Code:
ctf()
{
level.flagModel["allies"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
level.icon2D["allies"] = maps\mp\gametypes\_teams::getTeamFlagIcon( "allies" );
level.carryFlag["allies"] = maps\mp\gametypes\_teams::getTeamFlagCarryModel( "allies" );
precacheModel( level.flagModel["allies"] );
precacheModel( level.carryFlag["allies"] );
level.flagModel["axis"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
level.icon2D["axis"] = maps\mp\gametypes\_teams::getTeamFlagIcon( "axis" );
level.carryFlag["axis"] = maps\mp\gametypes\_teams::getTeamFlagCarryModel( "axis" );
precacheModel( level.flagModel["axis"] );
precacheModel( level.carryFlag["axis"] );
level.iconEscort3D = "waypoint_escort";
level.iconEscort2D = "waypoint_escort";
precacheShader( level.iconEscort3D );
precacheShader( level.iconEscort2D );
//level.iconEscort2D = level.iconEscort3D; // flags with words on compass
level.iconKill3D = "waypoint_kill";
level.iconKill2D = "waypoint_kill";
precacheShader( level.iconKill3D );
precacheShader( level.iconKill2D );
//level.iconKill2D = level.iconKill3D; // flags with words on compass
level.iconCaptureFlag3D = "waypoint_capture_flag";
level.iconCaptureFlag2D = "waypoint_capture_flag";
precacheShader( level.iconCaptureFlag3D );
precacheShader( level.iconCaptureFlag2D );
//level.iconCaptureFlag2D = level.iconCaptureFlag3D; // flags with words on compass
level.iconDefendFlag3D = "waypoint_defend_flag";
level.iconDefendFlag2D = "waypoint_defend_flag";
precacheShader( level.iconDefendFlag3D );
precacheShader( level.iconDefendFlag2D );
//level.iconDefendFlag2D = level.iconDefendFlag3D; // flags with words on compass
level.iconReturnFlag3D = "waypoint_return_flag";
level.iconReturnFlag2D = "waypoint_return_flag";
precacheShader( level.iconReturnFlag3D );
precacheShader( level.iconReturnFlag2D );
//level.iconReturnFlag2D = level.iconReturnFlag3D; // flags with words on compass
level.iconWaitForFlag3D = "waypoint_waitfor_flag";
level.iconWaitForFlag2D = "waypoint_waitfor_flag";
precacheShader( level.iconWaitForFlag3D );
precacheShader( level.iconWaitForFlag2D );
//level.iconWaitForFlag2D = level.iconWaitForFlag3D; // flags with words on compass
precacheShader( level.icon2D["axis"] );
precacheShader( level.icon2D["allies"] );
precacheShader( "waypoint_flag_friendly" );
precacheShader( "waypoint_flag_enemy" );
precacheString( &"OBJECTIVES_FLAG_HOME" );
precacheString( &"OBJECTIVES_FLAG_NAME" );
precacheString( &"OBJECTIVES_FLAG_AWAY" );
level.teamFlags[game["defenders"]] = createTeamFlag( game["defenders"], "allies" );
level.teamFlags[game["attackers"]] = createTeamFlag( game["attackers"], level.otherTeam["allies"] );
level.capZones[game["defenders"]] = createCapZone( game["defenders"], "allies" );
level.capZones[game["attackers"]] = createCapZone( game["attackers"], level.otherTeam["allies"] );
if ( level.splitScreen )
hudElemAlpha = 0;
else
hudElemAlpha = 0.85;
level.friendlyFlagStatusIcon["allies"] = createServerIcon( "waypoint_flag_friendly", 32, 32, "allies" );
level.friendlyFlagStatusIcon["allies"] setPoint( "TOP LEFT", "TOP LEFT", 132, 0 );
level.friendlyFlagStatusIcon["allies"].alpha = hudElemAlpha;
level.friendlyFlagStatusIcon["allies"].hideWhenInMenu = true;
level.friendlyFlagStatusText["allies"] = createServerFontString( "small", 1.6, "allies" );
level.friendlyFlagStatusText["allies"] setParent( level.friendlyFlagStatusIcon["allies"] );
level.friendlyFlagStatusText["allies"] setPoint( "LEFT", "RIGHT", 4 );
level.friendlyFlagStatusText["allies"] setText( &"OBJECTIVES_FLAG_HOME" );
level.friendlyFlagStatusText["allies"].alpha = hudElemAlpha;
level.friendlyFlagStatusText["allies"].color = (1,1,1);
level.friendlyFlagStatusText["allies"].glowAlpha = 1;
level.friendlyFlagStatusText["allies"].hideWhenInMenu = true;
level.enemyFlagStatusIcon["allies"] = createServerIcon( "waypoint_flag_enemy", 24, 24, "allies" );
level.enemyFlagStatusIcon["allies"] setPoint( "TOP LEFT", "TOP LEFT", 132, 26 );
level.enemyFlagStatusIcon["allies"].alpha = hudElemAlpha;
level.enemyFlagStatusIcon["allies"].hideWhenInMenu = true;
level.enemyFlagStatusText["allies"] = createServerFontString( "small", 1.6, "allies" );
level.enemyFlagStatusText["allies"] setParent( level.enemyFlagStatusIcon["allies"] );
level.enemyFlagStatusText["allies"] setPoint( "LEFT", "RIGHT", 4 );
level.enemyFlagStatusText["allies"] setText( &"OBJECTIVES_FLAG_HOME" );
level.enemyFlagStatusText["allies"].alpha = hudElemAlpha;
level.enemyFlagStatusText["allies"].color = (1,1,1);
level.enemyFlagStatusText["allies"].glowAlpha = 1;
level.enemyFlagStatusText["allies"].hideWhenInMenu = true;
level.friendlyFlagStatusIcon["axis"] = createServerIcon( "waypoint_flag_friendly", 32, 32, "axis" );
level.friendlyFlagStatusIcon["axis"] setPoint( "TOP LEFT", "TOP LEFT", 132, 0 );
level.friendlyFlagStatusIcon["axis"].alpha = hudElemAlpha;
level.friendlyFlagStatusIcon["axis"].hideWhenInMenu = true;
level.friendlyFlagStatusText["axis"] = createServerFontString( "small", 1.6, "axis" );
level.friendlyFlagStatusText["axis"] setParent( level.friendlyFlagStatusIcon["axis"] );
level.friendlyFlagStatusText["axis"] setPoint( "LEFT", "RIGHT", 4 );
level.friendlyFlagStatusText["axis"] setText( &"OBJECTIVES_FLAG_HOME" );
level.friendlyFlagStatusText["axis"].alpha = hudElemAlpha;
level.friendlyFlagStatusText["axis"].color = (1,1,1);
level.friendlyFlagStatusText["axis"].glowAlpha = 1;
level.friendlyFlagStatusText["axis"].hideWhenInMenu = true;
level.enemyFlagStatusIcon["axis"] = createServerIcon( "waypoint_flag_enemy", 24, 24, "axis" );
level.enemyFlagStatusIcon["axis"] setPoint( "TOP LEFT", "TOP LEFT", 132, 26 );
level.enemyFlagStatusIcon["axis"].alpha = hudElemAlpha;
level.enemyFlagStatusIcon["axis"].hideWhenInMenu = true;
level.enemyFlagStatusText["axis"] = createServerFontString( "small", 1.6, "axis" );
level.enemyFlagStatusText["axis"] setParent( level.enemyFlagStatusIcon["axis"] );
level.enemyFlagStatusText["axis"] setPoint( "LEFT", "RIGHT", 4 );
level.enemyFlagStatusText["axis"] setText( &"OBJECTIVES_FLAG_HOME" );
level.enemyFlagStatusText["axis"].alpha = hudElemAlpha;
level.enemyFlagStatusText["axis"].color = (1,1,1);
level.enemyFlagStatusText["axis"].glowAlpha = 1;
level.enemyFlagStatusText["axis"].hideWhenInMenu = true;
}