Hello, Depro777.
After finish to test the last edition Flying Saucers, i have only three suggestions:
1 - I think these panels after destroyed must disappear all images representing glasses.
2 - The gameplay will improve if the player see the movement of this table few time before the lift stop with soldier kicking it like on map assault from original game.
3 - At the start of the level Railhead in cutscene the player is with mp40, but on gameplay he is with the last gun from previous level.
To correct this, you need to add these lines on ai_scripting.
//
//AI Scripting
//Map: railhead
//Last edited by: Depro777(RU)
//
player
{
spawn
{
accum 0 bitset 0 // Camera
accum 0 bitset 1 // Razreshenie na podyom
accum 0 bitset 2 // Used for elevator1's DOWN lever
accum 0 bitreset 3 // Used for elevator1's UP lever
accum 0 bitset 4 // Used for elevator2's DOWN lever
accum 0 bitreset 5 // Used for elevator2's UP lever
accum 0 bitset 6 // gasogony
accum 0 bitreset 7 // telezhka
accum 0 bitset 8 // nem or meh
accum 0 bitset 9 // music
accum 1 bitset 0 // trevoga
accum 1 bitset 1 // albox 1
accum 1 bitset 2 // albox 2
accum 1 bitset 3 // albox 3
accum 1 bitset 4 // albox 4
accum 1 bitset 5 // albox 5
objectivesneeded 1
abort_if_loadgame
mu_start sound/music/l_briefing_1.wav 1000
selectweapon weapon_mp40 }
playerstart
{
trigger counter1 cinematic1
mu_fade 0 2000
mu_queue sound/music/m_grave.wav
selectweapon weapon_mp40 trigger counter1 slomreshotki
}
trigger cine1_cam0
{
startcamblack railh_1
}
trigger camerainterrupt
{
accum 0 abort_if_not_bitset 0
stopcam
trigger counter1 cine1_cleanup
accum 0 bitreset 0
}