//last edit: removed wait after transmit - Syd game_manager { spawn { // Game rules wm_axis_respawntime 30 wm_allied_respawntime 30 wm_number_of_objectives 6 wm_set_round_timelimit 15 //10 // Objectives // 1: Transmit the Supply Documents // 2: Destroy the Main Door // 3: Destroy the Storage Wall // 4: Destroy the Service Door // 5: Axis Field Command // 6: Allies Base of Operations wm_set_main_objective 1 0 wm_set_main_objective 1 1 // Objective overview status indicators //wm_objective_status 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 1 0 wm_objective_status 3 0 0 wm_objective_status 4 1 0 wm_objective_status 4 0 0 wm_objective_status 5 1 0 wm_objective_status 5 0 0 wm_objective_status 6 1 0 wm_objective_status 6 0 0 // Stopwatch mode defending team (0=Axis, 1=Allies) wm_set_defending_team 0 // Winner on expiration of round timer (0=Axis, 1=Allies) wm_setwinner 0 wait 500 // spawns: // Axis Barracks // Axis Garage // Allied Barracks // Upper Complex setautospawn "Axis Barracks" 0 setautospawn "Upper Complex" 1 alertentity axis_garage_spawns //dont start active (so initial spawn is in barracks) disablespeaker record_music disablespeaker record_music_broken // wait for everything to settle wait 500 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "frostbite_axis_entrances_defend" wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "frostbite_allies_entrances_destroy" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 0 "frostbite_axis_entrances_defend" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 1 "frostbite_allies_entrances_destroy" wm_teamvoiceannounce 1 "allies_hq_compost_construct" // *---------------------------------------------------------------------------------* } trigger allies_transmit { wm_announce "The Allies have transmitted the Supply Documents!" wm_setwinner 1 //wait 1500 wm_endround } trigger main_door_destroyed { wm_announce "The Main Door has been breached!" wm_objective_status 2 1 1 wm_objective_status 2 0 2 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "frostbite_axis_entrance1_destroyed" wm_teamvoiceannounce 1 "frostbite_allies_entrance1_destroyed" wm_removeteamvoiceannounce 0 "frostbite_axis_entrances_defend" wm_removeteamvoiceannounce 1 "frostbite_allies_entrances_destroy" // *---------------------------------------------------------------------------------* } trigger storage_wall_destroyed { wm_announce "Storage Wall destroyed!" wm_objective_status 3 1 1 wm_objective_status 3 0 2 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "frostbite_axis_entrance2_destroyed" wm_teamvoiceannounce 1 "frostbite_allies_entrance2_destroyed" wm_removeteamvoiceannounce 0 "frostbite_axis_entrances_defend" wm_removeteamvoiceannounce 1 "frostbite_allies_entrances_destroy" // *---------------------------------------------------------------------------------* } trigger service_door_destroyed { wm_announce "The Service Door has been breached!" wm_objective_status 4 1 1 wm_objective_status 4 0 2 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_objective_destroyed" wm_teamvoiceannounce 1 "allies_hq_objective_destroyed" // *---------------------------------------------------------------------------------* } } axis_lms_wobj { spawn { remove } } axis_lms_spawns { spawn { remove } } ///////////////////////////////////////////////// // Doors ///////////////////////////////////////////////// main_door { spawn { constructible_class 3 } death { trigger game_manager main_door_destroyed } } service_door { spawn { constructible_class 3 } death { trigger game_manager service_door_destroyed } } wall { spawn { constructible_class 3 } death { alertentity wall_rubble trigger storage_door_controls die trigger moving_storage_door die trigger game_manager storage_wall_destroyed } } storage_door_controls { spawn { accum 1 set 1 } trigger ready { accum 1 set 1 } trigger activate { accum 1 abort_if_not_equal 1 accum 1 set 0 trigger moving_storage_door open trigger moving_storage_door close } trigger die { setstate storage_door_controls invisible remove self } } moving_storage_door { spawn { // 0 = shut, 1 = open accum 1 set 0 } trigger open { accum 1 abort_if_equal 1 resetscript trigger storage_button in wait 500 togglespeaker storage_door_sound1 enablespeaker storage_door_sound2 gotomarker storage_door_open 32 wait disablespeaker storage_door_sound2 togglespeaker storage_door_sound3 accum 1 set 1 wait 1000 trigger storage_door_controls ready } trigger close { accum 1 abort_if_equal 0 resetscript trigger storage_button out wait 500 togglespeaker storage_door_sound1 enablespeaker storage_door_sound2 gotomarker storage_door_closed 32 wait disablespeaker storage_door_sound2 togglespeaker storage_door_sound3 accum 1 set 0 wait 1000 trigger storage_door_controls ready } trigger die { remove self } } storage_button { trigger in { togglespeaker storage_button_sound gotomarker storage_button_in 32 } trigger out { togglespeaker storage_button_sound gotomarker storage_button_out 32 } } ///////////////////////////////////////////////// // Docs ///////////////////////////////////////////////// docs { trigger stolen { //wm_announce "Allies have stolen the Supply Documents!" setstate docs_cm_marker invisible } trigger returned { //wm_announce "Supply Documents returned!" setstate docs_cm_marker default } trigger captured { } } transmitter { death { trigger game_manager allies_transmit } } ///////////////////////////////////////////////// // Spawn stuff ///////////////////////////////////////////////// spawnpost_built { spawn { wait 50 constructible_class 2 trigger spawnpost_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 spawnpost_built_model trans trigger spawnpost_damaged_model hide trigger spawnpost_closed_model hide } built final { trigger spawnpost_built_model show trigger spawnpost_damaged_model enable trigger spawnpost_closed_model disable trigger spawnpost_built_model enable_allied_features trigger upper_complex_wobj on enablespeaker allies_compost_sound } decayed final { trigger spawnpost_built_model hide trigger spawnpost_damaged_model show trigger spawnpost_closed_model show } death { trigger spawnpost_built_model hide trigger spawnpost_damaged_model show trigger spawnpost_built_model disable_allied_features trigger upper_complex_wobj off disablespeaker allies_compost_sound } } spawnpost_closed_model { spawn { accum 0 set 0 } trigger hide { setstate spawnpost_closed invisible setstate spawnpost_closed_model invisible } trigger show { accum 0 abort_if_equal 1 setstate spawnpost_closed default setstate spawnpost_closed_model default } trigger disable { accum 0 set 1 } } spawnpost_damaged_model { spawn { accum 0 set 0 wait 200 setstate spawnpost_damaged invisible setstate spawnpost_damaged_model invisible } trigger hide { setstate spawnpost_damaged invisible setstate spawnpost_damaged_model invisible } trigger show { accum 0 abort_if_equal 1 setstate spawnpost_damaged default setstate spawnpost_damaged_model default } trigger disable { accum 0 set 1 } } spawnpost_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 spawnpost_built_model invisible } trigger show { setstate spawnpost_built_model default enablespeaker spawnpost_sound } trigger hide { setstate spawnpost_built_model invisible disablespeaker spawnpost_sound } trigger trans { setstate spawnpost_built_model underconstruction } 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 1 1 wm_objective_status 6 1 1 wm_objective_status 6 0 2 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_removeteamvoiceannounce 0 "frostbite_axis_entrances_defend" wm_removeteamvoiceannounce 1 "frostbite_allies_entrances_destroy" // *---------------------------------------------------------------------------------* } 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 1 0 wm_objective_status 6 1 0 wm_objective_status 6 0 0 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 1 "allies_hq_compost_damaged" // *---------------------------------------------------------------------------------* } } upper_complex_wobj { spawn { wait 50 setstate upper_complex_wobj invisible setstate upper_complex_spawns invisible } trigger on { setstate upper_complex_wobj default setstate upper_complex_spawns default alertentity upper_complex_spawns // setautospawn "Upper Complex" 1 } trigger off { setstate upper_complex_wobj invisible setstate upper_complex_spawns invisible alertentity upper_complex_spawns // setautospawn "Allied Barracks" 1 } } upper_complex_spawns { spawn { wait 50 setstate upper_complex_spawns invisible } } ///////////////////////////////////////////////// // Axis Command Post ///////////////////////////////////////////////// axis_compost_built { spawn { wait 50 constructible_class 2 trigger axis_compost_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_compost_built_model trans trigger axis_compost_damaged_model hide trigger axis_compost_closed_model hide } built final { trigger axis_compost_built_model show trigger axis_compost_damaged_model enable trigger axis_compost_closed_model disable trigger axis_compost_built_model enable_axis_features enablespeaker axis_compost_sound } decayed final { trigger axis_compost_built_model hide trigger axis_compost_damaged_model show trigger axis_compost_closed_model show } death { trigger axis_compost_built_model hide trigger axis_compost_damaged_model show trigger axis_compost_built_model disable_axis_features disablespeaker axis_compost_sound } } axis_compost_closed_model { spawn { accum 0 set 0 } trigger hide { setstate axis_compost_closed invisible setstate axis_compost_closed_model invisible } trigger show { accum 0 abort_if_equal 1 setstate axis_compost_closed default setstate axis_compost_closed_model default } trigger disable { accum 0 set 1 } } axis_compost_damaged_model { spawn { accum 0 set 0 wait 200 setstate axis_compost_damaged invisible setstate axis_compost_damaged_model invisible } trigger hide { setstate axis_compost_damaged invisible setstate axis_compost_damaged_model invisible } trigger show { accum 0 abort_if_equal 1 setstate axis_compost_damaged default setstate axis_compost_damaged_model default } trigger disable { accum 0 set 1 } } axis_compost_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 axis_compost_built_model invisible } trigger show { setstate axis_compost_built_model default enablespeaker axis_compost_sound } trigger hide { setstate axis_compost_built_model invisible disablespeaker axis_compost_sound } trigger trans { setstate axis_compost_built_model underconstruction } trigger enable_axis_features { // axis 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 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 5 0 1 wm_objective_status 5 1 2 wm_announce "Allied Command Post constructed. Charge speed increased!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis" wm_teamvoiceannounce 0 "axis_hq_compost_constructed" wm_removeteamvoiceannounce 0 "axis_hq_compost_construct" // *---------------------------------------------------------------------------------* } trigger disable_axis_features { // axis lost it accum 2 set 0 // state of com post as far as VO is concerned (0=destroyed) wm_announce "Allied team has destroyed the Axis Command Post!" 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 5 1 0 wm_objective_status 5 0 0 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 1 "allies_hq_compost_damaged" // *---------------------------------------------------------------------------------* } } ///////////////////////////////////////////////// // Misc stuff ///////////////////////////////////////////////// main_door_flag { trigger disable { disablespeaker main_door_flag_sound } } transmitter_flag { trigger disable { disablespeaker transmitter_flag_sound } } courtyard_flag { trigger disable { disablespeaker courtyard_flag_sound } } angled_truck { spawn { faceangles 0 45 0 1 } } // accum 1 // 0 = original record // 1 = damaged record // accum 2 // 0 = off // 1 = playing gramophone { spawn { accum 1 set 0 accum 2 set 0 } trigger damage_record { accum 1 set 1 setstate record_broken default trigger gramophone damage_music } trigger damage_music { accum 2 abort_if_not_equal 1 togglespeaker record_music accum 2 set 0 } trigger fix_record { accum 1 set 0 setstate record_broken invisible trigger gramophone fix_music } trigger fix_music { accum 2 abort_if_not_equal 1 togglespeaker record_music_broken accum 2 set 0 } trigger activate { trigger gramophone turn_off trigger gramophone turn_on } trigger turn_off { accum 2 abort_if_equal 0 resetscript accum 2 set 0 trigger gramophone original_off trigger gramophone broken_off } trigger original_off { accum 1 abort_if_equal 1 resetscript trigger record stop togglespeaker record_music togglespeaker record_scratch } trigger broken_off { accum 1 abort_if_equal 0 resetscript trigger record_broken stop togglespeaker record_music_broken } trigger turn_on { accum 2 abort_if_equal 1 resetscript accum 2 set 1 trigger gramophone original_on trigger gramophone broken_on } trigger original_on { accum 1 abort_if_equal 1 resetscript trigger record start togglespeaker record_scratch wait 430 togglespeaker record_music } trigger broken_on { accum 1 abort_if_equal 0 resetscript trigger record_broken start togglespeaker record_music_broken } } record { spawn { constructible_class 1 constructible_chargebarreq 0.3 constructible_constructxpbonus 0 constructible_destructxpbonus 0 constructible_health 10 constructible_weaponclass 1 constructible_duration 2500 } trigger start { setrotation 0 -80 0 } trigger stop { stoprotation } death { trigger record stop trigger gramophone damage_record } built { trigger gramophone fix_record } } record_broken { spawn { setstate record_broken invisible } trigger start { setrotation 0 -80 0 } trigger stop { stoprotation } } gramophone_toi { spawn { //setstate gramophone_toi invisible } } // ============================================================================ // Platform MG42 Nest // ============================================================================ platformmg42_script { spawn { wait 200 constructible_class 2 trigger self startup } buildstart final { } built final { setstate platformmg42_sbags default setstate platformmg42 default setstate platformmg42_materials invisible // Some kind of UI pop-up to alert players wm_announce "Axis team has constructed the Platform MG Nest!" } decayed final { trigger self startup } death { trigger self startup // Some kind of UI pop-up to alert players wm_announce "Allied team has destroyed the Platform MG Nest!" } trigger startup { setstate platformmg42_sbags invisible setstate platformmg42 invisible setstate platformmg42_materials default repairmg42 platformmg42 } }