// Reactive Drop - map-specific fixes if (!("SendToConsole" in this)) { // Client doesn't need any fixes. return } function FixDeimaBridge() { DoEntFire("ramp_right01", "SetAnimation", "closed", 0.1, null, null) DoEntFire("ramp_right01", "SetDefaultAnimation", "closed", 0.1, null, null) } function FixCampaignBugs() { Entities.First().DisconnectOutput("OnUser1", "FixCampaignBugs") if (GetMapName() == "asi-jac1-landingbay_02" || GetMapName() == "asi-jac1-landingbay_pract") { // Jacob's Rest: Cargo Elevator only waits for 4 marines before allowing the elevator to move, even if there are 5-8 players in the game. Entities.FindByName(null, "trigger_lift_marine_check").__KeyValueFromInt("playersrequired", 8) } if (GetMapName() == "asi-jac2-deima") { // Jacob's Rest: Deima has a bridge segment that is already open before the button is pressed. Entities.FindByName(null, "move_door_bridge").ConnectOutput("OnFullyOpen", "FixDeimaBridge") } if (GetMapName() == "tft-spaceport") { // Tears for Tarnor: Oasis Colony Spaceport only waits for 4 marines before the escape vehicle leaves, even if there are 5-8 players in the game. Entities.FindByName(null, "victory_train_area").__KeyValueFromInt("playersrequired", 8) } command <- Entities.CreateByClassname("point_servercommand") if (GetMapName() == "as_paranoia1") { // Paranoia: Unexpected Encounter has exactly 5 info_node_marine_hints. Bots don't move except to those five hints. DoEntFire("!self", "Command", "asw_follow_use_hints 0", 0.0, null, command) } else { DoEntFire("!self", "Command", "asw_follow_use_hints 2", 0.0, null, command) } DoEntFire("!self", "Kill", "", 0.0, null, command) } // We don't have entities until the map is fully loaded. Delay the script a bit. Entities.First().ConnectOutput("OnUser1", "FixCampaignBugs") DoEntFire("worldspawn", "FireUser1", "", 0.0, null, null)