// NQ scriptfix by Crapshoot // phisherman: anti-maprush-clip game_manager { spawn { //phisherman: anti-maprush-clip create { classname "func_fakebrush" contents "1" origin "5612 1176 704" mins "-412 -8 -392" maxs "412 8 392" scriptname "antimaprushclip" targetname "antimaprushclip" } wait 100 // Spawncontrol setstate allies_marketspawn invisible setstate allies_marketspawn_obj invisible setstate tankspawn invisible setstate tankspawn_wobj invisible setautospawn "Marketspawn" 0 setautospawn "Beachspawn" 1 setstate airgun_broken invisible accum 4 set 0 wait 200 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "goldrush_axis_tank_steal" wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 0 "goldrush_axis_tank_steal" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "goldrush_allies_tank_steal" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 1 "goldrush_allies_tank_steal" wm_teamvoiceannounce 1 "allies_hq_compost_construct" // *---------------------------------------------------------------------------------* // Game rules wm_axis_respawntime 30 wm_allied_respawntime 20 wm_number_of_objectives 6 wm_set_round_timelimit 20 // Objectives // Primary: // 1: Tank // 2: Escorting to Main Gate // 3: Secret Documents // Secondary: // 4: Side Gate // 5: Command Post // 6: Wooden Gate wm_objective_status 1 0 0 // wm_objective_status 1 1 0 // status: 0 = default wm_objective_status 2 0 0 // 1 = succeeded wm_objective_status 2 1 0 // 2 = failed wm_objective_status 3 0 0 wm_objective_status 3 1 0 wm_objective_status 4 0 0 wm_objective_status 4 1 0 wm_objective_status 5 0 0 wm_objective_status 5 1 0 wm_objective_status 6 0 0 wm_objective_status 6 1 0 wm_set_main_objective 1 0 wm_set_main_objective 1 1 // Stopwatch mode defending team (0=Axis, 1=Allies) wm_set_defending_team 0 // If the round timer expires, the Axis have won, so set the current winning team // Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 0 } trigger allies_steal_tank { accum 4 abort_if_not_equal 0 wm_announce "Allied team has stolen the Tank!" wm_objective_status 1 0 2 wm_objective_status 1 1 1 setstate tank_trigger invisible setstate tank_trigger2 default setstate axis_marketspawn invisible setstate axis_marketspawn_obj invisible setstate allies_marketspawn default setstate allies_marketspawn_obj default alertentity allies_marketspawn setautospawn "Marketspawn" 1 setautospawn "Housespawn" 0 accum 4 set 1 wm_set_main_objective 2 0 wm_set_main_objective 2 1 trigger game_manager allies_steal_tank_allied_msg trigger game_manager allies_steal_tank_axis_msg } trigger allies_steal_tank_allied_msg { // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 1 "goldrush_allies_tank_stolen" wm_teamvoiceannounce 1 "goldrush_allies_tankbars_destroy" wm_teamvoiceannounce 1 "fischerdorf_allies_tank_escort" wm_removeteamvoiceannounce 1 "goldrush_allies_tank_steal" wm_addteamvoiceannounce 1 "fischerdorf_allies_tank_escort" // *---------------------------------------------------------------------------------* } trigger allies_steal_tank_axis_msg { // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "goldrush_axis_tankbars_construct" wm_teamvoiceannounce 0 "goldrush_axis_tank_stolen" wm_teamvoiceannounce 0 "goldrush_axis_tankbars_construct" wm_teamvoiceannounce 0 "fischerdorf_axis_tank_stop" wm_removeteamvoiceannounce 0 "goldrush_axis_tank_steal" wm_addteamvoiceannounce 0 "fischerdorf_axis_tank_stop" // *---------------------------------------------------------------------------------* } trigger blowup { wait 7000 alertentity mortar2 wait 500 alertentity mortar1 wait 800 alertentity side_clip alertentity side1_explosive wait 50 alertentity side2_explosive //-------------Voice announce-------------------- trigger allied_radio_built_model alliedcompostvo wm_teamvoiceannounce 1 "fischerdorf_allies_sidegate_destroy" wm_teamvoiceannounce 0 "fischerdorf_axis_sidegate_defend" wm_addteamvoiceannounce 1 "fischerdorf_allies_sidegate_destroy" wm_addteamvoiceannounce 0 "fischerdorf_axis_sidegate_defend" //----------------------------------------------- } } //================== //=== Stage 1 //================== sidegate { spawn { constructible_class 2 wait 200 wm_teamvoiceannounce 1 "fischerdorf_allies_sidegate_destroy" wm_teamvoiceannounce 0 "fischerdorf_axis_sidegate_defend" wm_addteamvoiceannounce 1 "fischerdorf_allies_sidegate_destroy" wm_addteamvoiceannounce 0 "fischerdorf_axis_sidegate_defend" } death { setstate sidegate invisible wm_announce "The Sidegate has been destroyed!" setstate sidegate_toi invisible wm_objective_status 4 0 2 wm_objective_status 4 1 1 wm_teamvoiceannounce 1 "fischerdorf_allies_sidegate_destroyed" wm_teamvoiceannounce 0 "fischerdorf_axis_sidegate_destroyed" wm_removeteamvoiceannounce 1 "fischerdorf_allies_sidegate_destroy" wm_removeteamvoiceannounce 0 "fischerdorf_axis_sidegate_defend" setstate sidegate_fs invisible } } tankgate { spawn { } trigger fall { wait 1500 playsound sound/world/metalbreak.wav volume 192 faceangles 0 0 270 1000 setstate antimaprushclip invisible } } lighthouse_light { spawn { wait 100 setrotation 0 50 0 } } //============================================================================= //=== Tank Mapscript //============================================================================= // accum 0, script lock // accum 1, current movement path position // accum 2, track state // accum 3, bit 0 death status (0=dead, 1=alive) // bit 1 stuck status (0=not stuck, 1=stuck) // bit 2 players nearby (0=no players, 1=players) // bit 3 moving status (0=not moving, 1=moving) // bit 4 temp register // bit 5 message-flag (0=no message, 1=message) // bit 6 visible state (0=alive, 1=dead) // bit 7 barricade #1 (0=not built, 1=built) // bit 8 barricade #2 (0=not built, 1=built) // bit 9 barricade #3 (0=not built, 1=built) // bit 10 barricade #4 (0=not built, 1=built) // accum 4, stop counter // //info_notnull tank_sound { trigger start { trigger tank sound_start wait 3400 trigger tank sound_move } trigger stop { trigger tank sound_stop wait 1400 trigger tank sound_idle } trigger death { trigger tank sound_death wait 3400 trigger tank sound_idle } trigger rebirth { trigger tank sound_rebirth wait 3400 trigger tank sound_idle } } //script_mover tank { // =========================================================================================== spawn { wait 50 constructible_chargebarreq 1.0 constructible_constructxpbonus 10 constructible_destructxpbonus 10 followspline 0 path_00 10000 wait length -64 trigger self sound_idle trigger self tracks_stop trigger self barricade1_destroyed } // =========================================================================================== // script lockouts trigger script_lock { accum 0 inc 1 } trigger script_unlock { accum 0 inc -1 } // =========================================================================================== // tracks trigger tracks_forward { accum 2 abort_if_equal 1 accum 2 set 1 remapshader models/mapobjects/tanks_sd/jag_tracks_left models/mapobjects/tanks_sd/jag_tracks_alt_forward remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_alt_forward remapshader models/mapobjects/tanks_sd/jag_wheels_left models/mapobjects/tanks_sd/jag_wheels_alt_forward remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_alt_forward remapshader models/mapobjects/tanks_sd/jag_cogs_left models/mapobjects/tanks_sd/jag_cogs_alt_forward remapshader models/mapobjects/tanks_sd/jag_cogs_right models/mapobjects/tanks_sd/jag_cogs_alt_forward remapshaderflush } trigger tracks_stop { accum 2 abort_if_equal 0 accum 2 set 0 remapshader models/mapobjects/tanks_sd/jag_tracks_left models/mapobjects/tanks_sd/jag_tracks_left remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_right remapshader models/mapobjects/tanks_sd/jag_wheels_left models/mapobjects/tanks_sd/jag_wheels_left remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_right remapshader models/mapobjects/tanks_sd/jag_cogs_left models/mapobjects/tanks_sd/jag_cogs_left remapshader models/mapobjects/tanks_sd/jag_cogs_right models/mapobjects/tanks_sd/jag_cogs_right remapshaderflush } trigger tracks_turn_left { accum 2 abort_if_equal 2 accum 2 set 2 remapshader models/mapobjects/tanks_sd/jag_tracks_left models/mapobjects/tanks_sd/jag_tracks_alt_backward remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_alt_forward remapshader models/mapobjects/tanks_sd/jag_wheels_left models/mapobjects/tanks_sd/jag_wheels_alt_backward remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_alt_forward remapshader models/mapobjects/tanks_sd/jag_cogs_left models/mapobjects/tanks_sd/jag_cogs_alt_backward remapshader models/mapobjects/tanks_sd/jag_cogs_right models/mapobjects/tanks_sd/jag_cogs_alt_forward remapshaderflush } trigger tracks_turn_right { accum 2 abort_if_equal 3 accum 2 set 3 remapshader models/mapobjects/tanks_sd/jag_tracks_left models/mapobjects/tanks_sd/jag_tracks_alt_forward remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_alt_backward remapshader models/mapobjects/tanks_sd/jag_wheels_left models/mapobjects/tanks_sd/jag_wheels_alt_forward remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_alt_backward remapshader models/mapobjects/tanks_sd/jag_cogs_left models/mapobjects/tanks_sd/jag_cogs_alt_forward remapshader models/mapobjects/tanks_sd/jag_cogs_right models/mapobjects/tanks_sd/jag_cogs_alt_backward remapshaderflush } // ======================================== // sound stuff trigger sound_idle { stopsound playsound sound/vehicles/tank/tank_idle.wav looping volume 512 } trigger sound_start { stopsound playsound sound/vehicles/tank/tank_revup.wav volume 196 } trigger sound_move { stopsound playsound sound/vehicles/tank/tank_move.wav looping volume 512 } trigger sound_stop { stopsound playsound sound/vehicles/tank/tank_revdown.wav volume 196 } trigger sound_death { stopsound playsound sound/vehicles/tank/tank_stop.wav volume 256 } trigger sound_rebirth { stopsound playsound sound/vehicles/tank/tank_start.wav volume 196 } // =========================================================================================== // enable/disable trigger tank_enable { trigger self stuck_check accum 3 abort_if_bitset 1 // stuck check accum 4 set 0 // reset stop counter accum 3 bitreset 2 // reset player check accum 3 abort_if_bitset 3 // already following spline accum 0 abort_if_not_equal 0 // are we not in a script lockout? accum 3 abort_if_bitset 0 // death check trigger self script_lock trigger tank_sound start startanimation 55 10 15 nolerp norandom wait 666 startanimation 5 40 15 nolerp norandom wait 500 trigger self tracks_forward trigger self script_unlock trigger self move } trigger tank_disable { accum 4 inc 1 // up the stop counter accum 4 abort_if_less_than 2 // 2 second ride accum 3 bitset 2 // set player check trigger self deathcheck } // =========================================================================================== // stuck checking trigger stuck_check { accum 3 bitreset 1 // accum 3, bit 1 stuck status (0=not stuck, 1=stuck) trigger self stuck_check_scriptlockout trigger self stuck_check_finished trigger self stuck_check_barrier1_built } trigger stuck_check_barrier1_built { accum 1 abort_if_not_equal 25 accum 3 abort_if_not_bitset 7 accum 3 bitset 1 // stuck } trigger stuck_check_finished { accum 1 abort_if_less_than 32 accum 3 bitset 1 } trigger stuck_check_scriptlockout { accum 0 abort_if_equal 0 accum 3 bitset 1 } // =========================================================================================== // stop check trigger stopcheck_setup { accum 3 bitset 4 // stop if we're stuck/no-one's pushing :) accum 3 abort_if_bitset 2 // no one in the trigger, abort trigger self stuck_check // call the stop check function accum 3 abort_if_bitset 1 // we're stuck so break out accum 3 bitreset 4 // we're free to move } trigger stopcheck { trigger self stopcheck_setup accum 3 abort_if_not_bitset 4 trigger self script_lock // Any just stopped moving stuff goes here trigger tank_sound stop trigger self tracks_stop startanimation 45 10 15 nolerp norandom wait 666 startanimation 0 1 15 nolerp norandom wait 900 trigger self script_unlock resetscript } // =========================================================================================== // death / rebirth trigger deathcheck { accum 3 abort_if_not_bitset 0 // are we dead? accum 3 abort_if_bitset 6 // are we not already visibly dead? accum 3 abort_if_bitset 3 // are we not following a spline? accum 0 abort_if_not_equal 0 // are we not in a script lockout? accum 3 bitset 6 // we're now visibly dead accum 3 bitset 5 wm_announce "The tank has been damaged" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 1 "allies_hq_tank_damaged_axis" wm_teamvoiceannounce 0 "axis_hq_tank_damaged" wm_teamvoiceannounce 1 "allies_hq_tank_damaged_axis" wm_removeteamvoiceannounce 0 "axis_hq_tank_stop" // *---------------------------------------------------------------------------------* changemodel models/mapobjects/tanks_sd/jagdpanther_africa_tracks2.md3 setstate tank_smoke default kill tank_construct trigger self sound_death trigger self tracks_stop trigger self script_lock trigger self tracks_stop startanimation 45 10 15 nolerp norandom wait 666 startanimation 0 1 15 nolerp norandom trigger self script_unlock resetscript } rebirth { accum 3 bitreset 6 // we're visibly alive accum 3 bitreset 0 // we're alive again // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_tank_stop" wm_teamvoiceannounce 0 "axis_hq_tank_repaired_allies" wm_teamvoiceannounce 1 "allies_hq_tank_repaired" wm_removeteamvoiceannounce 1 "allies_hq_tank_damaged_axis" // *---------------------------------------------------------------------------------* trigger self script_lock changemodel models/mapobjects/tanks_sd/jagdpanther_africa_tracks.md3 setstate tank_smoke invisible trigger tank_sound rebirth wait 500 trigger self script_unlock } death { accum 3 bitset 0 } // =========================================================================================== // movement trigger run_continue { accum 1 inc 1 trigger self deathcheck trigger self stopcheck trigger self move } trigger move { trigger self move_check wait 500 trigger self move } trigger move_check { trigger self stuck_check accum 3 abort_if_bitset 1 accum 1 trigger_if_equal 0 tank move_to_0 accum 1 trigger_if_equal 1 tank move_to_1 accum 1 trigger_if_equal 2 tank move_to_2 accum 1 trigger_if_equal 3 tank move_to_3 accum 1 trigger_if_equal 4 tank move_to_4 accum 1 trigger_if_equal 5 tank move_to_5 accum 1 trigger_if_equal 6 tank move_to_6 accum 1 trigger_if_equal 7 tank move_to_7 accum 1 trigger_if_equal 8 tank move_to_8 accum 1 trigger_if_equal 9 tank move_to_9 accum 1 trigger_if_equal 10 tank move_to_10 accum 1 trigger_if_equal 11 tank move_to_11 accum 1 trigger_if_equal 12 tank move_to_12 accum 1 trigger_if_equal 13 tank move_to_13 accum 1 trigger_if_equal 21 tank move_to_21 accum 1 trigger_if_equal 22 tank move_to_22 accum 1 trigger_if_equal 23 tank move_to_23 accum 1 trigger_if_equal 24 tank move_to_24 accum 1 trigger_if_equal 25 tank move_to_25 accum 1 trigger_if_equal 26 tank move_to_26 accum 1 trigger_if_equal 27 tank move_to_27 accum 1 trigger_if_equal 28 tank move_to_28 accum 1 trigger_if_equal 29 tank move_to_29 accum 1 trigger_if_equal 30 tank move_to_30 accum 1 trigger_if_equal 31 tank move_to_31 } trigger move_to_0 { accum 1 set 1 trigger self move_to_1 //trigger self run_continue } trigger move_to_1 { trigger self tracks_forward accum 3 bitset 3 trigger game_manager allies_steal_tank followspline 0 path_0 50 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_2 { trigger self tracks_forward accum 3 bitset 3 trigger defense1 rubble followspline 0 path_1 50 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_3 { trigger self tracks_forward accum 3 bitset 3 followspline 0 path_2 50 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_4 { trigger self tracks_forward accum 3 bitset 3 followspline 0 path_3 50 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_5 { trigger self tracks_forward accum 3 bitset 3 trigger tankgate fall followspline 0 path_4 60 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_6 { trigger self tracks_forward accum 3 bitset 3 followspline 0 path_5 60 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_7 { trigger self tracks_forward accum 3 bitset 3 followspline 0 path_6 60 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_8 { trigger self tracks_forward accum 3 bitset 3 followspline 0 path_7 60 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_9 { trigger self tracks_forward accum 3 bitset 3 followspline 0 path_8 60 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_10 { trigger self tracks_forward accum 3 bitset 3 followspline 0 path_9 60 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_11 { trigger self tracks_forward accum 3 bitset 3 followspline 0 path_10 60 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_12 { trigger self tracks_forward accum 3 bitset 3 followspline 0 path_11 60 wait length -64 accum 3 bitreset 3 accum 1 inc 8 trigger self run_continue } trigger move_to_21 { trigger self tracks_forward accum 3 bitset 3 followspline 0 path_20 60 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_22 { trigger self tracks_forward accum 3 bitset 3 followspline 0 path_21 60 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_23 { trigger self tracks_forward accum 3 bitset 3 followspline 0 path_22 60 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_24 { trigger self tracks_forward accum 3 bitset 3 followspline 0 path_23 60 wait length -64 accum 3 bitreset 3 trigger self run_continue //accum abort_if_bit_set // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 1 "goldrush_allies_tankbar_destroy" // *---------------------------------------------------------------------------------* } trigger move_to_25 { trigger self tracks_forward accum 3 bitset 3 trigger defense1 remove followspline 0 path_24 60 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_26 { trigger self tracks_forward accum 3 bitset 3 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "goldrush_axis_tank_barrier1" wm_teamvoiceannounce 1 "goldrush_allies_tank_barrier1" // *---------------------------------------------------------------------------------* followspline 0 path_25 60 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_27 { trigger self tracks_forward accum 3 bitset 3 followspline 0 path_26 60 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_28 { trigger self tracks_forward accum 3 bitset 3 followspline 0 path_27 60 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_29 { trigger self tracks_forward accum 3 bitset 3 followspline 0 path_28 60 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_30 { trigger self tracks_forward accum 3 bitset 3 followspline 0 path_29 60 wait length -64 accum 3 bitreset 3 trigger self run_continue } trigger move_to_31 { trigger self tracks_forward accum 3 bitset 3 setstate tank_trigger2 invisible setstate tank_build invisible followspline 0 path_30 60 wait length -64 accum 3 bitreset 3 trigger self script_lockout setstate tank_enabler invisible trigger self tracks_stop trigger tank_sound stop accum 1 inc 1 wait 1000 trigger tank_turret turn // trigger self run_continue } trigger barricade1_constructed { accum 3 bitset 7 } trigger barricade1_destroyed { accum 3 bitreset 7 } //----------------------------------- // Turret //----------------------------------- trigger startfire { startanimation 67 8 10 nolerp norandom noloop } trigger stopfire { startanimation 0 1 15 nolerp norandom } } tank_shell { spawn { wait 400 attachtotag tank tag_tank } } //target_script_trigger tank_disabler { trigger run { trigger tank tank_disable } } //target_script_trigger tank_enabler { trigger run { accum 3 abort_if_bitset 8 trigger tank tank_enable } } //trigger_multiple tank_trigger { spawn { wait 500 } } tank_trigger2 { spawn { wait 500 setstate tank_trigger2 invisible attachtotag tank_shell tag_turret } } //trigger_objective_info tank_build { spawn { wait 100 attachtotag tank_shell tag_turret } } //func_constructible tank_construct { spawn { wait 400 kill tank constructible_class 2 constructible_health 1200 constructible_constructxpbonus 10 constructible_destructxpbonus 10 } built final { alertentity tank wm_announce "The tank has been repaired" } trigger final_pos { constructible_constructxpbonus 2 constructible_destructxpbonus 5 } } //misc_gamemodel tank_turret { spawn { wait 500 attachtotag tank_shell tag_turret } trigger turn { wait 1000 playsound sound/vehicles/tank/turret_spin.wav looping faceangles 0 15 0 3000 stopsound playsound sound/vehicles/tank/turret_end.wav wait 500 trigger tank startfire playsound sound/vehicles/tank/tank_fire.wav // trigger boomtrigger boom_all // triggers the hurts around bank explosions (each has its own wait for timing) trigger tank_flash run } trigger blow_doors { setstate tank_flash invisible alertentity maingate wait 200 trigger tank stopfire setstate tank_flash invisible //setstate doorframe invisible //setstate doorframe_damaged default wm_announce "Allied team has destroyed the Main Gate!" wm_objective_status 2 0 2 wm_objective_status 2 1 1 wm_set_main_objective 3 0 wm_set_main_objective 3 1 //---------------VOICE-------------------- wm_removeteamvoiceannounce 1 "fischerdorf_allies_tank_escort" wm_removeteamvoiceannounce 0 "fischerdorf_axis_tank_stop" wm_teamvoiceannounce 1 "radar_allies_entrance1_destroyed" wm_teamvoiceannounce 0 "radar_axis_entrance1_destroyed" //---------------------------------------- setstate gate_toi invisible setstate t110 invisible // wm_objective_status 3 0 2 //wm_objective_status 3 1 1 //wm_set_main_objective 4 0 //wm_set_main_objective 4 1 //wait 100 //trigger bank_door2_damaged bankbackboom trigger tank_turret turn2 } trigger turn2 { wait 1000 playsound sound/vehicles/tank/turret_spin.wav looping faceangles 0 20 0 3000 stopsound playsound sound/vehicles/tank/turret_end.wav wait 500 trigger tank startfire playsound sound/vehicles/tank/tank_fire.wav // trigger boomtrigger boom_all // triggers the hurts around bank explosions (each has its own wait for timing) trigger tank_flash run2 } trigger blow_doors2 { setstate tank_flash invisible wait 200 trigger tank stopfire setstate tank_flash invisible //alertentity bank_door1 //setstate doorframe invisible //setstate doorframe_damaged default alertentity 88 alertentity 88smoke wm_announce "Allied team has destroyed the Anti Air Gun!" trigger plane fly trigger game_manager blowup setstate tankspawn default alertentity tankspawn setstate tankspawn_wobj default setautospawn "Tankspawn" 1 //wm_objective_status 3 0 2 //wm_objective_status 3 1 1 //wm_set_main_objective 4 0 //wm_set_main_objective 4 1 //wait 100 //trigger bank_door2_damaged bankbackboom playsound sound/vehicles/tank/turret_spin.wav looping faceangles 0 0 0 3000 stopsound playsound sound/vehicles/tank/turret_end.wav trigger tank sound_death trigger tank script_lockout_stop } } tank_smoke { spawn { wait 300 attachtotag tank_shell tag_smoke setstate tank_smoke invisible } } tank_flash { spawn { setstate tank_flash invisible } trigger run { setstate tank_flash default attachtotag tank_turret tag_flash faceangles 0 90 0 50 resetscript wait 50 trigger tank_turret blow_doors } trigger run2 { setstate tank_flash default wait 50 trigger tank_turret blow_doors2 } } //============================================================================= //=== Barricade 1 Mapscript //============================================================================= defense1 { spawn { wait 400 setstate defense1_materials default setstate defense1_materials_clip default setstate defense1_flag default constructible_class 3 constructible_chargebarreq 1.5 constructible_constructxpbonus 10 constructible_destructxpbonus 10 } buildstart final { setstate defense1_materials default setstate defense1_materials_clip default setstate defense1_flag default } built final { setstate defense1_materials invisible setstate defense1_materials_clip invisible setstate defense1_flag invisible //inform the tank that this barricade has been built trigger tank barricade1_constructed wm_announce "The Tank barrier has been constructed." } decayed final { setstate defense1_materials default setstate defense1_materials_clip default setstate defense1_flag default } death { setstate defense1_materials default setstate defense1_materials_clip default setstate defense1_flag default trigger tank barricade1_destroyed } trigger remove { setstate defense1_toi invisible setstate defense1_materials invisible setstate defense1_materials_clip invisible setstate defense1_flag invisible remove } trigger rubble { wait 250 alertentity woodbreak1 wait 2450 alertentity woodbreak2 } } //====================================== //=== Stage 2 //====================================== // ********************************************* // ************** COMMAND POST ***************** // ********************************************* axis_radio_destroyed { spawn { wait 500 accum 0 set 0 setstate axis_radio_destroyed invisible setstate axis_radio_destroyed_model invisible } trigger hide { setstate axis_radio_destroyed invisible setstate axis_radio_destroyed_model invisible } trigger show { accum 0 abort_if_equal 0 setstate axis_radio_destroyed default setstate axis_radio_destroyed_model default } trigger enable { accum 0 set 1 } trigger disable { accum 0 set 0 } } allied_radio_destroyed { spawn { wait 200 accum 0 set 0 setstate allied_radio_destroyed invisible setstate allied_radio_destroyed_model invisible } trigger hide { setstate allied_radio_destroyed invisible setstate allied_radio_destroyed_model invisible } trigger show { accum 0 abort_if_equal 0 setstate allied_radio_destroyed default setstate allied_radio_destroyed_model default } trigger enable { accum 0 set 1 } trigger disable { accum 0 set 0 } } neutral_radio_closed { spawn { accum 0 set 0 } trigger hide { setstate neutral_radio_closed invisible setstate neutral_radio_closed_model invisible } trigger show { accum 0 abort_if_equal 1 setstate neutral_radio_closed default setstate neutral_radio_closed_model default } trigger disable { accum 0 set 1 } } allied_radio_built { spawn { wait 50 constructible_class 2 trigger allied_radio_built setup } trigger setup { setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 sethqstatus 1 0 } buildstart final { trigger allied_radio_built_model trans trigger axis_radio_destroyed hide trigger allied_radio_destroyed hide trigger neutral_radio_closed hide } built final { trigger allied_radio_built_model show trigger allied_radio_destroyed enable trigger axis_radio_destroyed disable trigger neutral_radio_closed disable trigger allied_radio_built_model enable_allied_features trigger alliedcpspawns_obj on enablespeaker allies_compost_sound } decayed final { trigger allied_radio_built_model hide trigger allied_radio_destroyed show trigger axis_radio_destroyed show trigger neutral_radio_closed show } death { trigger allied_radio_built_model hide trigger allied_radio_destroyed show trigger allied_radio_built_model disable_allied_features trigger alliedcpspawns_obj off disablespeaker allies_compost_sound } } axis_radio_built { spawn { wait 50 constructible_class 2 wait 150 trigger axis_radio_built setup } trigger setup { setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 sethqstatus 0 0 } buildstart final { trigger axis_radio_built_model trans trigger axis_radio_destroyed hide trigger allied_radio_destroyed hide trigger neutral_radio_closed hide } built final { trigger axis_radio_built_model show trigger axis_radio_destroyed enable trigger allied_radio_destroyed enable trigger neutral_radio_closed disable trigger axis_radio_built_model enable_axis_features enablespeaker axis_compost_sound } decayed final { trigger axis_radio_built_model hide trigger axis_radio_destroyed show trigger allied_radio_destroyed show trigger neutral_radio_closed show } death { trigger axis_radio_built_model hide trigger axis_radio_destroyed show trigger axis_radio_built_model disable_axis_features disablespeaker axis_compost_sound } } axis_radio_built_model { spawn { accum 1 set 0 wait 200 setstate axis_radio_built_model invisible } trigger show { setstate axis_radio_built_model default } trigger hide { setstate axis_radio_built_model invisible } trigger trans { setstate axis_radio_built_model underconstruction } trigger enable_axis_features { // axis built it setchargetimefactor 0 soldier 0.75 setchargetimefactor 0 lieutenant 0.75 setchargetimefactor 0 medic 0.75 setchargetimefactor 0 engineer 0.75 setchargetimefactor 0 covertops 0.75 sethqstatus 0 1 wm_objective_status 7 1 2 wm_objective_status 7 0 1 wm_announce "Axis Command Post constructed. Charge speed increased!" wm_objective_status 5 0 1 wm_objective_status 5 1 2 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_compost_constructed" wm_removeteamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis" wm_removeteamvoiceannounce 1 "allies_hq_compost_construct" // *---------------------------------------------------------------------------------* } trigger disable_axis_features { // axis lost it setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 sethqstatus 0 0 wm_objective_status 7 1 0 wm_objective_status 7 0 0 wm_announce "Allied team has destroyed the Axis Command Post!" wm_objective_status 5 0 0 wm_objective_status 5 1 0 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 0 "axis_hq_compost_damaged" // *---------------------------------------------------------------------------------* } } allied_radio_built_model { spawn { accum 1 set 0 accum 2 set 0 // state of command post as far as the VO is concerned (0=not built, 1=built) - Wils wait 200 setstate allied_radio_built_model invisible } trigger show { setstate allied_radio_built_model default enablespeaker neutral_radio_sound } trigger hide { setstate allied_radio_built_model invisible disablespeaker neutral_radio_sound } trigger trans { setstate allied_radio_built_model underconstruction } trigger alliedcompostvo { accum 2 abort_if_equal 1 wm_teamvoiceannounce 1 "allies_hq_compost_construct" } trigger enable_allied_features { // allies built it accum 1 set 1 // Is this ever used? - Wils accum 2 set 1 // State of com post as far as VO is concerned (1=built) setchargetimefactor 1 soldier 0.75 setchargetimefactor 1 lieutenant 0.75 setchargetimefactor 1 medic 0.75 setchargetimefactor 1 engineer 0.75 setchargetimefactor 1 covertops 0.75 sethqstatus 0 1 wm_objective_status 7 1 1 wm_objective_status 7 0 2 wm_announce "Allied Command Post constructed. Charge speed increased!" wm_objective_status 5 0 2 wm_objective_status 5 1 1 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies" wm_teamvoiceannounce 1 "allies_hq_compost_constructed" wm_removeteamvoiceannounce 1 "allies_hq_compost_construct" wm_removeteamvoiceannounce 0 "axis_hq_compost_construct" // *---------------------------------------------------------------------------------* } trigger disable_allied_features { // allies lost it accum 2 set 0 // state of com post as far as VO is concerned (0=destroyed) wm_announce "Axis team has destroyed the Allied Command Post!" setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 sethqstatus 0 0 wm_objective_status 5 0 0 wm_objective_status 5 1 0 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 1 "allies_hq_compost_damaged" // *---------------------------------------------------------------------------------* } } alliedcpspawns_obj { spawn { wait 50 setstate alliedcpspawns_obj invisible setstate alliedcpspawns invisible } trigger on { setstate alliedcpspawns_obj default setstate alliedcpspawns default } trigger off { setstate alliedcpspawns_obj invisible setstate alliedcpspawns invisible } } alliedcpspawns { spawn { wait 50 setstate alliedcpspawns invisible } } plane { spawn { } trigger fly { wait 1000 playsound sound/vehicles/plane/seaplane.wav looping volume 2000 //trigger self sideblow followspline 0 plane1 1500 wait followspline 0 plane2 1500 wait followspline 0 plane3 1500 wait followspline 0 plane4 1500 wait followspline 0 plane5 1500 wait followspline 0 plane6 1500 wait followspline 0 plane7 1500 wait //trigger self sideblow setstate plane invisible stopsound //followspline 0 plane7 1000 wait length 32 roll 0 0 //followspline 0 plane 2500 wait ///followspline 0 plane 2500 wait //followspline 0 plane 2500 wait } } obj { spawn { } trigger stolen { setstate obj_toi invisible setstate t24 invisible } trigger returned { setstate obj_toi default setstate t24 default } trigger captured { wm_announce "Allies successfully secured the Secret Documents!" wm_objective_status 3 0 2 wm_objective_status 3 1 1 wm_setwinner 1 wm_endround } } woodengate { spawn { constructible_class 2 } death { setstate woodengate invisible wm_announce "The Wooden Gate has been destroyed!" setstate woodengate_toi invisible wm_teamvoiceannounce 1 "fischerdorf_allies_sidegate_destroyed" wm_teamvoiceannounce 0 "fischerdorf_axis_sidegate_destroyed" wm_removeteamvoiceannounce 1 "fischerdorf_allies_sidegate_destroy" wm_removeteamvoiceannounce 0 "fischerdorf_axis_sidegate_defend" wm_objective_status 6 0 2 wm_objective_status 6 1 1 } }