game_manager { spawn { // Game rules wm_axis_respawntime 15 wm_allied_respawntime 25 wm_number_of_objectives 6 wm_set_round_timelimit 20 // Objectives // 1: The Tunnel Entrance // 2: // 3: The Forward Spawn (North Pole) // 4: // 5: Christmas Star // 6: // 7: // Current main objectives for each team (0=Axis, 1=Allies) wm_set_main_objective 1 0 wm_set_main_objective 1 1 wm_objective_status 1 1 0 wm_objective_status 1 0 0 wm_objective_status 2 1 0 wm_objective_status 2 0 0 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 1 // Winner on expiration of round timer (0=Axis, 1=Allies) wm_setwinner 1 // Set start spawnpoints wait 500 setautospawn "Forward Spawn" 1 setautospawn "Axis Spawn" 0 } trigger allies_win { wm_setwinner 1 wm_announce "Allied team has stopped the Axis from stealing the Christmas Star!" wm_objective_status 5 0 2 wm_objective_status 5 1 1 wait 1500 wm_endround } trigger axis_win { wm_setwinner 0 wm_announce "The Axis team have escaped with the Christmas Star!" wm_objective_status 5 1 2 wm_objective_status 5 0 1 wait 1500 wm_endround } } // ================================================ // ============ CABLE CAR ============== // ================================================ cable_trigger { spawn { } trigger cable_move { trigger cablecar move } } cablecar { spawn { accum 1 set 0 } trigger move { accum 1 abort_if_not_equal 0 accum 1 set 1 stopsound playsound sound/movers/misc/garage_door_start_01.wav volume 96 wait 50 playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512 gotomarker corner1 100 wait gotomarker corner2 110 wait gotomarker corner3 120 wait gotomarker corner4 130 wait gotomarker corner5 140 wait gotomarker corner6 150 wait faceangles 0 90 0 1500 gotomarker corner7 140 wait gotomarker corner8 130 wait gotomarker corner9 120 wait gotomarker corner10 110 wait gotomarker corner11 100 wait stopsound playsound sound/movers/misc/garage_door_end_01.wav volume 96 wait 5000 trigger cablecar return } trigger return { stopsound playsound sound/movers/misc/garage_door_start_01.wav volume 96 wait 50 playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512 gotomarker corner10 110 wait gotomarker corner9 120 wait gotomarker corner8 130 wait gotomarker corner7 140 wait gotomarker corner6 150 wait faceangles 0 0 0 1500 gotomarker corner5 140 wait gotomarker corner4 130 wait gotomarker corner3 120 wait gotomarker corner2 110 wait gotomarker corner1 100 stopsound playsound sound/movers/misc/garage_door_end_01.wav volume 96 accum 1 set 0 } } // ================================================ // ============ NEUTRAL COMMAND POST ============== // ================================================ allied_compost_built { spawn { wait 400 trigger allied_compost_built setup constructible_class 2 } 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 { setstate allied_compost_built_model underconstruction setstate neutral_compost_closed_clip invisible setstate neutral_compost_closed_model invisible } built final { setstate allied_compost_built_model default setstate neutral_compost_closed_clip invisible setstate neutral_compost_closed_model invisible trigger allied_compost_built_model enable_allied_features enablespeaker allies_compost_sound } decayed final { setstate allied_compost_built_model invisible setstate neutral_compost_closed_clip default setstate neutral_compost_closed_model default } death { setstate allied_compost_built_model invisible setstate neutral_compost_closed_clip default setstate neutral_compost_closed_model default trigger allied_compost_built_model disable_allied_features disablespeaker allies_compost_sound } } allied_compost_built_model { spawn { wait 400 setstate allied_compost_built_model invisible } trigger enable_allied_features { 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 1 1 wm_announce "Allied Command Post constructed. Charge speed increased!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies" wm_teamvoiceannounce 1 "allies_hq_compost_constructed" wm_removeteamvoiceannounce 1 "allies_hq_compost_construct" // *---------------------------------------------------------------------------------* wm_objective_status 3 0 2 wm_objective_status 3 1 1 } trigger disable_allied_features { setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 sethqstatus 1 0 wm_announce "Axis team has destroyed the Allied Command Post!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 1 "allies_hq_compost_damaged" // *---------------------------------------------------------------------------------* wm_objective_status 3 0 0 wm_objective_status 3 1 0 } } axis_compost_built { spawn { wait 400 trigger axis_compost_built setup constructible_class 2 } 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 { setstate axis_compost_built_model underconstruction setstate neutral_compost_closed_clip invisible setstate neutral_compost_closed_model invisible } built final { setstate axis_compost_built_model default setstate neutral_compost_closed_clip invisible setstate neutral_compost_closed_model invisible trigger axis_compost_built_model enable_axis_features enablespeaker axis_compost_sound } decayed final { setstate axis_compost_built_model invisible setstate neutral_compost_closed_clip default setstate neutral_compost_closed_model default } death { setstate axis_compost_built_model invisible setstate neutral_compost_closed_clip default setstate neutral_compost_closed_model default trigger axis_compost_built_model disable_axis_features disablespeaker axis_compost_sound } } axis_compost_built_model { spawn { wait 400 setstate axis_compost_built_model invisible } trigger enable_axis_features { 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_announce "Axis Command Post constructed. Charge speed increased!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_compost_constructed" wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis" wm_removeteamvoiceannounce 0 "axis_hq_compost_construct" // *---------------------------------------------------------------------------------* wm_objective_status 3 0 1 wm_objective_status 3 1 2 } trigger disable_axis_features { setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 sethqstatus 0 0 wm_announce "Allied team has destroyed the Axis Command Post!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 0 "axis_hq_compost_damaged" wm_teamvoiceannounce 1 "allies_hq_compost_construct" // *---------------------------------------------------------------------------------* wm_objective_status 3 0 0 wm_objective_status 3 1 0 } } //============================================== //====== Town Door ======= //============================================== town_door // The Town Door { spawn { set { spawnflags 9 } wait 400 trigger town_door setup constructible_class 2 } trigger setup { setstate town_door_materials invisible setstate town_door_materials_clip invisible setstate town_door_flag invisible setstate town_door default } buildstart final { setstate town_door_materials default setstate town_door_materials_clip default setstate town_door_flag default setstate town_door underconstruction } built final { setstate town_door_materials invisible setstate town_door_materials_clip invisible setstate town_door_flag invisible setstate town_door default wm_announce "The Town Door have been built." } decayed final { setstate town_door_materials default setstate town_door_materials_clip default setstate town_door_flag default setstate town_door invisible } death { setstate town_door_materials default setstate town_door_materials_clip default setstate town_door_flag default setstate town_door invisible wm_announce "The Town Door have been destroyed!" } trigger remove { setstate town_door_toi invisible setstate town_door_materials invisible setstate town_door_materials_clip invisible setstate town_door_flag invisible setstate town_door invisible remove } } //============================================== //====== High GuardTower ======= //============================================== town_barb // The Guard Tower { spawn { wait 400 trigger town_barb setup constructible_class 2 } trigger setup { setstate town_barb_materials default setstate town_barb_materials_clip default setstate town_barb_flag default setstate town_barb invisible setstate hill_shoot_mg invisible } buildstart final { setstate town_barb_materials default setstate town_barb_materials_clip default setstate town_barb_flag default setstate town_barb underconstruction setstate hill_shoot_mg underconstruction } built final { setstate town_barb_materials invisible setstate town_barb_materials_clip invisible setstate town_barb_flag invisible setstate town_barb default setstate hill_shoot_mg default wm_announce "The high Guardtower have been built." } decayed final { setstate town_barb_materials default setstate town_barb_materials_clip default setstate town_barb_flag default setstate town_barb invisible setstate hill_shoot_mg invisible } death { setstate town_barb_materials default setstate town_barb_materials_clip default setstate town_barb_flag default setstate town_barb invisible setstate hill_shoot_mg invisible repairmg42 hill_shoot_mg wm_announce "The high Guardtower have been destroyed!" } trigger remove { setstate town_barb_toi invisible setstate town_barb_materials invisible setstate town_barb_materials_clip invisible setstate town_barb_flag invisible setstate town_barb invisible setstate hill_shoot_mg invisible remove } } // ============================================================================ // Allied MG42 Nest - on Allied side of the map // ============================================================================ alliedbarnmg42nest { spawn { wait 200 constructible_class 2 setstate alliedbarnmg42 invisible setstate alliedbarnmg42materials default } buildstart final { setstate alliedbarnmg42 underconstruction } built final { setstate alliedbarnmg42 default setstate alliedbarnmg42materials invisible // Some kind of UI pop-up to alert players wm_announce "Allied team has constructed the Road MG Nest!" } decayed final { setstate alliedbarnmg42 invisible setstate alliedbarnmg42materials default } death { setstate alliedbarnmg42 invisible setstate alliedbarnmg42materials default repairmg42 alliedbarnmg42 // Some kind of UI pop-up to alert players wm_announce "Axis team has destroyed the Road MG Nest!" } } // ============================================================================ // Tunnel Entrance - The snow that has to be blasted // ============================================================================ the_wall { spawn { } trigger remove { remove } } wall // The Concrete Wall { spawn { wait 50 constructible_class 3 } death { // *----------------------------------- vo ------------------------------------------* wm_announce "Axis team have breached the Tunnel Entrance!" wait 1000 trigger the_wall remove // *---------------------------------------------------------------------------------* } } // ============================================================================ // Forward Spawn - The North Pole // ============================================================================ roadbunker { spawn { accum 0 set 1 // 0-Axis, 1-Allied } trigger axis_capture // Flag has been claimed by an axis player { accum 0 abort_if_equal 0 // Do Axis already own the flag? accum 0 set 0 // Axis own the flag wm_announce "Axis capture the North Pole!" wm_objective_status 3 1 2 wm_objective_status 3 0 1 // spawns: // Trucks // Forward Bunker // Town setautospawn "Town Spawn" 1 setautospawn "Forward Spawn" 0 alertentity forward_spawn } trigger allied_capture // Flag has been claimed by an allied player { accum 0 abort_if_equal 1 // Do Allies already own flag? accum 0 set 1 // Allied own the flag wm_announce "Allies capture the North Pole!" wm_objective_status 3 1 1 wm_objective_status 3 0 2 // spawns: // Trucks (Axis Spawn // North Pole ( Forward Spawn ) // Town ( Town Spawn) setautospawn "Forward Spawn" 1 setautospawn "Axis Spawn" 0 alertentity forward_spawn } trigger kill { remove wm_removeteamvoiceannounce 0 "radar_axis_bunker_stop" wm_removeteamvoiceannounce 1 "radar_allies_bunker_capture" } trigger force_allied { accum 0 abort_if_equal 1 // Do Allies already own flag? accum 0 set 1 // Allied own the flag wm_objective_status 3 1 1 wm_objective_status 3 0 2 // spawns: // Trucks (Axis Spawn // North Pole ( Forward Spawn ) // Town ( Town Spawn) setautospawn "Forward Spawn" 1 setautospawn "Town Spawn" 0 //alertentity forward_spawn trigger forward_spawn_spawn kill } } // ============================================ // The Christmas Star // ============================================ star_toi { spawn { wait 200 setstate star_toi default } trigger invisible { setstate star_toi invisible wait 100 } trigger visible { setstate star_toi default wait 100 } } star_dropoff { spawn { wait 200 setstate star_dropoff invisible } trigger invisible { setstate star_dropoff invisible wait 100 } trigger visible { setstate star_dropoff default wait 100 } } star { spawn { } trigger stolen { trigger star_toi invisible trigger star_dropoff visible wait 1000 // *----------------------------------- vo ------------------------------------------* wm_announce "Axis has stolen the Christmas Star!" // *---------------------------------------------------------------------------------* } trigger returned { trigger star_toi visible trigger star_dropoff invisible // *----------------------------------- vo ------------------------------------------* wm_announce "Allies has secured the Christmas Star!" wm_teamvoiceannounce 0 "axis_hq_objective_secured" wm_teamvoiceannounce 1 "allies_hq_objective_secured" // *---------------------------------------------------------------------------------* } trigger captured { wait 1000 // *----------------------------------- vo ------------------------------------------* wm_announce "Axis have escaped with the Christmas Star!" wm_teamvoiceannounce 0 "axis_hq_objective_captured" wm_teamvoiceannounce 1 "allies_hq_objective_captured" // *---------------------------------------------------------------------------------* trigger game_manager axis_win } }