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Thread: Server Crash

  1. #1
    Project Supporter g0atz's Avatar
    Join Date
    Nov 2010
    Location
    NC - USA
    Posts
    133

    Default Server Crash

    Hi,

    Got this error:

    Code:
    Got signal 11 - Segmentation fault, faulty address is 0x2c
    Crash Recover Attempt will take place!
    Execution path:
     --> ./fgamededmohaa.so(_ZN6Weapon12PickupWeaponEP13Event_GAMEDLL+0x2f) [0x38e019f]
     --> ./fgamededmohaa.so(_ZN8Listener12ProcessEventEP13Event_GAMEDLL+0x4f) [0x385990f]
     --> ./fgamededmohaa.so(_ZN8Listener12ProcessEventEP13Event_GAMEDLL+0x4f) [0x385990f]
     --> ./fgamededmohaa.so(L_ProcessPendingEvents+0x4e) [0x385a3ae]
     --> ./fgamededmohaa.so(G_RunFrame+0x1cf) [0x3832fef]
     --> ./fgameded.so(G_RunFrame+0x98e) [0x337ea34]
     --> ./mohaa_lnxded [0x808d7ab]
     --> ./mohaa_lnxded [0x8067486]
     --> ./mohaa_lnxded [0x809726e]
     --> /lib/libc.so.6(__libc_start_main+0xdc) [0x125e8c]
     --> ./mohaa_lnxded(_Znwj+0x71) [0x8049c41]
    mlds.sh: Server Exited
    mlds.sh: To exit loop hit CTRL-C
    mlds.sh: Sleeping for 15 seconds
    mlds.sh: Loop Restarting now
    mlds.sh: To exit loop hit CTRL-C
    mlds.sh: Starting Server

    It's happened a few times b4..only on this map. Any ideas?:

    Code:
    //m1l2b
    //map conversion by
    //Viper
    
    main:
    
    removeclass actor
    removeclass AmmoEntity
    
    
    setcvar "g_obj_alliedtext1" "The Motorpool"
    setcvar "g_obj_alliedtext2" "Gain Ground Mod"
    setcvar "g_obj_alliedtext3" "8.2.121.227"
    setcvar "g_obj_axistext1" "bumadmin@charter.net"
    setcvar "g_obj_axistext2" "bumfight.clanservers.com"
    setcvar "g_obj_axistext3" "Mod by <TWL> ViPER"
    setcvar "g_scoreboardpic" "m1l2"
    setcvar "g_gametype" "2"
    setcvar "timelimit" "13"
    setcvar "sv_walkspeed" "320"
    setcvar "sv_runspeed" "320"
    
    //setcvar "level.clockside" "kills"
    
    $world farplane_color "0.3 0.3 0.3"
    $world farplane 8500
    
    ///////////////////////////////////////////////////////////allies
    
    local.allies1 = spawn info_player_allied targetname alh
    local.allies1.angle = -22
    local.allies1.origin = ( -4016 4046 -173 )
    
    local.allies2 = spawn info_player_allied targetname alh
    local.allies2.angle = -22
    local.allies2.origin = ( -4055 3950 -173 )
    
    local.allies3 = spawn info_player_allied targetname alh
    local.allies3.angle = -152
    local.allies3.origin = ( -3215 3739 -173 )
    
    local.allies4 = spawn info_player_allied targetname al2
    local.allies4.origin = ( -2223 3258 -173 )
    local.allies4.angle = 90
    
    local.allies5 = spawn info_player_allied targetname al2
    local.allies5.origin = ( -2211 4021 -173 )
    local.allies5.angle = -114
    
    local.allies6 = spawn info_player_allied targetname al3
    local.allies6.origin = ( -1346 2534 -173 )
    local.allies6.angle = 174
    
    local.allies7 = spawn info_player_allied targetname al3
    local.allies7.origin = ( -1409 2858 -173 )
    local.allies7.angle = 104
    
    local.allies8 = spawn info_player_allied targetname al4
    local.allies8.origin = ( 127 2690 -173 )
    local.allies8.angle = -101
    
    local.allies9 = spawn info_player_allied targetname al4
    local.allies9.origin = ( 414 1748 -173 )
    local.allies9.angle = 97
    
    local.allies10 = spawn info_player_allied targetname al5
    local.allies10.origin = ( 2420 2186 -174 )
    local.allies10.angle = 180
    
    local.allies11 = spawn info_player_allied targetname al5
    local.allies11.origin = ( 1047 1619 -173 )
    local.allies11.angle = 70
    
    local.allies12 = spawn info_player_allied targetname al6
    local.allies12.origin = ( 1677 151 -173 )
    local.allies12.angle = 150
    
    local.allies13 = spawn info_player_allied targetname al6
    local.allies13.origin = ( 1403 171 -173 )
    local.allies13.angle = 170
    
    local.allies14 = spawn info_player_allied targetname al7
    local.allies14.origin = ( 898 -149 -173 )
    local.allies14.angle = 0
    
    local.allies15 = spawn info_player_allied targetname al7
    local.allies15.origin = ( 2002 -281 -173 )
    local.allies15.angle = 180
    
    local.allies16 = spawn info_player_allied targetname al8
    local.allies16.origin = ( 1946 -2803 -140 )
    local.allies16.angle = -180
    
    local.allies17 = spawn info_player_allied targetname al8
    local.allies17.origin = ( 1828 -2817 -140 )
    local.allies17.angle = -180
    
    local.allies18 = spawn info_player_allied targetname al9
    local.allies18.origin = ( 1444 -3224 -140 )
    local.allies18.angle = -100
    
    local.allies19 = spawn info_player_allied targetname al9
    local.allies19.origin = ( 1167 -3213 -140 )
    local.allies19.angle = -30
    
    local.allies19 = spawn info_player_allied targetname al9
    local.allies19.origin = ( 1430 -2623 -123 )
    local.allies19.angle = -10
    
    ///////////////////////////////////////////////////////////axis
    
    local.axis1 = spawn info_player_axis targetname axh
    local.axis1.angle = -179
    local.axis1.origin = ( 3123 -4126 -245 )
    
    local.axis2 = spawn info_player_axis targetname axh
    local.axis2.origin = ( 2225 -4494 -207 )
    local.axis2.angle = 90
    
    local.axis3 = spawn info_player_axis targetname axh
    local.axis3.origin = ( 2726 -4394 -207 )
    local.axis3.angle = 130
    
    local.axis4 = spawn info_player_axis targetname ax2
    local.axis4.origin = ( 1834 -3651 -143 )
    local.axis4.angle = 140
    
    local.axis5 = spawn info_player_axis targetname ax2
    local.axis5.origin = ( 1734 -3348 -43 )
    local.axis5.angle = -150
    
    local.axis6 = spawn info_player_axis targetname ax3
    local.axis6.origin = ( 1262 -3071 -143 )
    local.axis6.angle = 90
    
    local.axis7 = spawn info_player_axis targetname ax3
    local.axis7.origin = ( 1768 -3029 -143 )
    local.axis7.angle = 90
    
    local.axis8 = spawn info_player_axis targetname ax4
    local.axis8.origin = ( 2169 -192 -173 )
    local.axis8.angle = -98
    
    local.axis9 = spawn info_player_axis targetname ax4
    local.axis9.origin = ( 792 -222 -207 )
    local.axis9.angle = -90
    
    local.axis10 = spawn info_player_axis targetname ax5
    local.axis10.origin = ( 921 -30 -173 )
    local.axis10.angle = 90
    
    local.axis11 = spawn info_player_axis targetname ax5
    local.axis11.origin = ( 887 815 -173 )
    local.axis11.angle = -40
    
    local.axis12 = spawn info_player_axis targetname ax6
    local.axis12.origin = ( 1372 1384 -173 )
    local.axis12.angle = -6
    
    local.axis13 = spawn info_player_axis targetname ax6
    local.axis13.origin = ( 1361 1265 -173 )
    local.axis13.angle = -6
    
    local.axis14 = spawn info_player_axis targetname ax7
    local.axis14.origin = ( -91 1571 -173 )
    local.axis14.angle = 88
    
    local.axis15 = spawn info_player_axis targetname ax7
    local.axis15.origin = ( -246 2921 -173 )
    local.axis15.angle = -90
    
    local.axis16 = spawn info_player_axis targetname ax8
    local.axis16.origin = ( -1075 2588 -173 )
    local.axis16.angle = 125
    
    local.axis17 = spawn info_player_axis targetname ax8
    local.axis17.origin = ( -1068 2884 -173 )
    local.axis17.angle = 150
    
    local.axis18 = spawn info_player_axis targetname ax9
    local.axis18.origin = ( -2113 3849 -174 )
    local.axis18.angle = -95
    
    local.axis19 = spawn info_player_axis targetname ax9
    local.axis19.origin = ( -2094 3404 -173 )
    local.axis19.angle = 80
    
    
    
    // relocate the Truck for cover
    	$truck01.origin = ( -1056 2136 -224 ) 
    	$truck01.angle = 40
        $truck01 nodamage
    	
    	
    	
    	//relocate the Jeep for cover
    	$jeep.origin = ( -2540.83 2297.01 -255.88 ) 
    	$jeep.angle = 40
    	$jeep nodamage
    	$tank02 thread drive_pathtank $tank02_path 152 $tank02_drive_trigger
    	$tank01 nodamage
    	$tank02 nodamage
    	$tank03 nodamage
    	$tank04 nodamage
    
    	
    $chase_trigger delete
    $jeepsequence_trigger delete
    $grillosay_trigger delete
    $endlevel_trigger delete
    $wrenchguy2_thread_trigger delete
    
    $cutwire01 delete						
    $cutwire02 delete
    $cutwire03 delete
    $wire01 delete						
    $wire02 delete
    $wire03 delete
    $crate1_end delete				
    $crate2_end delete
    $crate3_end delete
    $bomb01 delete
    $bomb02 delete
    $bomb03 delete
    $bomb04 delete
    $bomb05 delete
    
    
    //$door01 delete
    //$door02 delete
    //$radio1 delete		
    //$radio2 delete
    //$truckclip delete
    //$tankclip delete
    //$truck01 delete
    //$tank01 delete
    //$tank02 delete
    //$tank03 delete
    //$tank04 delete
    
    level waittill prespawn
    
    exec global/loadout.scr "maps/m1l2b.scr"
    exec global/DMprecache.scr
    exec global/door_locked.scr
    
    exec global/ambient.scr m1l2b
    
    
    
    
    
    level.script = maps/m1l2b.scr
    
    thread global/barrel.scr::explosive_barrel
    
    thread global/exploder.scr::main
    
    level waittill spawn
    
    thread setup
    thread hudstuff
    thread triggers
    thread messages
    thread eventeams
    thread spawnswitch
    thread port8
    thread guns
    end
    
    
    
    
    // Vehicle thread
    selfstuff:
    	
    	self loopsound opeltruck_snd_idle
    	self anim idlenolights
    	//self notsolid
    	self nodamage
    end
    
    
    
    
    
    setup_tank local.tanktype:
    	if (self.target)
    		self.collisionent = self.target
    
    	switch (local.tanktype)
    	{
    	case empty_panzer_desert:
    		self.type = "empty_panzer_desert"
    		break
    	case empty_tiger:
    		self.type = "empty_tiger"
    		break
    	case empty_turretless_tiger:
    		self.type = "empty_turretless_tiger"
    		spawn models/vehicles/tigercannon.tik "targetname" "t4gun" "origin" "1580.61 -1344.80 -70" "angle" "71"	
    		$t4gun scale 1.1
    		$tank04.gun = $tank04 QueryTurretSlotEntity 0
    		$tank04.gun hide
    		break
    	}
    	
    	self nodamage
    end
    
    // Tanks drive bit
    drive_pathtank local.path local.speed local.trigger:
    	
    	local.trigger waittill trigger
    	wait 45 // timed event :P
    	self drive local.path local.speed 5 200 256
    	self waittill drive
    	self stop
    	$tank02.gun = $tank02 QueryTurretSlotEntity 0
    	$tank02.gun setaimtarget $jeep
    end
    
    
    
    
    //end some lables
    grillosay:
    end
    endlevel:
    end
    gatecrash:
    end
    activate_smoker_sequence:
    end
    incomplete:
    end
    opentruck01_disabled:
    end
    opentruck02_disabled:
    end
    opentruck03_disabled:
    end
    munitionscache_bombed:
    end
    chase:
    end
    room1:
    end
    jeepsequence:
    end
    wrenchguy1_thread:
    end
    wrenchguy2_thread:
    end
    wrenchguy3_thread:
    end
    tank01_bombed:
    end
    tank02_bombed:
    end
    tank03_bombed:
    end
    tank04_bombed:
    end
    crateguy1_thread:
    end
    crateguy2_thread:
    end
    crateguy3_thread:
    end
    
    setup:
    $axh enablespawn
    $alh enablespawn
    
    $ax9 disablespawn
    $al2 disablespawn
    $ax8 disablespawn
    $al3 disablespawn
    $ax7 disablespawn
    $al4 disablespawn
    $ax6 disablespawn
    $al5 disablespawn
    $ax5 disablespawn
    $al6 disablespawn
    $ax4 disablespawn
    $al7 disablespawn
    $ax3 disablespawn
    $al8 disablespawn
    $ax2 disablespawn
    $al9 disablespawn
    level.alliesscore = 0
    level.axisscore = 0
    level.sflag = 1
    level.sflagx = 1
    end
    
    triggers:
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( -4023 2216 -165 )
    local.sptrg setsize ( -200 -100 -100 ) ( 200 100 100 )
    local.sptrg targetname sptrgstart
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( -3887 2945 -173 )
    local.sptrg setsize ( -704 -2055 -100 ) ( 704 2055 500 )
    local.sptrg targetname sptrg1
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( -2520 2945 -173 )
    local.sptrg setsize ( -583 -2055 -100 ) ( 583 2055 500 )
    local.sptrg targetname sptrg2
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( -1478 2945 -173 )
    local.sptrg setsize ( -460 -2055 -100 ) ( 460 2055 500 )
    local.sptrg targetname sptrg3
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 1 2945 -173 )
    local.sptrg setsize ( -1019 -2055 -100 ) ( 1019 2055 500 )
    local.sptrg targetname sptrg4
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 2033 2945 -173 )
    local.sptrg setsize ( -1013 -2055 -100 ) ( 1013 2055 500 )
    local.sptrg targetname sptrg5
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 1158 409 -173 )
    local.sptrg setsize ( -1308 -481 -100 ) ( 1308 481 500 )
    local.sptrg targetname sptrg6
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 998 -1423 -173 )
    local.sptrg setsize ( -1128 -1351 -100 ) ( 1128 1351 500 )
    local.sptrg targetname sptrg7
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 998 -2978 -173 )
    local.sptrg setsize ( -1128 -205 -100 ) ( 1128 205 500 )
    local.sptrg targetname sptrg8
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 998 -3977 -173 )
    local.sptrg setsize ( -1128 -794 -100 ) ( 1128 794 500 )
    local.sptrg targetname sptrg9
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 2196 -3489 -113 )
    local.sptrg setsize ( -40 -80 -40 ) ( 40 80 40 )
    //local.sptrg.origin = ( 2848 -3977 -173 )
    //local.sptrg setsize ( -722 -794 -100 ) ( 722 794 500 )
    local.sptrg targetname sptrg10
    
    ////////////////////////////////////////////
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( -3220 3366 -173 )
    local.sptrg setsize ( -40 -2000 -40 ) ( 40 2000 40 )
    //local.sptrg.origin = ( -3887 2945 -173 )
    //local.sptrg setsize ( -704 -2055 -100 ) ( 704 2055 500 )
    local.sptrg targetname sptrg10x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( -2520 2945 -173 )
    local.sptrg setsize ( -583 -2055 -100 ) ( 583 2055 500 )
    local.sptrg targetname sptrg9x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( -1478 2945 -173 )
    local.sptrg setsize ( -460 -2055 -100 ) ( 460 2055 500 )
    local.sptrg targetname sptrg8x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 1 2945 -173 )
    local.sptrg setsize ( -1019 -2055 -100 ) ( 1019 2055 500 )
    local.sptrg targetname sptrg7x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 2033 2945 -173 )
    local.sptrg setsize ( -1013 -2055 -100 ) ( 1013 2055 500 )
    local.sptrg targetname sptrg6x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 1158 409 -173 )
    local.sptrg setsize ( -1308 -481 -100 ) ( 1308 481 500 )
    local.sptrg targetname sptrg5x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 998 -1423 -173 )
    local.sptrg setsize ( -1128 -1351 -100 ) ( 1128 1351 500 )
    local.sptrg targetname sptrg4x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 998 -2978 -173 )
    local.sptrg setsize ( -1128 -205 -100 ) ( 1128 205 500 )
    local.sptrg targetname sptrg3x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 998 -3977 -173 )
    local.sptrg setsize ( -1128 -794 -100 ) ( 1128 794 500 )
    local.sptrg targetname sptrg2x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 2848 -3977 -173 )
    local.sptrg setsize ( -722 -794 -100 ) ( 722 794 500 )
    local.sptrg targetname sptrg1x
    
    
    local.edatrg = spawn trigger_multipleall
    local.edatrg.origin = ( 2196 -3489 -113 )
    local.edatrg setsize ( -40 -80 -40 ) ( 40 80 40 )
    local.edatrg targetname endtrgal
    
    // exec global/showbox.scr::show ( 2196 -3489 -113 ) 80 160 80 ( 0 0 1)
    
    local.edxtrg = spawn trigger_multipleall
    local.edxtrg.origin = ( -3220 3366 -173 )
    local.edxtrg setsize ( -40 -2000 -40 ) ( 40 2000 40 )
    local.edxtrg targetname endtrgax
    
    // exec global/showbox.scr::show ( -3220 3366 -173 ) 80 4000 80 ( 1 0 0)
    
    if(getcvar "push" == "1")
      {
      thread pushtrgcheck2
      thread pushtrgcheck2x
      thread messagepush
      }
      else
      {
      thread areastrgcheck2
      thread areastrgcheck2x
      thread messagepass
      }
    
    thread endtriggeral
    thread endtriggerax
    thread triggerstart
    
    end
    
    
    endtriggeral:
    while(1)
    {
    $endtrgal waittill trigger
    if(parm.other.dmteam == allies) 
      { 
       local.player = parm.other 
       local.player tele ( -4016 4046 -173 ) 
       level.alliesscore++
       thread Scorethread
       iprintlnbold "Allies Score !"
       if(level.resetals == 1)
    	{
       	level.resetals = 0
    	}
      }
    wait .5
    }
    end
    
    endtriggerax:
    while(1)
    {
    $endtrgax waittill trigger
    if(parm.other.dmteam == axis) 
      { 
       local.player = parm.other 
       local.player tele ( 2726 -4394 -207 )
       level.axisscore++
       thread Scorethread
       iprintlnbold "Axis Score !"
       if(level.resetaxs == 1)
    	{
       	level.resetaxs = 0
    	}
      }
    wait .5
    }
    end
    
    triggerstart:
    
    while(1)
    {
    $sptrgstart waittill trigger
    if(parm.other.dmteam == axis) 
      { 
       local.player = parm.other 
       local.player tele ( 3123 -4126 -245 )
      }
    
    wait .5
    }
    end
    
    end
    
    hudstuff:
    
    	while(1){
    
    	wait .5
    
    	//huddraw_virtualsize 200 1
    	//huddraw_align  200 right top
    	//huddraw_font   200 "verdana-12"
    	//huddraw_rect   200 -100 57 200 14
    	//huddraw_color  200 .85 .85 .10
    	//huddraw_alpha  200 1.0
    	//huddraw_string 200 "Gain Ground"
    
    	//huddraw_virtualsize 201 1
    	//huddraw_align  201 right top
    	//huddraw_font   201 "verdana-12"
    	//huddraw_rect   201 -100 67 200 14
    	//huddraw_color  201 .85 .85 .10
    	//huddraw_alpha  201 1.0
    	//huddraw_string 201 "by <TWL>ViPER"
    	
    	huddraw_virtualsize 203 1
    	huddraw_shader 203 ("textures/hud/allies")
    	huddraw_align  203 right top
    	huddraw_rect   203 -100 85 14 14
    	huddraw_alpha  203 1.0
    
    	huddraw_virtualsize 205 1
    	huddraw_shader 205 ("textures/hud/axis")
    	huddraw_align  205 right top
    	huddraw_rect   205 -100 105 14 14
    	huddraw_alpha  205 1.0
    
    	huddraw_virtualsize 202 1
    	huddraw_align  202 right top
    	huddraw_font   202 "verdana-12"  
    	huddraw_rect   202 -80 90 105 14
    	huddraw_color  202 0 0 1
    	huddraw_alpha  202 1.0
    	huddraw_string 202 ("points: " + level.alliesscore )
    
    	huddraw_virtualsize 204 1
    	huddraw_align  204 right top
    	huddraw_font   204 "verdana-12"  
    	huddraw_rect   204 -80 105 100 14
    	huddraw_color  204 1 0 0
    	huddraw_alpha  204 1.0
    	huddraw_string 204 ("points: " + level.axisscore )
    
    	wait 1
    
    	huddraw_virtualsize 206 1
    	huddraw_align  206 right top
    	huddraw_font   206 "verdana-12"
    	huddraw_rect   206 -100 122 200 14
    	huddraw_color  206 1 .8 0
    	huddraw_alpha  206 1.0
    	huddraw_string 206 ("Battline        Allies")
    
    	huddraw_virtualsize 219 1
    	huddraw_align  219 right top
    	huddraw_font   219 "verdana-12"
    	huddraw_rect   219 -40 255 200 14
    	huddraw_color  219 1 .8 0
    	huddraw_alpha  219 1.0
    	huddraw_string 219 (" Axis")
    
    	//huddraw_virtualsize 207 1
    	//huddraw_align  207 right bottom
    	//huddraw_font   207 "verdana-12"
    	//huddraw_rect   207 -170 -12 100 14
    	//huddraw_color  207 1.0 0.0 0.0
    	//huddraw_alpha  207 1.0
    	//huddraw_string 207 "Strategic Mods by: <TWL>ViPER"
    
    	wait 1
    
    	huddraw_virtualsize 220 1
    	huddraw_shader 220 ("textures/hud/allies")
    	huddraw_align  220 right top
    	huddraw_rect   220 -40 135 14 14
    
    	huddraw_virtualsize 221 1
    	huddraw_shader 221 ("textures/hud/allies")
    	huddraw_align  221 right top
    	huddraw_rect   221 -40 150 14 14
    
    	huddraw_virtualsize 222 1
    	huddraw_shader 222 ("textures/hud/allies")
    	huddraw_align  222 right top
    	huddraw_rect   222 -40 165 14 14
    
    	huddraw_virtualsize 223 1
    	huddraw_shader 223 ("textures/hud/allies")
    	huddraw_align  223 right top
    	huddraw_rect   223 -40 180 14 14
    
    	huddraw_virtualsize 224 1
    	huddraw_shader 224 ("textures/hud/allies")
    	huddraw_align  224 right top
    	huddraw_rect   224 -40 195 14 14
    
    	huddraw_virtualsize 225 1
    	huddraw_shader 225 ("textures/hud/allies")
    	huddraw_align  225 right top
    	huddraw_rect   225 -40 210 14 14
    
    	huddraw_virtualsize 226 1
    	huddraw_shader 226 ("textures/hud/allies")
    	huddraw_align  226 right top
    	huddraw_rect   226 -40 225 14 14
    
    	huddraw_virtualsize 227 1
    	huddraw_shader 227 ("textures/hud/allies")
    	huddraw_align  227 right top
    	huddraw_rect   227 -40 240 14 14
    
    	wait 1
    
    	huddraw_virtualsize 230 1
    	huddraw_shader 230 ("textures/hud/axis")
    	huddraw_align  230 right top
    	huddraw_rect   230 -20 240 14 14
    
    	huddraw_virtualsize 231 1
    	huddraw_shader 231 ("textures/hud/axis")
    	huddraw_align  231 right top
    	huddraw_rect   231 -20 225 14 14
    
    	huddraw_virtualsize 232 1
    	huddraw_shader 232 ("textures/hud/axis")
    	huddraw_align  232 right top
    	huddraw_rect   232 -20 210 14 14
    
    	huddraw_virtualsize 233 1
    	huddraw_shader 233 ("textures/hud/axis")
    	huddraw_align  233 right top
    	huddraw_rect   233 -20 195 14 14
    
    	huddraw_virtualsize 234 1
    	huddraw_shader 234 ("textures/hud/axis")
    	huddraw_align  234 right top
    	huddraw_rect   234 -20 182 14 14
    
    	huddraw_virtualsize 235 1
    	huddraw_shader 235 ("textures/hud/axis")
    	huddraw_align  235 right top
    	huddraw_rect   235 -20 165 14 14
    
    	huddraw_virtualsize 236 1
    	huddraw_shader 236 ("textures/hud/axis")
    	huddraw_align  236 right top
    	huddraw_rect   236 -20 150 14 14
    
    	huddraw_virtualsize 237 1
    	huddraw_shader 237 ("textures/hud/axis")
    	huddraw_align  237 right top
    	huddraw_rect   237 -20 135 14 14
    
    
    	wait .5
    
    }
    
    end
    
    Scorethread:
    
    
    
    	setcvar "g_obj_alliedtext3" ("Allies: " + level.alliesscore)
    	setcvar "g_obj_axistext1" ("Axis: " + level.axisscore)
    	setcvar "g_obj_axistext2" ("Winning Team")
    
    	if(level.alliesscore > level.axisscore)
    		{
    		setcvar "g_obj_axistext3" ("is ALLIES")
    		}
    	else if(level.axisscore > level.alliesscore)
    		{
    		setcvar "g_obj_axistext3" ("is AXIS")
    		}
    	else
    		{
    		setcvar "g_obj_axistext3" ("it's a DRAW")
    		}
    
    	huddraw_virtualsize 202 1
    	huddraw_align  202 right top
    	huddraw_font   202 "verdana-12"
    	huddraw_rect   202 -80 85 100 14
    	huddraw_color  202 1 1 1
    	huddraw_alpha  202 1.0
    	huddraw_string 202 ("points: " + level.alliesscore )
    
    	huddraw_virtualsize 204 1
    	huddraw_align  204 right top
    	huddraw_font   204 "verdana-12"
    	huddraw_rect   204 -80 100 100 14
    	huddraw_color  204 1 1 1
    	huddraw_alpha  204 1.0
    	huddraw_string 204 ("points: " + level.axisscore )
    
    
    end
    
    //-----------------------------------------------------------------------------
    
    areastrgcheck2:
    
    while(1)
    {
    $sptrg2 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 2
      goto areastrgcheck3
      }
    
    wait 1
    }
    end
    
    areastrgcheck3:
    
    while(1)
    {
    
    $sptrg3 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 3
      goto areastrgcheck4
      }
    
    wait 1
    }
    end
    
    areastrgcheck4:
    
    while(1)
    {
    
    $sptrg4 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 4
      goto areastrgcheck5
      }
    
    wait 1
    }
    end
    
    areastrgcheck5:
    
    while(1)
    {
    
    $sptrg5 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 5
      goto areastrgcheck6
      }
    
    wait 1
    }
    end
    
    areastrgcheck6:
    
    while(1)
    {
    
    $sptrg6 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 6
      goto areastrgcheck7
      }
    
    wait 1
    }
    end
    
    areastrgcheck7:
    
    while(1)
    {
    
    $sptrg7 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 7
      goto areastrgcheck8
      }
    
    wait 1
    }
    end
    
    areastrgcheck8:
    
    while(1)
    {
    
    $sptrg8 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 8
      goto areastrgcheck9
      }
    
    wait 1
    }
    end
    
    areastrgcheck9:
    
    while(1)
    {
    
    $sptrg9 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 9
      goto areastrgcheck10
      }
    
    wait 1
    }
    
    areastrgcheck10:
    
    while(1)
    {
    
    $sptrg10 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 1
      goto areastrgcheck2
      }
    
    wait .4
    }
    
    end
    
    //-----------------------------------------------------------------------------
    
    areastrgcheck2x:
    
    while(1)
    {
    $sptrg2x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 2
      goto areastrgcheck3x
      }
    
    wait 1
    }
    end
    
    areastrgcheck3x:
    
    while(1)
    {
    
    $sptrg3x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 3
      goto areastrgcheck4x
      }
    
    wait 1
    }
    end
    
    areastrgcheck4x:
    
    while(1)
    {
    
    $sptrg4x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 4
      goto areastrgcheck5x
      }
    
    wait 1
    }
    end
    
    areastrgcheck5x:
    
    while(1)
    {
    
    $sptrg5x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 5
      goto areastrgcheck6x
      }
    
    wait 1
    }
    end
    
    areastrgcheck6x:
    
    while(1)
    {
    
    $sptrg6x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 6
      goto areastrgcheck7x
      }
    
    wait 1
    }
    end
    
    areastrgcheck7x:
    
    while(1)
    {
    
    $sptrg7x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 7
      goto areastrgcheck8x
      }
    
    wait 1
    }
    end
    
    areastrgcheck8x:
    
    while(1)
    {
    
    $sptrg8x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 8
      goto areastrgcheck9x
      }
    
    wait 1
    }
    end
    
    areastrgcheck9x:
    
    while(1)
    {
    
    $sptrg9x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 9
      goto areastrgcheck10x
      }
    
    wait 1
    }
    
    areastrgcheck10x:
    
    while(1)
    {
    
    $sptrg10x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 1
      goto areastrgcheck2x
      }
    
    wait .4
    }
    
    end
    
    //-----------------------------------------------------------------------------
    
    pushtrgcheck2:
    
    while(1)
    {
    $sptrg2 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 2
      goto pushtrgcheck3
      }
      else
      {
      level.sflag = 1
      wait 1
      goto pushtrgcheck2
      }
    
    wait 1
    }
    end
    
    pushtrgcheck3:
    
    while(1)
    {
    $sptrg3 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 3
      goto pushtrgcheck4
      }
      else
      {
      level.sflag = 1
      wait 1
      goto pushtrgcheck2
      }
    
    wait 1
    }
    end
    
    pushtrgcheck4:
    
    while(1)
    {
    
    $sptrg4 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 4
      goto pushtrgcheck5
      }
      else
      {
      level.sflag = 2
      wait 1
      goto pushtrgcheck3
      }
    
    wait 1
    }
    end
    
    pushtrgcheck5:
    
    while(1)
    {
    
    $sptrg5 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 5
      goto pushtrgcheck6
      }
      else
      {
      level.sflag = 3
      wait 1
      goto pushtrgcheck4
      }
    
    wait 1
    }
    end
    
    pushtrgcheck6:
    
    while(1)
    {
    
    $sptrg6 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 6
      goto pushtrgcheck7
      }
      else
      {
      level.sflag = 4
      wait 1
      goto pushtrgcheck5
      }
    
    wait 1
    }
    end
    
    pushtrgcheck7:
    
    while(1)
    {
    
    $sptrg7 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 7
      goto pushtrgcheck8
      }
      else
      {
      level.sflag = 5
      wait 1
      goto pushtrgcheck6
      }
    
    wait 1
    }
    end
    
    pushtrgcheck8:
    
    while(1)
    {
    
    $sptrg8 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 8
      goto pushtrgcheck9
      }
      else
      {
      level.sflag = 6
      wait 1
      goto pushtrgcheck7
      }
    
    wait 1
    }
    end
    
    pushtrgcheck9:
    
    while(1)
    {
    
    $sptrg9 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 9
      goto pushtrgcheck10
      }
      else
      {
      level.sflag = 7
      wait 1
      goto pushtrgcheck8
      }
    
    wait 1
    }
    
    pushtrgcheck10:
    
    while(1)
    {
    
    $sptrg10 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 1
      goto pushtrgcheck2
      }
      else
      {
      level.sflag = 7
      wait 1
      goto pushtrgcheck8
      }
    
    wait .4
    }
    
    end
    
    //-----------------------------------------------------------------------------
    
    pushtrgcheck2x:
    
    while(1)
    {
    $sptrg2x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 2
      goto pushtrgcheck3x
      }
      else
      {
      level.sflagx = 1
      wait 1
      goto pushtrgcheck2x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck3x:
    
    while(1)
    {
    $sptrg3x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 3
      goto pushtrgcheck4x
      }
      else
      {
      level.sflagx = 1
      wait 1
      goto pushtrgcheck2x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck4x:
    
    while(1)
    {
    
    $sptrg4x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 4
      goto pushtrgcheck5x
      }
      else
      {
      level.sflagx = 2
      wait 1
      goto pushtrgcheck3x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck5x:
    
    while(1)
    {
    
    $sptrg5x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 5
      goto pushtrgcheck6x
      }
      else
      {
      level.sflagx = 3
      wait 1
      goto pushtrgcheck4x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck6x:
    
    while(1)
    {
    
    $sptrg6x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 6
      goto pushtrgcheck7x
      }
      else
      {
      level.sflagx = 4
      wait 1
      goto pushtrgcheck5x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck7x:
    
    while(1)
    {
    
    $sptrg7x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 7
      goto pushtrgcheck8x
      }
      else
      {
      level.sflagx = 5
      wait 1
      goto pushtrgcheck6x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck8x:
    
    while(1)
    {
    
    $sptrg8x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 8
      goto pushtrgcheck9x
      }
      else
      {
      level.sflagx = 6
      wait 1
      goto pushtrgcheck7x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck9x:
    
    while(1)
    {
    
    $sptrg9x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 9
      goto pushtrgcheck10x
      }
      else
      {
      level.sflagx = 7
      wait 1
      goto pushtrgcheck8x
      }
    
    wait 1
    }
    
    pushtrgcheck10x:
    
    while(1)
    {
    
    $sptrg10x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 1
      goto pushtrgcheck2x
      }
      else
      {
      level.sflagx = 7
      wait 1
      goto pushtrgcheck8x
      }
    
    wait .4
    }
    
    end
    
    //-----------------------------------------------------------------------------
    
    spawnswitch:
    while(1)
    {
    
    switch(level.sflag)  
    { 
    case 1: 
      $alh enablespawn
      wait 1
      $al2 disablespawn
      $al3 disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 0
    	huddraw_alpha  221 0
    	huddraw_alpha  222 0
    	huddraw_alpha  223 0
    	huddraw_alpha  224 0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 2: 
      $alh enablespawn
      $al2 enablespawn
      wait 1
      $al3 disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 0
    	huddraw_alpha  222 0
    	huddraw_alpha  223 0
    	huddraw_alpha  224 0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 3: 
      $al2 enablespawn
      $al3 enablespawn
      wait 1
      $alh disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 0
    	huddraw_alpha  223 0
    	huddraw_alpha  224 0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 4: 
      $al3 enablespawn
      $al4 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 0
    	huddraw_alpha  224 0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break // 
    case 5: 
      $al4 enablespawn
      $al5 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al3 disablespawn
      $al6 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 1.0
    	huddraw_alpha  224 0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 6: 
      $al5 enablespawn
      $al6 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al3 disablespawn
      $al4 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 1.0
    	huddraw_alpha  224 1.0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 7: 
      $al6 enablespawn
      $al7 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al3 disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 1.0
    	huddraw_alpha  224 1.0
    	huddraw_alpha  225 1.0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 8: 
      $al7 enablespawn
      $al8 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al3 disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 1.0
    	huddraw_alpha  224 1.0
    	huddraw_alpha  225 1.0
    	huddraw_alpha  226 1.0
    	huddraw_alpha  227 0
      ;break //
    case 9: 
      $al8 enablespawn
      $al9 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al3 disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al7 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 1.0
    	huddraw_alpha  224 1.0
    	huddraw_alpha  225 1.0
    	huddraw_alpha  226 1.0
    	huddraw_alpha  227 1.0
      ;break //
       } 
    
    wait 2
    
    //-----------------------------------------------------------------------------
    
    
    switch(level.sflagx)  
    { 
    case 1: 
      $axh enablespawn
      wait 1
      $ax2 disablespawn
      $ax3 disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 0
    	huddraw_alpha  231 0
    	huddraw_alpha  232 0
    	huddraw_alpha  233 0
    	huddraw_alpha  234 0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 2: 
      $axh enablespawn
      $ax2 enablespawn
      wait 1
      $ax3 disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 0
    	huddraw_alpha  232 0
    	huddraw_alpha  233 0
    	huddraw_alpha  234 0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 3: 
      $ax2 enablespawn
      $ax3 enablespawn
      wait 1
      $axh disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 0
    	huddraw_alpha  233 0
    	huddraw_alpha  234 0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 4: 
      $ax3 enablespawn
      $ax4 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 0
    	huddraw_alpha  234 0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 5: 
      $ax4 enablespawn
      $ax5 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax3 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 1.0
    	huddraw_alpha  234 0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 6: 
      $ax5 enablespawn
      $ax6 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax3 disablespawn
      $ax4 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 1.0
    	huddraw_alpha  234 1.0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 7: 
      $ax6 enablespawn
      $ax7 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax3 disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 1.0
    	huddraw_alpha  234 1.0
    	huddraw_alpha  235 1.0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 8: 
      $ax7 enablespawn
      $ax8 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax3 disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 1.0
    	huddraw_alpha  234 1.0
    	huddraw_alpha  235 1.0
    	huddraw_alpha  236 1.0
    	huddraw_alpha  237 0
      ;break // 
    case 9: 
      $ax8 enablespawn
      $ax9 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax3 disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 1.0
    	huddraw_alpha  234 1.0
    	huddraw_alpha  235 1.0
    	huddraw_alpha  236 1.0
    	huddraw_alpha  237 1.0
      ;break //
       } 
    
    wait 2
    
    }
    end
    
    //-----------------------------------------------------------------------------
    
    
    messages:
    
    while(1)
    {
    wait 45
    	iprintlnbold "Push forward to your enemies base to score !"
    wait 30
    	iprintlnbold "Push forward to your opponents base! Gain Ground and score for your team !"
    wait 30
    	iprintlnbold "Push your teams Battleline forward !"
    wait 30
    	iprintlnbold "Push forward to your opponents base to score for your team !"
    wait 5
    	iprintlnbold "Battline Mod moves the spawns forward with your team !"
    wait 15
    }
    end
    
    messagepush:
    wait 30
    	iprintlnbold "Push mode is on !"
    wait 1
    	iprintlnbold "Push back your opponents spawn !"
    end
    
    messagepass:
    wait 30
    	iprintlnbold "Push mode is on !"
    wait 1
    	iprintlnbold "Push forward to gain ground and score !"
    end
    
    //-----------------------------------------------------------------------------
    
    eventeams:
    
    wait 30
     
    while(1) 
       { 
       level.allies = 0 
       level.axis = 0 
       for(local.dude=1;local.dude <= $player.size;local.dude++) 
       { 
       if ($player[local.dude].dmteam == "axis") 
       level.axis++ 
       if ($player[local.dude].dmteam == "allies") 
       level.allies++ 
       } 
    	setcvar axiscount level.axis
    	setcvar alliescount level.allies
    
         if((level.allies > ( level.axis + 1 )) || (level.axis > ( level.allies + 1 )))
         {
    	//huddraw_virtualsize 214 1
    	//huddraw_align  214 right top
    	//huddraw_font   214 "verdana-12"
    	//huddraw_rect   214 -100 40 200 14
    	//huddraw_color  214 .10 .95 .10
    	//huddraw_alpha  214 1.0
    	//huddraw_string 214 "TEAMS"
    
    	huddraw_virtualsize 215 1
    	huddraw_shader 215 ("textures/hud/allies")
    	huddraw_align  215 right top
    	huddraw_rect   215 -60 40 14 14
    	huddraw_alpha  215 1.0
    
    	huddraw_virtualsize 216 1
    	huddraw_shader 216 ("textures/hud/axis")
    	huddraw_align  216 right top
    	huddraw_rect   216 -30 40 14 14
    	huddraw_alpha  216 1.0
    
    	huddraw_virtualsize 217 1
    	huddraw_align  217 right top
    	huddraw_font   217 "verdana-12"
    	huddraw_rect   217 -45 40 20 14
    	huddraw_color  217 .10 .95 .10
    	huddraw_alpha  217 1.0
    	huddraw_string 217 level.allies
    
    	huddraw_virtualsize 218 1
    	huddraw_align  218 right top
    	huddraw_font   218 "verdana-12"
    	huddraw_rect   218 -15 40 20 14
    	huddraw_color  218 .10 .95 .10
    	huddraw_alpha  218 1.0
    	huddraw_string 218 level.axis
    
         } 
    
       wait 2 
    	huddraw_alpha  214 0
    	huddraw_alpha  215 0
    	huddraw_alpha  216 0
    	huddraw_alpha  217 0
    	huddraw_alpha  218 0
       wait 1
       } 
    end
    
    
    
    
    guns:
     
    while (1){
    
                 if ($player){
    
                     $player give models/weapons/m1_garand.tik
                     $player give models/weapons/kar98.tik 
                     //$player give models/weapons/silencedpistol.tik
                     $player give models/weapons/shotgun.tik
                }
                wait 1
    }  
    end
    
    
    
    
    
    
    
    
    port8: //axis to tower1 tank park area 
    
    local.portlight = spawn script_model
    local.portlight model "fx/corona_red.tik" 
    local.portlight.origin = ( 2175 -929 -190 ) // starting point
    local.portlight.scale = 2
    
    local.trig = spawn trigger_multiple
    local.trig targetname port8 
    local.trig.origin = ( 2175 -929 -215 ) // starting point
    local.trig setsize ( -30 -30 0 ) ( 30 30 10 )
    $port8 waittill trigger
    local.player = parm.other
    local.player tele ( 2159 -919 136 ) // destination
    local.portlight remove
    $port8 remove
    wait 4
    thread port8
    end
    Last edited by g0atz; February 11th, 2011 at 07:53 PM.

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