
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Control the Flak88
//----------------------------------------------------------
control_flak:
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == axis )
{
if( $obj_flak.ControlledBy != 0 )
{
//Take the objective
$obj_flak TakeOver 0
iprintln "The Axis control the Flak 88!"
//Give 2 points for taking objective
parm.other AddKills 2
//Fire!
$flak thread flak_attack $flak_axis_target
}
}
else if( parm.other.dmteam == allies )
{
if( $obj_flak.ControlledBy != 1 )
{
//Take the objective
$obj_flak TakeOver 1
iprintln "The Allies control the Flak 88!"
//Give 2 points for taking objective
parm.other AddKills 2
//Fire!
$flak thread flak_attack $flak_allied_target
}
}
//did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Set the teams current objectives
//----------------------------------------------------------
set_objectives:
//First lets do the allies
if( $obj_ardennes_gate.ControlledBy == 0 )
{
$obj_ardennes_gate SetCurrent 1
}
else if( $obj_flak.ControlledBy == 0 || $obj_flak.ControlledBy == 2 )
{
$obj_flak SetCurrent 1
}
else if( $obj_generator.ControlledBy == 0 )
{
$obj_generator SetCurrent 1
}
else if( $obj_axis_spawner.ControlledBy == 0 )
{
$obj_axis_spawner SetCurrent 1
}
//Now the Axis
if( $obj_generator.ControlledBy == 1 )
{
$obj_generator SetCurrent 0
}
else if( $obj_flak.ControlledBy == 1 || $obj_flak.ControlledBy == 2 )
{
$obj_flak SetCurrent 0
}
else if( $obj_ardennes_gate.ControlledBy == 1 )
{
$obj_ardennes_gate SetCurrent 0
}
else if( $obj_allied_spawner.ControlledBy == 1 )
{
$obj_allied_spawner SetCurrent 0
}
end
//--------------------------------------------------------------
//Init the switches
//--------------------------------------------------------------
init_switches:
$ardennes_gate_switch bind $ardennes_gate_switch_origin
$generator_switch bind $generator_switch_origin
//Make the switches non solid so they don't injure the player.
$ardennes_gate_switch notsolid
$ardennes_gate_switch_origin notsolid
$generator_switch notsolid
$generator_switch_origin notsolid
end
//--------------------------------------------------------------
//Move the doors handle
//--------------------------------------------------------------
ardennes_gate_switch:
if( level.bGateSwitchUp == 1 )
{
$ardennes_gate_switch_origin speed 1.0
$ardennes_gate_switch_origin rotatexdownto 180
$ardennes_gate_switch_origin waitmove
$ardennes_gate_switch_origin playsound elevator_run
level.bGateSwitchUp = 0
}
else
{
$ardennes_gate_switch_origin rotatexupto 0
$ardennes_gate_switch_origin waitmove
level.bGateSwitchUp = 1
}
end
//--------------------------------------------------------------
//Move the doors handle
//--------------------------------------------------------------
generator_doors_switch:
if( level.bGeneratorSwitchUp == 1 )
{
$generator_switch_origin speed 1.0
$generator_switch_origin rotatexdownto 180
$generator_switch_origin waitmove
$generator_switch_origin playsound elevator_run
level.bGeneratorSwitchUp = 0
}
else
{
$generator_switch_origin rotatexupto 0
$generator_switch_origin waitmove
level.bGeneratorSwitchUp = 1
}
end
//--------------------------------------------------------------
//init the spawner bombs
//--------------------------------------------------------------
init_spawner_bombs:
//Allied spawner bomb
$gmc_bomb thread global/tow_dm.scr::bomb_thinker "axis" maps/obj/MP_Ardennes_TOW.scr::destroy_allied_spawner
$mg42_bomb thread global/tow_dm.scr::bomb_thinker "allies" maps/obj/MP_Ardennes_TOW.scr::destroy_axis_spawner
end
//-----------------------------------------------
// Flak cannon fire
//-----------------------------------------------
flak_attack local.target:
level.flak_target = local.target
if ( level.fire_attack_thread==NIL )
{
level.abort_shot = 0
thread flak_attack_loop
}
else
{
level.abort_shot = 1
}
end
//-----------------------------------------------
// Flak cannon fire loop
//-----------------------------------------------
flak_attack_loop:
level.fire_attack_thread = local
while ( 1 )
{
local.rand = randomint level.flak_target.size
if( local.rand <= 0 )
{
local.rand++
}
level.abort_shot = 0
self setaimtarget level.flak_target[local.rand]
self waittill ontarget
if ( level.abort_shot==0 )
{
self anim fire
wait 1
waitthread Do_flak_explosion
local.rand = randomint 1
local.rand += 1
wait local.rand
}
}
end
//-----------------------------------------------
// Init our doors
//-----------------------------------------------
init_doors:
//Init the Axis base doors
$gendoor1 open $door1_entity
$gendoor2 open $door2_entity
end
//-----------------------------------------------
// Make flak go boom
//-----------------------------------------------
Do_flak_explosion:
//Axis controlled
if( $obj_flak.ControlledBy == 0 )
{
local.index = randomint $flak_axis_boom.size
if ( local.index==0 )
local.index++
local.ent = spawn models/projectiles/artilleryshellDEADLY.tik origin $flak_axis_boom[local.index].origin
local.ent explode
}
//Allied controlled
else if ( $obj_flak.ControlledBy == 1 )
{
local.index = randomint $flak_allied_boom.size
if ( local.index==0 )
local.index++
local.ent = spawn models/projectiles/artilleryshellDEADLY.tik origin $flak_allied_boom[local.index].origin
local.ent explode
}
end
//-----------------------------------------------
// Check for end match condition
//-----------------------------------------------
Check_End_Match:
local.nAxis = 0
local.nAllied = 0
//Check each of the objectives
//Allied Spawner
if( $obj_allied_spawner.ControlledBy == 0 )
{
local.nAxis++
}
else if( $obj_allied_spawner.ControlledBy == 1 )
{
local.nAllied++
}
//Axis Spawner
if( $obj_axis_spawner.ControlledBy == 0 )
{
local.nAxis++
}
else if( $obj_axis_spawner.ControlledBy == 1 )
{
local.nAllied++
}
//Ardennes Gate
if( $obj_ardennes_gate.ControlledBy == 0 )
{
local.nAxis++
}
else if( $obj_ardennes_gate.ControlledBy == 1 )
{
local.nAllied++
}
//Flak Cannon
if( $obj_flak.ControlledBy == 0 )
{
local.nAxis++
}
else if( $obj_flak.ControlledBy == 1 )
{
local.nAllied++
}
//Generator
if( $obj_generator.ControlledBy == 0 )
{
local.nAxis++
}
else if( $obj_generator.ControlledBy == 1 )
{
local.nAllied++
}
//Allies first
if( local.nAllied == level.numObjectives )
{
//Only show the movie if the wingame cvar has not been set yet.
local.winstate = int( getcvar( g_TOW_winstate ) )
if( local.winstate == 0 )
{
setcvar "g_TOW_winstate" "1"
level ignoreclock 1
//if there is a bomb ticking stop it.
waitthread global/tow_dm.scr::StopBomb
//Allies win do the movie then end the map
thread AlliesWon
}
}
else if( local.nAxis == level.numObjectives )
{
//Only show the movie if the wingame cvar has not been set yet.
local.winstate = int( getcvar( g_TOW_winstate ) )
if( local.winstate == 0 )
{
setcvar "g_TOW_winstate" "1"
level ignoreclock 1
//if there is a bomb ticking stop it.
waitthread global/tow_dm.scr::StopBomb
//Axis win do their movie and end the map
thread AxisWon
}
}
end
//-------------------------------------------------------------
// Do the Axis camera stuff
//-------------------------------------------------------------
DoAxisCamera:
local.camera = spawn func_camera origin $cam_axis_win.origin angles $cam_axis_win.angles
local.camera fov 100
local.camera watch $cappy
local.camera cut
cuecamera local.camera
wait 3
local.camera follow $cam_axis_win $cappy
local.camera cut
wait 15
end
//-------------------------------------------------------------
// Axis have one play the movie
//-------------------------------------------------------------
AxisWon:
$player nodamage
$player hide
freezeplayer
drawhud 0
forcemusic aux4 aux4
//spawn the allies
thread global/dm_ai.scr::spawnset 76 set76
thread global/dm_ai.scr::spawnset 75 cappy
//spawn the axis
thread global/dm_ai.scr::spawnset 50 axis_cappy
thread global/dm_ai.scr::spawnset 51 set51
//roaming guards
thread global/dm_ai.scr::spawnset 60 set60
for( local.i = 1; local.i <= $set60.size; local.i++ )
{
$set60[local.i] thread Do_Axis_Guards_Walk
}
waitthread DoAxisCamera
teamwin axis
forcemusic aux5 aux5
wait 5
end
Do_Axis_Guards_Walk:
self walkto self.target
end
//-------------------------------------------------------------
// Allies have won play the movie
//-------------------------------------------------------------
AlliesWon:
$player nodamage
$player hide
freezeplayer
drawhud 0
forcemusic aux2 aux2
//Spawn the allies
waitthread global/dm_ai.scr::spawnset 20 set20
waitthread global/dm_ai.scr::spawnset 25 cappy
//Spawn the axis
waitthread global/dm_ai.scr::spawnset 10 set10
waitthread global/dm_ai.scr::spawnset 15 set15
for( local.i = 1; local.i <= $set10.size; local.i++ )
{
$set10[local.i] thread Do_Loser_End
}
$cappy thread Do_Winner_Allied_Cappy_End 5 $set15 2
for( local.i = 1; local.i <= $set20.size; local.i++ )
{
local.rand = randomfloat 4
local.rand += 3
local.randRun = randomfloat 1
if( local.i <= $set10.size )
{
$set20[local.i] thread Do_Winner_End local.rand $set10[local.i] local.randRun
}
else
{
$set20[local.i] thread Do_Winner_End local.rand NULL local.randRun
}
}
$set15 thread Do_Loser_End
//$alliewincamera_2 speed .5
$alliewincamera_2 fov 50
$alliewincamera_2 watch $cappy
$alliewincamera_2 cut
cuecamera $alliewincamera_2
end
//----------------------------------------------------------
//Do the winner anims and stuff
//----------------------------------------------------------
Do_Winner_End local.wait local.target local.runwait:
self nodamage
self runto self.target
self exec global/disable_ai.scr
wait local.wait
if( local.target != NULL )
{
//self setaimtarget local.target
}
if( local.target != NULL )
{
self fire
local.target takedamage
local.target damage NULL 1000 NULL (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
}
end
//----------------------------------------------------------
//Do the winners captain end sequence
//----------------------------------------------------------
Do_Winner_Allied_Cappy_End local.wait local.target local.runwait:
self nodamage
self runto self.target
self exec global/disable_ai.scr
wait local.wait
self fire
if( local.target != NULL )
{
local.target takedamage
local.target damage NULL 1000 NULL (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
}
wait 2
self anim 00A001_victory
//Allies have won
teamwin allies
forcemusic aux3 aux3
wait 5
end
//----------------------------------------------------------
//Do the losers run away stuff
//----------------------------------------------------------
Do_Loser_End:
//Axis boys need to go bye bye
self nodamage
self exec global/disable_ai.scr
self runto self.target
end
I changed the respawns, where do I place the lines?.
/////////////////////////////////
DMprecache SCR:
HTML Code:
cache models/weapons/colt45.tik
cache models/weapons/p38.tik
cache models/weapons/silencedpistol.tik
cache models/weapons/m1_garand.tik
cache models/weapons/kar98.tik
cache models/weapons/kar98sniper.tik
cache models/weapons/springfield.tik
cache models/weapons/thompsonsmg.tik
cache models/weapons/mp40.tik
cache models/weapons/mp44.tik
cache models/weapons/bar.tik
cache models/weapons/bazooka.tik
cache models/weapons/panzerschreck.tik
cache models/weapons/shotgun.tik
cache models/weapons/m2frag_grenade.tik
cache models/weapons/steilhandgranate.tik
cache models/player/allied_airborne.tik
cache models/player/allied_airborne_fps.tik
cache models/player/allied_manon.tik
cache models/player/allied_manon_fps.tik
cache models/player/allied_sas.tik
cache models/player/allied_sas_fps.tik
cache models/player/allied_pilot.tik
cache models/player/allied_pilot_fps.tik
cache models/player/american_army.tik
cache models/player/american_army_fps.tik
cache models/player/american_ranger.tik
cache models/player/american_ranger_fps.tik
cache models/player/german_afrika_officer.tik
cache models/player/german_afrika_officer_fps.tik
cache models/player/german_afrika_private.tik
cache models/player/german_afrika_private_fps.tik
cache models/player/german_elite_officer.tik
cache models/player/german_elite_officer_fps.tik
cache models/player/german_elite_sentry.tik
cache models/player/german_elite_sentry_fps.tik
cache models/player/german_kradshutzen.tik
cache models/player/german_kradshutzen_fps.tik
cache models/player/german_panzer_grenadier.tik
cache models/player/german_panzer_grenadier_fps.tik
cache models/player/german_panzer_obershutze.tik
cache models/player/german_panzer_obershutze_fps.tik
cache models/player/german_panzer_shutze.tik
cache models/player/german_panzer_shutze_fps.tik
cache models/player/german_panzer_tankcommander.tik
cache models/player/german_panzer_tankcommander_fps.tik
cache models/player/german_scientist.tik
cache models/player/german_scientist_fps.tik
cache models/player/german_waffenss_officer.tik
cache models/player/german_waffenss_officer_fps.tik
cache models/player/german_waffenss_shutze.tik
cache models/player/german_waffenss_shutze_fps.tik
cache models/player/german_wehrmacht_officer.tik
cache models/player/german_wehrmacht_officer_fps.tik
cache models/player/german_wehrmacht_soldier.tik
cache models/player/german_wehrmacht_soldier_fps.tik
cache models/player/german_winter_1.tik
cache models/player/german_winter_1_fps.tik
cache models/player/german_winter_2.tik
cache models/player/german_winter_2_fps.tik
cache models/player/german_worker.tik
cache models/player/german_worker_fps.tik
// SPEARHEAD
cache models/weapons/enfield.tik
cache models/weapons/G43.tik
cache models/weapons/M18_smoke_grenade.tik
cache models/weapons/mg42carryable.tik
cache models/weapons/mills_grenade.tik
cache models/weapons/Mosin_Nagant_Rifle.tik
cache models/weapons/Nagant_revolver.tik
cache models/weapons/nebelhandgranate.tik
cache models/weapons/ppsh_smg.tik
cache models/weapons/RDG-1_Smoke_grenade.tik
cache models/weapons/Russian_F1_grenade.tik
cache models/weapons/sten.tik
cache models/weapons/svt_rifle.tik
cache models/weapons/Webley_Revolver.tik
// SPEARHEAD MODELS
cache models/player/allied_101st_Captain.tik
cache models/player/allied_101st_Infantry.tik
cache models/player/allied_101st_Scout.tik
cache models/player/allied_501st_PIR_Scout.tik
cache models/player/allied_501st_PIR_Soldier.tik
cache models/player/allied_british_6th_Airborne_Captain.tik
cache models/player/allied_british_6th_Airborne_Paratrooper.tik
cache models/player/allied_russian_Crazy_Boris.tik
cache models/player/allied_russian_Recon_Scout.tik
cache models/player/allied_russian_Recon_Soldier.tik
cache models/player/german_Ardennes_Artillery_Commander.tik
cache models/player/german_DDay_Colonel.tik
// BREAKTHROUGH MODELS
cache models/player/sc_ax_ital_inf.tik
cache models/player/sc_ax_ital_inf_fps.tik
cache models/player/sc_ax_ital_inf2.tik
cache models/player/sc_ax_ital_inf2_fps.tik
cache models/player/it_ax_ital_vol.tik
cache models/player/it_ax_ital_vol_fps.tik
//Nash
cache models/human/it_ax_ital_vol.tik
cache models/human/sc_ax_ital_inf2.tik
cache models/human/sc_ax_ital_para.tik
cache models/human/german_wehrmact_nco.tik
cache models/human/german_misc_kradshutzen.tik
cache models/human/german_misc_scientist.tik
cache models/human/german_afrika_officer.tik
cache models/emitters/tehao_candlelight.tik
cache models/emitters/tehao_candleholder_withfire.tik
cache models/animate/tree_commontree.tik
cache models/animate/wall_exploder.tik
cache models/miscobj/pulse_detonator.tik
cache models/human/allied_pilot.tik
cache models/weapons/it_w_carcano.tik
cache models/player/allied_russian_seaman.tik
cache models/vehicles/p47fly.tik
cache models/ammo/us_bomb.tik
cache models/emitters/explosion_mine.tik
cache models/weapons/uk_w_vickers.tik
cache models/items/item_25_healthbox.tik
cache models/emitters/mortar_higgins.tik
cache models/weapons/uk_w_vickers_clip.tik
cache models/items/dm_50_healthbox.tik
cache models/weapons/it_w_moschetto.tik
cache models/weapons/it_w_bomba.tik
cache models/weapons/it_w_bombabreda.tik
cache models/weapons/it_w_beretta.tik
cache models/weapons/it_w_moschetto_clip.tik
cache models/gear/german_ssofficercap.tik
cache models/items/explosive.tik
cache models/player/allied_technician.tik
cache models/weapons/kar98_mortar.tik
cache models/weapons/delisle.tik
cache models/fx/riflegrenadeexplosion.tik
cache models/weapons/uk_w_piat.tik
cache models/ammo/g43_clip.tik
cache models/fx/explosiontigershell.tik
cache models/ammo/piat_shell.tik
cache models/animal/cockroach.tik
cache models/vehicles/shermantank_damaged.tik
cache models/fx/corona_red.tik
cache models/statweapons/p_granatwerfer_base.tik
cache models/emitters/tehao_bridgeexplosion.tik
cache models/animate/fx_explosion_mine.tik
cache models/statweapons/p_granatwerfer_cannon.tik
cache models/static/vehicle_gmctruck.tik
cache models/miscobj/anim_detonator.tik
cache models/human/allied_pilot.tik
cache models/vehicles/vehiclesoundentity.tik
cache models/animate/military_radio.tik
cache models/weapons/it_w_carcano.tik
cache models/weapons/it_w_bomba.tik
cache models/weapons/it_w_bombabreda.tik
cache models/weapons/it_w_beretta.tik
cache models/weapons/uk_w_vickers.tik
cache models/player/allied_russian_seaman.tik
cache models/player/allied_technician.tik
cache models/weapons/uk_w_l42a1.tik
cache models/weapons/delisle.tik
cache models/weapons/it_w_moschetto.tik
cache models/items/dm_50_healthbox.tik
cache models/ammo/g43_clip.tik
cache models/statweapons/mg42_gun_viewmodel.tik
cache models/fx/granatwerferexplosion.tik
cache models/weapons/it_w_moschetto_clip.tik
cache models/weapons/uk_w_vickers_clip.tik
cache models/weapons/uk_w_l42a1_clip.tik
cache models/weapons/uk_w_piat.tik
cache models/items/explosive.tik
cache models/fx/fx_flak88_explosion.tik
cache models/vehicles/sherman_base.tik
cache models/vehicles/sherman_turret_main.tik
cache models/vehicles/sherman_turret_mini.tik
cache models/fx/bazookaexplosion_dm.tik
cache models/ammo/piat_shell.tik
cache models/ammo/it_w_beretta_clip.tik
cache models/human/2nd-ranger_medic.tik
cache models/human/1st-ranger_engineer.tik
cache models/human/2nd-ranger_lieutenant.tik
cache models/animate/military_radio.tik
cache models/vehicles/opeltruckgreen_canopy.tik
cache models/static/corona_reg.tik
cache models/vehicles/p47fly.tik
cache models/static/vehicle_opeltruck_green.tik
cache models/vehicles/vehiclesoundentity.tik
cache models/human/allied_pilot.tik
cache models/weapons/it_w_carcano.tik
cache models/weapons/it_w_bomba.tik
cache models/weapons/it_w_bombabreda.tik
cache models/weapons/it_w_beretta.tik
cache models/weapons/us_w_minedetector.tik
cache models/weapons/uk_w_vickers.tik
cache models/player/allied_russian_seaman.tik
cache models/weapons/kar98_mortar.tik
cache models/weapons/us_w_mine.tik
cache models/weapons/delisle.tik
cache models/items/dm_50_healthbox.tik
cache models/fx/riflegrenadeexplosion.tik
cache models/emitters/explosion_mine.tik
cache models/ammo/it_w_beretta_clip.tik
cache models/weapons/uk_w_vickers_clip.tik
cache models/fx/bazookaexplosion_dm.tik
cache models/player/allied_technician.tik
cache models/fx/nebelhandgranateexplosion.tik
cache models/emitters/cinematics_camexplosion.tik
cache models/emitters/tehao_thicksmoke.tik
cache models/emitters/cinematics_smoketrail.tik
cache models/items/explosive.tik
cache models/fx/fx_flak88_explosion.tik
cache models/vehicles/opeltruckgreen_d.tik
cache models/ammo/g43_clip.tik
cache models/ammo/svt_clip_reload.tik
cache models/weapons/uk_w_piat.tik
cache models/fx/explosiontigershell.tik
cache models/ammo/piat_shell.tik
cache models/human/it_ax_ital_vol.tik
cache models/human/sc_ax_ital_inf2.tik
cache models/human/sc_ax_ital_para.tik
cache models/human/german_wehrmact_nco.tik
cache models/human/german_misc_kradshutzen.tik
cache models/human/german_misc_scientist.tik
cache models/human/german_afrika_officer.tik
cache models/emitters/tehao_candlelight.tik
cache models/emitters/tehao_candleholder_withfire.tik
cache models/animate/tree_commontree.tik
cache models/animate/wall_exploder.tik
cache models/miscobj/pulse_detonator.tik
cache models/human/allied_pilot.tik
cache models/weapons/it_w_carcano.tik
cache models/weapons/uk_w_piat.tik
cache models/weapons/it_w_bomba.tik
cache models/weapons/it_w_bombabreda.tik
cache models/weapons/it_w_beretta.tik
cache models/player/allied_russian_seaman.tik
cache models/weapons/uk_w_vickers.tik
cache models/weapons/delisle.tik
cache models/items/dm_50_healthbox.tik
cache models/weapons/uk_w_vickers_clip.tik
cache models/fx/explosiontigershell.tik
cache models/ammo/piat_shell.tik
cache models/fx/bazookaexplosion_dm.tik
cache models/weapons/it_w_moschetto.tik
cache models/weapons/it_w_moschetto_clip.tik
cache models/player/allied_technician.tik
cache models/player/allied_russian_corporal.tik
cache models/player/allied_british_tank_corporal.tik
cache models/ammo/nagant_pistol_shell.tik
cache models/ammo/enfield_clip1.tik
cache models/fx/explosionpiatshell.tik
cache models/human/sc_al_us_gobbs.tik
cache models/human/allied_usa_c47-paratrooper1.tik
cache models/human/allied_uk_c47_paratrooper2.tik
cache models/human/allied_airborne_soldier.tik
cache models/human/german_afrika_grenadier_nowrap.tik
cache models/human/german_wehrmact_colonel.tik
cache models/human/german_doubleagent.tik
cache models/human/sc_al_us_claus.tik
cache models/human/sc_al_us_ltpalia.tik
cache models/human/sc_al_brit_tank.tik
cache models/human/sc_ax_ital_inf.tik
cache models/human/german_waffenss_nco.tik
cache models/human/allied_uk_c47_capt_paratrooper.tik
cache models/human/german_misc_worker.tik
cache models/human/sc_al_us_pilot.tik
cache models/human/allied_uk_paratrooper3.tik
cache models/ammo/enfield_clip2.tik
cache models/items/binoculars.tik