main() 
{

maps\mp\_load::main();
maps\mp\mp_frontline_forts2_fx::main();

// set background ambient noise
if(level.wwx_ambmapsound) ambientPlay("ambient_frontline_forts2");
 
//Soldier Settings 
game["allies"] = "american"; 
game["axis"] = "german"; 
game["attackers"] = "allies"; 
game["defenders"] = "axis"; 
game["british_soldiertype"] = "normandy"; 
game["german_soldiertype"] = "normandy";

if(level.wwx_radiobased)
	{
		level.radio = [];
		level.radio[0] = spawn("script_model", (4750.8, -1345.9, -101.4));
		level.radio[0].angles = (0, 270, 0);
		
		level.radio[1] = spawn("script_model", (4179, 845.4, -426));
		level.radio[1].angles = (0, 180, 0);
		
		level.radio[2] = spawn("script_model", (1442.6, 1674.2, -415.1));
		level.radio[2].angles = (0, 90, 0);
		
		level.radio[3] = spawn("script_model", (1963.6, 276.6, -522.9));
		level.radio[3].angles = (0, 180, 0);

		level.radio[4] = spawn("script_model", (2648.3, -1779.7, -298.4));
		level.radio[4].angles = (0, 270, 0);
		
		level.radio[5] = spawn("script_model", (-330.6, 595.3, -416.3));
		level.radio[5].angles = (0, 180, 0);
		
		level.radio[6] = spawn("script_model", (-412.4, 1419.21, -422.2));
		level.radio[6].angles = (0, 90, 0);
		
		
	}

} 

