//2009.oct.03 - peyote , fixed destroyable roof.. ///////////////////////////////////////////////////////////////// // Game manager object game_manager { //////////////////////////////////////////////// // Initialising // When game starts spawn { //removes the roof at left entry from church //which out of some reason can be destroyed delete { model "*1" } //adds it again, but its not destroyable create { type "wood" health "0" spawnflags "76" classname "func_explosive" model "*1" } // Level initialisation wm_set_round_timelimit 12 wm_setwinner 1 // Set Defending Team for SW Mode wm_set_defending_team 1 // Set objectives // 0:blank|1:tick|2:cross // Allies = 1, Axis = 0 wm_number_of_objectives 4 wm_objective_status 1 1 0 wm_objective_status 1 0 0 wm_objective_status 2 1 0 wm_objective_status 2 0 0 wm_objective_status 3 1 0 wm_objective_status 3 0 0 wm_objective_status 4 1 2 wm_objective_status 4 0 1 // Initial respawn times wm_axis_respawntime 20 wm_allied_respawntime 25 // Initialise alarm variable globalaccum 1 set 0 // 0 = off, 1 = on wait 200 setstate alarm_off_toi default setstate alarm_on_toi invisible } //////////////////////////////////////////////// // Alarm is switched off trigger alarm_off { // Stop if alarm is already off globalaccum 1 abort_if_equal 0 // Mark alarm as off globalaccum 1 set 0 wm_objective_status 4 1 2 wm_objective_status 4 0 1 // Toggle effects alertentity alarm_light_relay setstate alarm_on_brushes invisible setstate alarm_off_brushes default setstate alarm_off_toi default setstate alarm_off_cmm default setstate alarm_on_toi invisible setstate alarm_on_cmm invisible // Set respawn time wm_allied_respawntime 25 // Tell everyone wm_announce "The Allied Alarm is off" } // Alarm is switched on trigger alarm_on { // Stop if alarm is already on globalaccum 1 abort_if_equal 1 // Mark alarm as on globalaccum 1 set 1 wm_objective_status 4 1 1 wm_objective_status 4 0 2 // Play global alarm sound togglespeaker global_speaker_alarm // Toggle effects alertentity alarm_light_relay setstate alarm_on_brushes default setstate alarm_off_brushes invisible setstate alarm_off_toi invisible setstate alarm_off_cmm invisible setstate alarm_on_toi default setstate alarm_on_cmm default // Set respawn time wm_allied_respawntime 15 // Tell everyone wm_announce "The Allied Alarm is on" } //////////////////////////////////////////////// // Playing global music trigger play_music_1 { togglespeaker global_speaker_1 } trigger play_music_2 { togglespeaker global_speaker_2 } trigger play_music_3 { togglespeaker global_speaker_3 } } ///////////////////////////////////////////////////////////////// // The actual relic relic { spawn { } // Axis capture the relic trigger stolen { // Hide objectivce marker on command map setstate relic_toi invisible setstate relic_map_marker invisible // Mark objective as in Axis control wm_objective_status 1 1 2 wm_objective_status 1 0 1 } // Allies return the relic trigger returned { // Show objectivce marker on command map setstate relic_toi default setstate relic_map_marker default // Mark objective as in Allied control wm_objective_status 1 1 0 wm_objective_status 1 0 0 } // Axis escape with the relic trigger captured { // Mark objective as completed // Mark axis as the winners wm_setwinner 0 wm_objective_status 2 1 2 wm_objective_status 2 0 1 // Tell everyone wm_announce "Axis have escaped with the Relic" // Wait a few seconds wait 3000 // End the round wm_endround } } ///////////////////////////////////////////////////////////////// // Truck truck { // When object is created spawn { faceangles 0 135 0 50 } } relic_drop_zone { // When object is created spawn { } } alarm_on_brushes { spawn { wait 200 setstate alarm_on_brushes invisible } } alarm_off_brushes { spawn { wait 200 setstate alarm_off_brushes default } } ///////////////////////////////////////////////////////////////// // Side door object side_door { // When object is created spawn { wait 100 // Mark as dynamitable only constructible_class 3 constructible_destructxpbonus 10 } // When object is destroyed death { // Mark objective as destroyed wm_objective_status 3 1 2 wm_objective_status 3 0 1 // Tell everyone wm_announce "Axis have blown open the Side Door!" } } ///////////////////////////////////////////////////////////////// // Ghost ghost { spawn { } trigger show { // Play music alertentity start_music_playing // Move ghost to middle point at speed gotomarker ghost_visible 15 wait // Pause for 10 seconds wait 10000 // Hide ghost gotomarker ghost_invisible 15 } } ///////////////////////////////////////////////////////////////// // Prisoner ghost prisoner { spawn { } trigger release { // Play music alertentity start_music_playing // Move ghost to middle point at speed gotomarker prisoner_visible 25 wait // Pause for 10 seconds wait 10000 // Hide ghost gotomarker prisoner_invisible 25 } } ///////////////////////////////////////////////////////////////// // Prisoner ghost's wall prisoner_wall { spawn { // Mark as explosives only constructible_class 1 constructible_health 50 constructible_destructxpbonus 0 } } ///////////////////////////////////////////////////////////////// // Prisoner ghost's vase prisoner_trigger { spawn { // Mark as explosives only constructible_class 1 constructible_health 50 constructible_destructxpbonus 0 } death { alertentity prisoner_rubble trigger prisoner release } } ///////////////////////////////////////////////////////////////// // relay relay { spawn { } trigger show_ghost { trigger ghost show } } ///////////////////////////////////////////////////////////////// // Lights controller lights_controller { // When object is created spawn { } // Start lights_1 swinging first to the north trigger lights_1_start_swing_north { alertentity lights_1_kill_relay trigger lights_1_rope swing_north trigger lights_1_body swing_north } // Start lights_1 swinging first to the south trigger lights_1_start_swing_south { alertentity lights_1_kill_relay trigger lights_1_rope swing_south trigger lights_1_body swing_south } // Start lights_2 swinging first to the north trigger lights_2_start_swing_north { alertentity lights_2_kill_relay trigger lights_2_rope swing_north trigger lights_2_body swing_north } // Start lights_2 swinging first to the south trigger lights_2_start_swing_south { alertentity lights_2_kill_relay trigger lights_2_rope swing_south trigger lights_2_body swing_south } // Start lights_3 swinging first to the north trigger lights_3_start_swing_north { alertentity lights_3_kill_relay trigger lights_3_rope swing_north trigger lights_3_body swing_north } // Start lights_3 swinging first to the south trigger lights_3_start_swing_south { alertentity lights_3_kill_relay trigger lights_3_rope swing_south trigger lights_3_body swing_south } // Start lights_4 swinging first to the north trigger lights_4_start_swing_north { alertentity lights_4_kill_relay trigger lights_4_rope swing_north trigger lights_4_body swing_north } // Start lights_4 swinging first to the south trigger lights_4_start_swing_south { alertentity lights_4_kill_relay trigger lights_4_rope swing_south trigger lights_4_body swing_south } // Start lights_5 swinging first to the east trigger lights_5_start_swing_east { alertentity lights_5_kill_relay trigger lights_5_rope swing_east trigger lights_5_body swing_east } // Start lights_5 swinging first to the west trigger lights_5_start_swing_west { alertentity lights_5_kill_relay trigger lights_5_rope swing_west trigger lights_5_body swing_west } // Start lights_6 swinging first to the east trigger lights_6_start_swing_east { alertentity lights_6_kill_relay trigger lights_6_rope swing_east trigger lights_6_body swing_east } // Start lights_6 swinging first to the west trigger lights_6_start_swing_west { alertentity lights_6_kill_relay trigger lights_6_rope swing_west trigger lights_6_body swing_west } } ///////////////////////////////////////////////////////////////// // Lights 1 rope lights_1_rope { // When object is created spawn { } // When object is killed death { trigger lights_1_body drop } // Swing rope trigger swing { // Swing rope faceangles 0 0 -25 350 faceangles 0 0 -22 600 faceangles 0 0 -15 600 faceangles 0 0 15 1800 faceangles 0 0 22 600 faceangles 0 0 25 600 faceangles 0 0 26 350 wait 250 faceangles 0 0 25 350 faceangles 0 0 22 600 faceangles 0 0 15 600 faceangles 0 0 -15 1800 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_1_rope swing } // Swing rope to north trigger swing_north { // Swing rope faceangles 0 0 15 900 faceangles 0 0 22 600 faceangles 0 0 25 600 faceangles 0 0 26 350 wait 250 faceangles 0 0 25 350 faceangles 0 0 22 600 faceangles 0 0 15 600 faceangles 0 0 -15 1800 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_1_rope swing } // Swing rope to south trigger swing_south { // Swing rope faceangles 0 0 -15 900 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_1_rope swing } } ///////////////////////////////////////////////////////////////// // Lights 1 body lights_1_body { // When object is created spawn { } // When supporting rope is destroyed trigger drop { // Rotate and drop lights gotomarker lights_1_drop 750 accel faceangles 0 0 0 gototime // Smashing effect alertentity lights_1_smash_relay // rest of drop gotomarker lights_1_bottom 750 } // Swing body trigger swing { // Swing body faceangles 0 0 -25 350 faceangles 0 0 -22 600 faceangles 0 0 -15 600 faceangles 0 0 15 1800 faceangles 0 0 22 600 faceangles 0 0 25 600 faceangles 0 0 26 350 wait 250 faceangles 0 0 25 350 faceangles 0 0 22 600 faceangles 0 0 15 600 faceangles 0 0 -15 1800 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_1_body swing } // Swing body to north trigger swing_north { // Swing rope faceangles 0 0 15 900 faceangles 0 0 22 600 faceangles 0 0 25 600 faceangles 0 0 26 350 wait 250 faceangles 0 0 25 350 faceangles 0 0 22 600 faceangles 0 0 15 600 faceangles 0 0 -15 1800 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_1_body swing } // Swing body to south trigger swing_south { // Swing rope faceangles 0 0 -15 900 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_1_body swing } } ///////////////////////////////////////////////////////////////// // Lights 2 rope lights_2_rope { // When object is created spawn { } // When object is killed death { trigger lights_2_body drop } // Swing rope trigger swing { // Swing rope faceangles 0 0 -25 350 faceangles 0 0 -22 600 faceangles 0 0 -15 600 faceangles 0 0 15 1800 faceangles 0 0 22 600 faceangles 0 0 25 600 faceangles 0 0 26 350 wait 250 faceangles 0 0 25 350 faceangles 0 0 22 600 faceangles 0 0 15 600 faceangles 0 0 -15 1800 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_2_rope swing } // Swing rope to north trigger swing_north { // Swing rope faceangles 0 0 15 900 faceangles 0 0 22 600 faceangles 0 0 25 600 faceangles 0 0 26 350 wait 250 faceangles 0 0 25 350 faceangles 0 0 22 600 faceangles 0 0 15 600 faceangles 0 0 -15 1800 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_2_rope swing } // Swing rope to south trigger swing_south { // Swing rope faceangles 0 0 -15 900 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_2_rope swing } } ///////////////////////////////////////////////////////////////// // Lights 2 body lights_2_body { // When object is created spawn { } // When supporting rope is destroyed trigger drop { // Rotate and drop lights gotomarker lights_2_drop 750 accel faceangles 0 0 0 gototime // Smashing effect alertentity lights_2_smash_relay // rest of drop gotomarker lights_2_bottom 750 } // Swing body trigger swing { // Swing body faceangles 0 0 -25 350 faceangles 0 0 -22 600 faceangles 0 0 -15 600 faceangles 0 0 15 1800 faceangles 0 0 22 600 faceangles 0 0 25 600 faceangles 0 0 26 350 wait 250 faceangles 0 0 25 350 faceangles 0 0 22 600 faceangles 0 0 15 600 faceangles 0 0 -15 1800 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_2_body swing } // Swing body to north trigger swing_north { // Swing rope faceangles 0 0 15 900 faceangles 0 0 22 600 faceangles 0 0 25 600 faceangles 0 0 26 350 wait 250 faceangles 0 0 25 350 faceangles 0 0 22 600 faceangles 0 0 15 600 faceangles 0 0 -15 1800 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_2_body swing } // Swing body to south trigger swing_south { // Swing rope faceangles 0 0 -15 900 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_2_body swing } } ///////////////////////////////////////////////////////////////// // Lights 3 rope lights_3_rope { // When object is created spawn { } // When object is killed death { trigger lights_3_body drop } // Swing rope trigger swing { // Swing rope faceangles 0 0 -25 350 faceangles 0 0 -22 600 faceangles 0 0 -15 600 faceangles 0 0 15 1800 faceangles 0 0 22 600 faceangles 0 0 25 600 faceangles 0 0 26 350 wait 250 faceangles 0 0 25 350 faceangles 0 0 22 600 faceangles 0 0 15 600 faceangles 0 0 -15 1800 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_3_rope swing } // Swing rope to north trigger swing_north { // Swing rope faceangles 0 0 15 900 faceangles 0 0 22 600 faceangles 0 0 25 600 faceangles 0 0 26 350 wait 250 faceangles 0 0 25 350 faceangles 0 0 22 600 faceangles 0 0 15 600 faceangles 0 0 -15 1800 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_3_rope swing } // Swing rope to south trigger swing_south { // Swing rope faceangles 0 0 -15 900 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_3_rope swing } } ///////////////////////////////////////////////////////////////// // Lights 3 body lights_3_body { // When object is created spawn { } // When supporting rope is destroyed trigger drop { // Rotate and drop lights gotomarker lights_3_drop 750 accel faceangles 0 0 0 gototime // Smashing effect alertentity lights_3_smash_relay // rest of drop gotomarker lights_3_bottom 750 } // Swing body trigger swing { // Swing body faceangles 0 0 -25 350 faceangles 0 0 -22 600 faceangles 0 0 -15 600 faceangles 0 0 15 1800 faceangles 0 0 22 600 faceangles 0 0 25 600 faceangles 0 0 26 350 wait 250 faceangles 0 0 25 350 faceangles 0 0 22 600 faceangles 0 0 15 600 faceangles 0 0 -15 1800 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_3_body swing } // Swing body to north trigger swing_north { // Swing rope faceangles 0 0 15 900 faceangles 0 0 22 600 faceangles 0 0 25 600 faceangles 0 0 26 350 wait 250 faceangles 0 0 25 350 faceangles 0 0 22 600 faceangles 0 0 15 600 faceangles 0 0 -15 1800 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_3_body swing } // Swing body to south trigger swing_south { // Swing rope faceangles 0 0 -15 900 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_3_body swing } } ///////////////////////////////////////////////////////////////// // Lights 4 rope lights_4_rope { // When object is created spawn { } // When object is killed death { trigger lights_4_body drop } // Swing rope trigger swing { // Swing rope faceangles 0 0 -25 350 faceangles 0 0 -22 600 faceangles 0 0 -15 600 faceangles 0 0 15 1800 faceangles 0 0 22 600 faceangles 0 0 25 600 faceangles 0 0 26 350 wait 250 faceangles 0 0 25 350 faceangles 0 0 22 600 faceangles 0 0 15 600 faceangles 0 0 -15 1800 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_4_rope swing } // Swing rope to north trigger swing_north { // Swing rope faceangles 0 0 15 900 faceangles 0 0 22 600 faceangles 0 0 25 600 faceangles 0 0 26 350 wait 250 faceangles 0 0 25 350 faceangles 0 0 22 600 faceangles 0 0 15 600 faceangles 0 0 -15 1800 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_4_rope swing } // Swing rope to south trigger swing_south { // Swing rope faceangles 0 0 -15 900 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_4_rope swing } } ///////////////////////////////////////////////////////////////// // Lights 4 body lights_4_body { // When object is created spawn { } // When supporting rope is destroyed trigger drop { // Rotate and drop lights gotomarker lights_4_drop 750 accel faceangles 0 0 0 gototime // Smashing effect alertentity lights_4_smash_relay // rest of drop gotomarker lights_4_bottom 750 } // Swing body trigger swing { // Swing body faceangles 0 0 -25 350 faceangles 0 0 -22 600 faceangles 0 0 -15 600 faceangles 0 0 15 1800 faceangles 0 0 22 600 faceangles 0 0 25 600 faceangles 0 0 26 350 wait 250 faceangles 0 0 25 350 faceangles 0 0 22 600 faceangles 0 0 15 600 faceangles 0 0 -15 1800 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_4_body swing } // Swing body to north trigger swing_north { // Swing rope faceangles 0 0 15 900 faceangles 0 0 22 600 faceangles 0 0 25 600 faceangles 0 0 26 350 wait 250 faceangles 0 0 25 350 faceangles 0 0 22 600 faceangles 0 0 15 600 faceangles 0 0 -15 1800 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_4_body swing } // Swing body to south trigger swing_south { // Swing rope faceangles 0 0 -15 900 faceangles 0 0 -22 600 faceangles 0 0 -25 600 faceangles 0 0 -26 350 wait 250 // Loop trigger lights_4_body swing } } ///////////////////////////////////////////////////////////////// // Lights 5 rope lights_5_rope { // When object is created spawn { } // When object is killed death { trigger lights_5_body drop } // Swing rope trigger swing { // Swing rope faceangles -25 0 0 350 faceangles -22 0 0 600 faceangles -15 0 0 600 faceangles 15 0 0 1800 faceangles 22 0 0 600 faceangles 25 0 0 600 faceangles 26 0 0 350 wait 250 faceangles 25 0 0 350 faceangles 22 0 0 600 faceangles 15 0 0 600 faceangles -15 0 0 1800 faceangles -22 0 0 600 faceangles -25 0 0 600 faceangles -26 0 0 350 wait 250 // Loop trigger lights_5_rope swing } // Swing rope to east trigger swing_east { // Swing rope faceangles -15 0 0 900 faceangles -22 0 0 600 faceangles -25 0 0 600 faceangles -26 0 0 350 wait 250 // Loop trigger lights_5_rope swing } // Swing rope to west trigger swing_west { // Swing rope faceangles 15 0 0 900 faceangles 22 0 0 600 faceangles 25 0 0 600 faceangles 26 0 0 350 wait 250 faceangles 25 0 0 350 faceangles 22 0 0 600 faceangles 15 0 0 600 faceangles -15 0 0 1800 faceangles -22 0 0 600 faceangles -25 0 0 600 faceangles -26 0 0 350 wait 250 // Loop trigger lights_5_rope swing } } ///////////////////////////////////////////////////////////////// // Lights 5 body lights_5_body { // When object is created spawn { } // When supporting rope is destroyed trigger drop { // Rotate and drop lights gotomarker lights_5_drop 750 accel faceangles 0 0 0 gototime // Smashing effect alertentity lights_5_smash_relay // rest of drop gotomarker lights_5_bottom 750 } // Swing body trigger swing { // Swing body faceangles -25 0 0 350 faceangles -22 0 0 600 faceangles -15 0 0 600 faceangles 15 0 0 1800 faceangles 22 0 0 600 faceangles 25 0 0 600 faceangles 26 0 0 350 wait 250 faceangles 25 0 0 350 faceangles 22 0 0 600 faceangles 15 0 0 600 faceangles -15 0 0 1800 faceangles -22 0 0 600 faceangles -25 0 0 600 faceangles -26 0 0 350 wait 250 // Loop trigger lights_5_body swing } // Swing body to east trigger swing_east { // Swing rope faceangles -15 0 0 900 faceangles -22 0 0 600 faceangles -25 0 0 600 faceangles -26 0 0 350 wait 250 // Loop trigger lights_5_body swing } // Swing body to west trigger swing_west { // Swing rope faceangles 15 0 0 900 faceangles 22 0 0 600 faceangles 25 0 0 600 faceangles 26 0 0 350 wait 250 faceangles 25 0 0 350 faceangles 22 0 0 600 faceangles 15 0 0 600 faceangles -15 0 0 1800 faceangles -22 0 0 600 faceangles -25 0 0 600 faceangles -26 0 0 350 wait 250 // Loop trigger lights_5_body swing } } ///////////////////////////////////////////////////////////////// // Lights 6 rope lights_6_rope { // When object is created spawn { } // When object is killed death { trigger lights_6_body drop } // Swing rope trigger swing { // Swing rope faceangles -25 0 0 350 faceangles -22 0 0 600 faceangles -15 0 0 600 faceangles 15 0 0 1800 faceangles 22 0 0 600 faceangles 25 0 0 600 faceangles 26 0 0 350 wait 250 faceangles 25 0 0 350 faceangles 22 0 0 600 faceangles 15 0 0 600 faceangles -15 0 0 1800 faceangles -22 0 0 600 faceangles -25 0 0 600 faceangles -26 0 0 350 wait 250 // Loop trigger lights_6_rope swing } // Swing rope to east trigger swing_east { // Swing rope faceangles -15 0 0 900 faceangles -22 0 0 600 faceangles -25 0 0 600 faceangles -26 0 0 350 wait 250 // Loop trigger lights_6_rope swing } // Swing rope to west trigger swing_west { // Swing rope faceangles 15 0 0 900 faceangles 22 0 0 600 faceangles 25 0 0 600 faceangles 26 0 0 350 wait 250 faceangles 25 0 0 350 faceangles 22 0 0 600 faceangles 15 0 0 600 faceangles -15 0 0 1800 faceangles -22 0 0 600 faceangles -25 0 0 600 faceangles -26 0 0 350 wait 250 // Loop trigger lights_6_rope swing } } ///////////////////////////////////////////////////////////////// // Lights 6 body lights_6_body { // When object is created spawn { } // When supporting rope is destroyed trigger drop { // Rotate and drop lights gotomarker lights_6_drop 750 accel faceangles 0 0 0 gototime // Smashing effect alertentity lights_6_smash_relay // rest of drop gotomarker lights_6_bottom 750 } // Swing body trigger swing { // Swing body faceangles -25 0 0 350 faceangles -22 0 0 600 faceangles -15 0 0 600 faceangles 15 0 0 1800 faceangles 22 0 0 600 faceangles 25 0 0 600 faceangles 26 0 0 350 wait 250 faceangles 25 0 0 350 faceangles 22 0 0 600 faceangles 15 0 0 600 faceangles -15 0 0 1800 faceangles -22 0 0 600 faceangles -25 0 0 600 faceangles -26 0 0 350 wait 250 // Loop trigger lights_6_body swing } // Swing body to east trigger swing_east { // Swing rope faceangles -15 0 0 900 faceangles -22 0 0 600 faceangles -25 0 0 600 faceangles -26 0 0 350 wait 250 // Loop trigger lights_6_body swing } // Swing body to west trigger swing_west { // Swing rope faceangles 15 0 0 900 faceangles 22 0 0 600 faceangles 25 0 0 600 faceangles 26 0 0 350 wait 250 faceangles 25 0 0 350 faceangles 22 0 0 600 faceangles 15 0 0 600 faceangles -15 0 0 1800 faceangles -22 0 0 600 faceangles -25 0 0 600 faceangles -26 0 0 350 wait 250 // Loop trigger lights_6_body swing } }