self.use = assault_objective_use;
assault_objective_reset();
self.reset = assault_objective_reset;
self.use = assault_objective_use;
assault_objective_reset();
self.reset = assault_objective_reset;
for(objective = world; (objective = find(objective, targetname, self.target)); ) {
if(objective.classname == "target_objective") {
if(self.enemy == world)
for(objective = world; (objective = find(objective, targetname, self.target)); ) {
if(objective.classname == "target_objective") {
if(self.enemy == world)
// reset objectives, toggle spawnpoints, reset triggers, ...
void vehicles_clearrturn();
void vehicles_spawn();
// reset objectives, toggle spawnpoints, reset triggers, ...
void vehicles_clearrturn();
void vehicles_spawn();
// reset the level with a countdown
cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
ReadyRestartForce(); // sets game_starttime
// reset the level with a countdown
cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
ReadyRestartForce(); // sets game_starttime