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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-30 17:10:13 -05:00

Borough: disable bank area

This commit is contained in:
Jbleezy
2023-04-03 01:10:41 -07:00
parent cf8cd4696a
commit 1f4e2ff653
2 changed files with 30 additions and 1 deletions

View File

@ -567,7 +567,7 @@
* Added buildable table hint strings on buildable purchase
#### Borough
* Tunnels disabled
* Tunnels and bank area disabled
* Players spawn at Stables
* Mystery Box initially spawns at a random location
* Added B23R, M16, Claymore, and Bowie Knife wallbuys at their locations on Buried

View File

@ -281,6 +281,33 @@ disable_tunnels()
}
}
// bank top
model = spawn( "script_model", (-371.839, -448.016, 224.125));
model.angles = (0, 180, -90);
model setmodel("p6_zm_bu_wood_planks_106x171");
model = spawn( "script_model", (-381.252, -443.056, 144.125), 1);
model.angles = (0, 0, 0);
model setmodel("collision_clip_wall_128x128x10");
model disconnectpaths();
// bank tunnel
model = spawn( "script_model", (-54.6069, -1129.47, 6.125));
model.angles = (0, 0, 0);
model setmodel("p6_zm_bu_wood_planks_106x171");
model = spawn( "script_model", (-92.6853, -1075.92, 8.125));
model.angles = (0, 140, 0);
model setmodel("p6_zm_bu_sloth_blocker_medium");
model = spawn( "script_model", (-40.3028, -1158.31, 3.125));
model.angles = (0, -90, -15);
model setmodel("p6_zm_bu_victorian_couch");
model = spawn( "script_model", (-75.4725, -1156.37, 52.125));
model.angles = (0, 0, 180);
model setmodel("p6_zm_work_bench");
model = spawn( "script_model", (-53.4637, -1165.89, 8.125), 1);
model.angles = (0, 0, 0);
model setmodel("collision_clip_64x64x128");
model disconnectpaths();
// zombie spawns
level.zones["zone_tunnel_gun2saloon"].is_enabled = 0;
level.zones["zone_tunnel_gun2saloon"].is_spawning_allowed = 0;
@ -300,6 +327,8 @@ disable_tunnels()
level.zones["zone_tunnels_south2"].is_spawning_allowed = 0;
level.zones["zone_tunnels_south3"].is_enabled = 0;
level.zones["zone_tunnels_south3"].is_spawning_allowed = 0;
level.zones["zone_bank"].is_enabled = 0;
level.zones["zone_bank"].is_spawning_allowed = 0;
foreach ( spawn_location in level.zones["zone_stables"].spawn_locations )
{