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Key: targetnameValue: jump
Key: targetnameValue: glow
Key: targetnameValue: air1
Key: targetValue: air2
Key: targetnameValue: air2Key: targetValue: air3
Key: targetnameValue: air3Key: targetValue: air4
Key: targetnameValue: air4
main(){//maps\mp\mp_hill_fx::main();maps\mp\_load::main();//maps\mp\_compass::setupMiniMap("compass_map_mp_hill");//VisionSetNaked( "mp_hill" );//ambientPlay("ambient_hill");game["allies"] = "sas";game["axis"] = "russian";game["attackers"] = "axis";game["defenders"] = "allies";game["allies_soldiertype"] = "woodland";game["axis_soldiertype"] = "woodland";setdvar( "r_specularcolorscale", "1" );thread jumper();}jumper(){jumpx = getent ("jump","targetname");glow = getent ("glow","targetname");air1 = getent ("air1","targetname");air2 = getent ("air2","targetname");air3 = getent ("air3","targetname");air4 = getent ("air4","targetname");level._effect[ "beacon_glow" ] = loadfx( "misc/ui_pickup_available" );maps\mp\_fx::loopfx("beacon_glow", (glow.origin), 3, (glow.origin) + (0, 0, 90));while (1){jumpx waittill ("trigger",user);if (user istouching(jumpx)){//throw = user.origin + (100, 100, 0);air = spawn ("script_model",(0,0,0));air.origin = user.origin;air.angles = user.angles;user linkto (air);time = 1;air moveto (air1.origin, 1);wait 1;air moveto (air2.origin, 1);wait .5;air moveto (air3.origin, 1);wait .5;air moveto (air4.origin, 1);//air moveto (throw, time, 0.5,0.5);//air moveto (throw, time, 0.5,0.5);wait 1;user unlink();wait 1;}}}
air moveto (air1.origin, 1);
air moveto (air1.origin, 2);
air moveto (air1.origin, .5);
air moveto (air1.origin, .1);
main(){//maps\mp\mp_hill_fx::main();maps\mp\_load::main();//maps\mp\_compass::setupMiniMap("compass_map_mp_hill");//VisionSetNaked( "mp_hill" );//ambientPlay("ambient_hill");game["allies"] = "sas";game["axis"] = "russian";game["attackers"] = "axis";game["defenders"] = "allies";game["allies_soldiertype"] = "woodland";game["axis_soldiertype"] = "woodland";setdvar( "r_specularcolorscale", "1" );thread jumper();}jumper(){jumpx = getent ("jump","targetname");glow = getent ("glow","targetname");air1 = getent ("air1","targetname");air2 = getent ("air2","targetname");air3 = getent ("air3","targetname");air4 = getent ("air4","targetname");level._effect[ "beacon_glow" ] = loadfx( "misc/ui_pickup_available" );maps\mp\_fx::loopfx("beacon_glow", (glow.origin), 3, (glow.origin) + (0, 0, 90));while (1){jumpx waittill ("trigger",user);if (user istouching(jumpx)){air = spawn ("script_model",(0,0,0));air.origin = user.origin;air.angles = user.angles;user linkto (air);time = 1;air moveto (air1.origin, 1);wait 1;air moveto (air2.origin, 1);wait .5;air moveto (air3.origin, 1);wait .5;air moveto (air4.origin, 1);wait 1;user unlink();wait 1;}}}
air moveto (air1.origin, 1);wait 1;air moveto (air2.origin, 1);wait .5;air moveto (air3.origin, 1);wait .5;air moveto (air4.origin, 1);
air moveto (air1.origin, 1);wait 1;
air moveto (air1.origin, 1);wait .3;
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