"cpsetup.txt" { "navfile" "gibraltar" "nightlighting" "0" "theater_conditions" { "?has_stg44_access" "1" "?has_fg42_access" "1" "?has_owen_access" "1" } "allowed_units" { //commonwealth "unit" "unit_commonwealth_british" "unit" "unit_commonwealth_canada" "unit" "unit_commonwealth_no2commando" "unit" "unit_commonwealth_princess_patricia" "unit" "unit_commonwealth_highlander" "unit" "unit_commonwealth_12thfrontier" "unit" "unit_commonwealth_argyll" "unit" "unit_commonwealth_unit_commonwealth_seaforth" "unit" "unit_commonwealth_royal_hamilton" "unit" "unit_commonwealth_grenadier" "unit" "unit_commonwealth_fusilier" // german "unit" "unit_german_wehrmacht" "unit" "unit_german_1stinfantry" "unit" "unit_german_15thpanzer" "unit" "unit_german_panzerss" "unit" "unit_german_fallschirmjager" "unit" "unit_german_3rdfallschirmjager" "unit" "unit_german_3rdpanzer" "unit" "unit_german_17thpanzerss" "unit" "unit_german_352infanterie" "unit" "unit_german_29thpanzer" } "invasion" { "TeamOne" "commonwealth" "TeamTwo" "axis" "AttackingTeam" "TEAM_TWO" "controlpoint" "cp_a" "controlpoint" "cp_b" "controlpoint" "cp_c" "controlpoint" "radiopoint_final" "spawnzones" { "disablespawns" "1" "0" "spawnzone_a" "1" "spawnzone_b" "2" "spawnzone_c" } "entities" { // Radio point "obj_destructible" { "origin" "4706 -4488 2374" "angles" "0 90 0" "targetname" "radio_final" "teamnumber" "2" "ControlPoint" "radiopoint_final" } "point_controlpoint" { "origin" "4706 -4488 2374" "angles" "0 0 0" "targetname" "radiopoint_final" "printname" "#CP_Allies_Radio" } // --------- TANK BARRIER ----------- // in Invasion and offensive modes, players should not be able to travel between A and C areas, so we block it off with a blown up tank. // blown tank "prop_dynamic" { "origin" "2018 -755 913" "angles" "19.5034 150.398 9.59927" "model" "models/vehicles/matilda_destroyed_body.mdl" "solid" "6" // collision : "use VPhysics" } // turret "prop_dynamic" { "origin" "2136 -785 900" "angles" "14.0761 155.647 52.2362" "model" "models/vehicles/matilda_destroyed_turret.mdl" "solid" "6" // collision : "use VPhysics" } // fire "info_particle_system" { "origin" "2018 -755 945" "angles" "0 0 0" "effect_name" "fire_window_hotel_jet" "start_active" "1" } // --------- DOOR BARRIERS ----------- // In order to prevent the allies from backtracking into the C cap area and thus having a // firing position onto A, we spawn doors that block the path between B and C. These are removed when the axis cap A. // Door blocking 2nd floor pathway for allies into B "prop_dynamic" { "targetname" "b2c_barrier" "origin" "4368 -1824 1020" // LOCAL origin, i.e. the yellow line in Hammer "angles" "0 90 0" "model" "models/destructible/blastdoor.mdl" "solid" "6" // collision : "use VPhysics" } // 2 Doors blocking allies' main pedestrian tunnel into B "prop_dynamic" { "targetname" "b2c_barrier" "origin" "3952 -1368 832" // LOCAL origin, i.e. the yellow line in Hammer "angles" "0 90 0" "model" "models/destructible/blastdoor_l.mdl" "solid" "6" // collision : "use VPhysics" } "prop_dynamic" { "targetname" "b2c_barrier" "origin" "3952 -1272 832" // LOCAL origin, i.e. the yellow line in Hammer "angles" "0 90 0" "model" "models/destructible/blastdoor.mdl" "solid" "6" // collision : "use VPhysics" } // Doors blocking allies' ground floor foot path into B (main tunnel vehicle road) "prop_dynamic" { "targetname" "b2c_barrier" "origin" "3376 -2608 840" // LOCAL origin, i.e. the yellow line in Hammer "angles" "0 90 0" "model" "models/destructible/blastdoor_l.mdl" "solid" "6" // collision : "use VPhysics" } "prop_dynamic" { "targetname" "b2c_barrier" "origin" "3376 -2515 840" // LOCAL origin, i.e. the yellow line in Hammer "angles" "0 90 0" "model" "models/destructible/blastdoor.mdl" "solid" "6" // collision : "use VPhysics" } // Door blocking allies' narrow 2nd level entrance to B "prop_dynamic" { "targetname" "b2c_barrier" "origin" "4080 -208 940" // LOCAL origin, i.e. the yellow line in Hammer "angles" "0 90 0" "model" "models/destructible/blastdoor.mdl" "solid" "6" // collision : "use VPhysics" } } } // "liberation" // { // "TeamOne" "commonwealth" // "TeamTwo" "axis" // // "controlpoint" "cp_e" // "controlpoint" "cp_f" // "controlpoint" "cp_g" // "spawnzones" // { // "disablespawns" "1" // "0" "spawnzone_liberation" // } // "entities" // { // // Puts an extra tank in the tunnels to give Axis equal cover on Liberation // "prop_dynamic" // { // "origin" "5217 80 765" // "angles" "0 93 0" // "model" "models/vehicles/matilda.mdl" // "solid" "6" // collision : "use VPhysics" // } // } // } }