// Transmitter Scriptfile :[ // by heeen, MindLink, thegnat // last modified: thegnat, 15-10-2004 // last modified: peyote, 2006, with permission to open the tunnel.. game_manager { spawn { remapshader "sprites/objective" "transmitter/objective" remapshaderflush accum 0 set 0 // Radio State (axis playing) accum 1 set 0 // Alarm State (off) // Game Rules wm_axis_respawntime 30 wm_allied_respawntime 20 wm_set_round_timelimit 30 wm_number_of_objectives 7 // Objectives // 1: Primary1 : Build Bridge // 2: Primary1 : modkit // 3: Primary1 : antenna // 4: Secondary1 : grate // 5: Secondary2 : hut // 6: Secondary3 : barricade // 7: Secondary4 : compost wm_set_main_objective 1 0 wm_set_main_objective 1 1 // Objective Status 1 = succeeded, 0 default, 2 = failed wm_objective_status 1 0 0 wm_objective_status 1 1 0 wm_objective_status 2 0 0 wm_objective_status 2 1 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_objective_status 7 0 0 wm_objective_status 7 1 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...*gähn* wait 500 // spawns: // Allied Base // Forward Spawn // Castle setautospawn "Forward Spawn" 0 setautospawn "Forward Spawn" 1 globalaccum 1 set 0 // win stuff globalaccum 4 set 0 // is 10 seconds alarm running? globalaccum 3 set 0 // voiceover stuff // Disable CP + ALARM disablespeaker allies_compost_sound disablespeaker axis_compost_sound alertentity allied_win_speaker alertentity gratedoor_flag alertentity bridgemg_flag alertentity castlemg_ax_flag alertentity castlemg_al_flag // Wait...longer...much longer...*schnarch* wait 2000 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_dont_let_them_build_bridge" wm_addteamvoiceannounce 0 "axis_construct_commandpost" wm_teamvoiceannounce 0 "axis_dont_let_them_build_bridge" wm_teamvoiceannounce 0 "axis_construct_commandpost" wm_addteamvoiceannounce 1 "allies_construct_bridge" wm_addteamvoiceannounce 1 "allies_construct_commandpost" wm_teamvoiceannounce 1 "allies_construct_bridge" wm_teamvoiceannounce 1 "allies_construct_commandpost" // *---------------------------------------------------------------------------------* // Radios playing axis song accum 0 set 0 // Disable Alarm sound accum 1 set 0 trigger game_manager setspeakers } // Broadcasting Radios (1 = Antenna, 2 = Forward Spawn, 3 = Allies Base) trigger radios_axis { disablespeaker radio1_allied disablespeaker radio2_allied disablespeaker radio3_allied disablespeaker radio1_noise disablespeaker radio2_noise disablespeaker radio3_noise enablespeaker radio1_axis enablespeaker radio2_axis enablespeaker radio3_axis } trigger radios_noise { disablespeaker radio1_allied disablespeaker radio2_allied disablespeaker radio3_allied enablespeaker radio1_noise enablespeaker radio2_noise enablespeaker radio3_noise disablespeaker radio1_axis disablespeaker radio2_axis disablespeaker radio3_axis } trigger radios_allied { enablespeaker radio1_allied enablespeaker radio2_allied enablespeaker radio3_allied disablespeaker radio1_noise disablespeaker radio2_noise disablespeaker radio3_noise disablespeaker radio1_axis disablespeaker radio2_axis disablespeaker radio3_axis } trigger alarm_on { enablespeaker alarm } trigger alarm_off { disablespeaker alarm } // ================================================ // ================ BARRICADE (6) ================= // ================================================ trigger serpbarricade_destroyed { // Objective Status 1 = succeeded, 0 default, 2 = failed // Barricade (Axis failed, Allies succeeded) wm_objective_status 6 0 1 wm_objective_status 6 1 2 wm_announce "^1Allies have breached the Serpentine Barricade and secured the Forward Hut!" wm_set_main_objective 2 0 wm_set_main_objective 2 1 trigger forwardflag kill // Switch forward spawn to Allied ONLY globalaccum 3 set 1 // VO kill for bridge wait 1000 // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "axis_dont_let_them_build_bridge" wm_removeteamvoiceannounce 0 "axis_destroy_bridge" wm_removeteamvoiceannounce 0 "axis_defend_barricade" wm_removeteamvoiceannounce 0 "axis_dont_let_capture_forward_hut" wm_addteamvoiceannounce 0 "axis_dont_let_them_modify_transmitter" wm_addteamvoiceannounce 0 "axis_defend_antenna" wm_teamvoiceannounce 0 "axis_they_destroyed_barricade" wm_teamvoiceannounce 0 "axis_dont_let_them_modify_transmitter" wm_teamvoiceannounce 0 "axis_defend_antenna" wm_removeteamvoiceannounce 1 "allies_construct_bridge" wm_removeteamvoiceannounce 1 "allies_destroy_barricade" wm_removeteamvoiceannounce 1 "allies_capture_forward_hut" wm_addteamvoiceannounce 1 "allies_modify_transmitter" wm_addteamvoiceannounce 1 "allies_rotate_antenna" wm_teamvoiceannounce 1 "allies_we_destroyed_barricade" wm_teamvoiceannounce 1 "allies_modify_transmitter" wm_teamvoiceannounce 1 "allies_rotate_antenna" // *---------------------------------------------------------------------------------* trigger self setspeakers } // ================================================ // ================ BARRICADE END ================= // ================================================ trigger checkgame { globalaccum 1 abort_if_not_equals 2 globalaccum 4 abort_if_not_equals 1 globalaccum 5 abort_if_not_equals 0 trigger game_manager radios_allied wm_announce "^1Allies are sending their pirate signal!" wm_setwinner 1 print "Heule aus!" disablespeaker alarm print "Mukke an!" alertentity allied_win_speaker wm_endround } trigger enableradionoise { accum 0 set 1 // Radios playing noise trigger self setspeakers } trigger enableradioaxis { accum 0 set 0 // Radios playing axis song trigger self setspeakers } trigger enableradioallied { accum 0 set 2 // Radios playing allied news trigger self setspeakers } trigger disablealarm { accum 1 set 0 // Disable Alarm sound trigger self setspeakers } trigger enablealarm { accum 1 set 1 // Enable Alarm sound trigger self setspeakers } trigger setspeakers { accum 0 trigger_if_equal 0 game_manager radios_axis accum 0 trigger_if_equal 1 game_manager radios_noise accum 0 trigger_if_equal 2 game_manager radios_allied accum 1 trigger_if_equal 0 game_manager alarm_off accum 1 trigger_if_equal 1 game_manager alarm_on wait 2000 trigger self setspeakers } trigger start_countdown { globalaccum 1 abort_if_not_equals 2 globalaccum 4 set 1 // enable 10 second countdown globalaccum 5 set 10 // set time to 10 seconds wm_announce "^1The Allies will be sending their pirate signal in 10 seconds!" trigger self check_countdown } trigger stop_countdown { globalaccum 4 set 0 // disable countdown } trigger check_countdown { globalaccum 1 abort_if_not_equals 2 // are both objectives finished? globalaccum 4 abort_if_equal 0 // is the countdown enabled? wait 1000 globalaccum 5 inc -1 globalaccum 5 trigger_if_equal 5 game_manager countdown_5 globalaccum 5 trigger_if_equal 4 game_manager countdown_4 globalaccum 5 trigger_if_equal 3 game_manager countdown_3 globalaccum 5 trigger_if_equal 2 game_manager countdown_2 globalaccum 5 trigger_if_equal 1 game_manager countdown_1 globalaccum 5 trigger_if_equal 0 game_manager checkgame trigger self check_countdown } trigger countdown_5 { wm_announce "^1 5..." } trigger countdown_4 { wm_announce "^1 4..." } trigger countdown_3 { wm_announce "^1 3..." } trigger countdown_2 { wm_announce "^1 2..." } trigger countdown_1 { wm_announce "^1 1..." } } // game_manager end // Tunnel (Do only open on emergency! oO) //AmmoBunker Side tunnel_abs_closed { spawn { setstate tunnel_abs_closed invisible } } tunnel_abs_open { spawn { setstate tunnel_abs_open default } } // Grate Side tunnel_gs_closed { spawn { setstate tunnel_gs_closed invisible } } tunnel_gs_open { spawn { setstate tunnel_gs_open default } } // ================================================ // ============== BARRICADE SETUP ================= // ================================================ serpbarricade { spawn { wait 50 constructible_class 3 setstate barricade_trighurt default // Barbwire setstate serpbarricade_stuff default // Stuff around setstate serpbarricade_dest invisible // Destroyed Model } death { trigger game_manager serpbarricade_destroyed alertentity serpbarricade_debris // Debris + Explosion togglespeaker barricade_explosion // Boom setstate serpbarricade_stuff invisible // Stuff around setstate serpbarricade_dest default // Destroyed Model setstate barricade_trighurt invisible // Barbwire setstate ax_td_serp invisible // Axis Teamdoor @ Serpentine setstate barricade_mg_sandbags invisible // Sandbags setstate barricade_mg_clip invisible // Sandbag Clip setstate barricade_mg invisible // Barricade MG } } // ================================================ // ============ BARRICADE SETUP END =============== // ================================================ // ================================================ // ============= FORWARD SPAWN (5) ================ // ================================================ forwardflag { spawn { accum 0 set 0 // Who has the flag: 0-Axis, 1-Allied } trigger axis_capture // Flag has been touched by an Axis player { accum 0 abort_if_equal 0 // do Axis own flag? accum 0 set 0 // Axis own the flag wm_announce "^1Axis reclaim the Forward Hut!" wm_objective_status 5 0 1 wm_objective_status 5 1 2 globalaccum 3 set 0 // VO enable for bridge // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_dont_let_capture_forward_hut" wm_teamvoiceannounce 0 "axis_forward_hut_reclaimed" wm_addteamvoiceannounce 1 "allies_capture_forward_hut" wm_teamvoiceannounce 1 "allies_they_reclaimed_forward_hut" // *---------------------------------------------------------------------------------* alertentity forward_wobj alertentity forwardspawns } trigger allied_capture // Flag has been touched by an allied player { accum 0 abort_if_equal 1 // do Allies own flag? accum 0 set 1 // Allied own the flag wm_announce "^1Allies capture the Forward Hut!" globalaccum 3 set 0 // VO kill for bridge // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_they_captured_forward_hut" wm_removeteamvoiceannounce 0 "axis_dont_let_capture_forward_hut" wm_teamvoiceannounce 1 "allies_captured_forward_hut" wm_removeteamvoiceannounce 1 "allies_capture_forward_hut" // *---------------------------------------------------------------------------------* wm_objective_status 5 0 2 wm_objective_status 5 1 1 alertentity forwardspawns alertentity forward_wobj } trigger check_obj { accum 0 abort_if_equal 1 // Do Allied own the flag? wm_objective_status 5 0 2 wm_objective_status 5 1 1 } trigger kill { trigger forwardflag force_allied remove } trigger force_allied { accum 0 abort_if_equal 1 // Do Allied own the flag? // spawns: // Allied Base // Forward Hut // Castle setautospawn "Forward Spawn" 1 setautospawn "Castle" 0 alertentity forward_wobj alertentity forwardspawns } } // ================================================ // ============= FORWARD SPAWN END ================ // ================================================ // ================================================ // ================ BRIDGE (1) ==================== // ================================================ bridgescript { spawn { wait 200 constructible_class 3 trigger self startup setstate bridge_dest invisible } built final { alertentity bridge_flag setstate bridge_materials invisible setstate bridge_dest invisible wm_announce "^1Allied team has built the Bridge!" wm_objective_status 1 0 2 wm_objective_status 1 1 1 globalaccum 3 abort_if_not_equals 0 // if forward hut is secured, don't announce stuff // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "axis_dont_let_them_build_bridge" wm_addteamvoiceannounce 0 "axis_destroy_bridge" wm_addteamvoiceannounce 0 "axis_dont_let_capture_forward_hut" wm_addteamvoiceannounce 0 "axis_defend_barricade" wm_teamvoiceannounce 0 "axis_destroy_bridge" wm_teamvoiceannounce 0 "axis_dont_let_capture_forward_hut" wm_teamvoiceannounce 0 "axis_defend_barricade" wm_removeteamvoiceannounce 1 "allies_construct_bridge" wm_addteamvoiceannounce 1 "allies_capture_forward_hut" wm_addteamvoiceannounce 1 "allies_destroy_barricade" wm_teamvoiceannounce 1 "allies_bridge_constructed" wm_teamvoiceannounce 1 "allies_capture_forward_hut" wm_teamvoiceannounce 1 "allies_destroy_barricade" // *---------------------------------------------------------------------------------* } decayed final { trigger self startup } death { trigger self startup setstate bridge_dest default wm_announce "^1Axis team has destroyed the Bridge!" wm_objective_status 1 0 1 wm_objective_status 1 1 2 globalaccum 3 abort_if_not_equals 0 // if forward hut is secured, don't announce stuff // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "axis_destroy_bridge" wm_removeteamvoiceannounce 0 "axis_defend_barricade" wm_removeteamvoiceannounce 0 "axis_dont_let_capture_forward_hut" wm_addteamvoiceannounce 0 "axis_dont_let_them_build_bridge" wm_teamvoiceannounce 0 "axis_bridge_damaged" wm_removeteamvoiceannounce 1 "allies_capture_forward_hut" wm_removeteamvoiceannounce 1 "allies_destroy_barricade" wm_addteamvoiceannounce 1 "allies_construct_bridge" wm_teamvoiceannounce 1 "allies_bridge_damaged" // *---------------------------------------------------------------------------------* } trigger startup { setstate bridge_materials default alertentity bridge_flag } } // ================================================ // ================ BRIDGE END ==================== // ================================================ // ================================================ // ============== GRATE DOOR (4) ================== // ================================================ gratedoor_frame { spawn { wait 200 constructible_class 3 setstate gratedoor_materials invisible } buildstart final { setstate gratedoor underconstruction } built final { wm_objective_status 4 0 1 wm_objective_status 4 1 2 setstate gratedoorkiller default wait 100 setstate gratedoorkiller invisible setstate gratedoor_materials invisible alertentity gratedoor_flag setstate gratedoor default wm_announce "^1Axis team has rebuilt the Grate Door!" } decayed final { setstate gratedoor invisible } death { wm_objective_status 4 0 2 wm_objective_status 4 1 1 togglespeaker gratedoor_explosion setstate gratedoor invisible setstate gratedoor_materials default alertentity gratedoor_flag wm_announce "^1Allied team has breached the Grate Door!" } } // ================================================ // ================ CASTLE MG AX ================== // ================================================ axiscastlemg_const { spawn { wait 300 constructible_class 2 trigger self startup } buildstart final { repairmg42 axiscastlemg setstate axiscastlemg underconstruction } built final { setstate axiscastlemg_materials invisible alertentity castlemg_ax_flag setstate axiscastlemg default wm_announce "^1Axis team has built the Axis Castle MG!" } decayed final { trigger self startup } death { trigger self startup wm_announce "^1Allied team has destroyed the Axis Castle MG!" } trigger startup { setstate axiscastlemg_materials default alertentity castlemg_ax_flag setstate axiscastlemg invisible } } // ================================================ // ============== CASTLE MG AX END ================ // ================================================ // ================================================ // ================= BRIDGE MG ==================== // ================================================ bridgemg_const { spawn { wait 300 constructible_class 2 trigger self startup } buildstart final { repairmg42 bridgemg setstate bridgemg underconstruction setstate bridgemg_bags underconstruction } built final { setstate bridgemg_materials invisible alertentity bridgemg_flag setstate bridgemg default setstate bridgemg_bags default wm_announce "^1Allied team has built the Bridge MG!" } decayed final { trigger self startup } death { trigger self startup wm_announce "^1Axis team has destroyed the Bridge MG!" } trigger startup { setstate bridgemg_materials default alertentity bridgemg_flag setstate bridgemg invisible setstate bridgemg_bags invisible } } // ================================================ // =============== BRIDGE MG END ================== // ================================================ // ================================================ // =============== CASTLE MG AL =================== // ================================================ alliedcastlemg_const { spawn { wait 300 constructible_class 2 trigger self startup } buildstart final { repairmg42 alliedcastlemg setstate alliedcastlemg underconstruction setstate alliedcastlemg_bags underconstruction } built final { setstate alliedcastlemg_materials invisible alertentity castlemg_al_flag setstate alliedcastlemg default setstate alliedcastlemg_bags default wm_announce "^1Allied team has built the Castle MG!" } decayed final { trigger self startup } death { trigger self startup wm_announce "^1Axis team has destroyed the Castle MG!" } trigger startup { setstate alliedcastlemg_materials default alertentity castlemg_al_flag setstate alliedcastlemg invisible setstate alliedcastlemg_bags invisible } } // ================================================ // =============== CASTLE MG AL =================== // ================================================ // ================================================ // ======== NEUTRAL COMMAND POST (7) ============== // ========= WITH ALLIED SPAWNPOINT =============== // ================================================ // Spawn is working now \o/ -tre axis_cp_damaged { spawn { wait 200 accum 0 set 0 setstate axis_cp_damaged invisible setstate axis_cp_damaged_model invisible } trigger hide { setstate axis_cp_damaged invisible setstate axis_cp_damaged_model invisible } trigger show { accum 0 abort_if_equal 0 setstate axis_cp_damaged default setstate axis_cp_damaged_model default } trigger enable { accum 0 set 1 } trigger disable { accum 0 set 0 } } allied_cp_damaged { spawn { wait 200 accum 0 set 0 setstate allied_cp_damaged invisible setstate allied_cp_damaged_model invisible } trigger hide { setstate allied_cp_damaged invisible setstate allied_cp_damaged_model invisible } trigger show { accum 0 abort_if_equal 0 setstate allied_cp_damaged default setstate allied_cp_damaged_model default } trigger enable { accum 0 set 1 } trigger disable { accum 0 set 0 } } neutral_cp_closed { spawn { accum 0 set 0 } trigger hide { setstate neutral_cp_closed invisible setstate neutral_cp_closed_model invisible setstate neutral_cp_closed_clip invisible } trigger show { accum 0 abort_if_equal 1 setstate neutral_cp_closed default setstate neutral_cp_closed_model default setstate neutral_cp_closed_clip default } trigger disable { accum 0 set 1 } } allied_cp_built { spawn { wait 50 constructible_class 2 trigger allied_cp_built setup setstate cmdantforrest invisible //Antenne } 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_cp_built_model trans setstate cmdantforrest underconstruction //Antenne trigger axis_cp_damaged hide trigger allied_cp_damaged hide trigger neutral_cp_closed hide setstate neutral_cp_closed default } built final { trigger allied_cp_built_model show setstate cmdantforrest default //Antenne alertentity cmdantlight //Coronas trigger allied_cp_damaged enable trigger axis_cp_damaged disable setstate neutral_cp_closed invisible trigger neutral_cp_closed disable trigger allied_cp_built_model enable_allied_features trigger allies_cp_spawns_obj on enablespeaker allies_compost_sound } decayed final { trigger allied_cp_built_model hide trigger allied_cp_damaged show trigger axis_cp_damaged show trigger neutral_cp_closed show setstate cmdantforrest invisible //Antenne } death { trigger allied_cp_built_model hide setstate cmdantforrest invisible //Antenne alertentity cmdantlight //Coronas trigger allied_cp_damaged show trigger allied_cp_built_model disable_allied_features trigger allies_cp_spawns_obj off disablespeaker allies_compost_sound } } axis_cp_built { spawn { wait 50 constructible_class 2 wait 150 trigger axis_cp_built setup setstate cmdantforrest invisible //Antenne } 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_cp_built_model trans setstate cmdantforrest underconstruction //Antenne trigger axis_cp_damaged hide trigger allied_cp_damaged hide trigger neutral_cp_closed hide setstate neutral_cp_closed default } built final { trigger axis_cp_built_model show setstate cmdantforrest default //Antenne alertentity cmdantlight //Coronas trigger axis_cp_damaged enable trigger allied_cp_damaged enable setstate neutral_cp_closed invisible trigger neutral_cp_closed disable trigger axis_cp_built_model enable_axis_features enablespeaker axis_compost_sound } decayed final { trigger axis_cp_built_model hide trigger axis_cp_damaged show trigger allied_cp_damaged show trigger neutral_cp_closed show setstate cmdantforrest invisible //Antenne } death { trigger axis_cp_built_model hide setstate cmdantforrest invisible //Antenne alertentity cmdantlight //Coronas trigger axis_cp_damaged show trigger axis_cp_built_model disable_axis_features disablespeaker axis_compost_sound } } axis_cp_built_model { spawn { accum 1 set 0 wait 200 setstate axis_cp_built_model invisible } trigger show { setstate axis_cp_built_model default } trigger hide { setstate axis_cp_built_model invisible } trigger trans { setstate axis_cp_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 0 1 wm_objective_status 7 1 2 wm_announce "^1Axis Command Post constructed. Charge speed increased!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 1 "allies_they_constructed_commandpost" wm_teamvoiceannounce 0 "axis_commandpost_constructed" wm_removeteamvoiceannounce 0 "axis_construct_commandpost" // *---------------------------------------------------------------------------------* } 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 0 0 wm_objective_status 7 1 0 wm_announce "^1Allied team has damaged the Axis Command Post!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_construct_commandpost" wm_teamvoiceannounce 0 "axis_commandpost_damaged" wm_addteamvoiceannounce 1 "allies_construct_commandpost" wm_teamvoiceannounce 1 "allies_construct_commandpost" // *---------------------------------------------------------------------------------* } } allied_cp_built_model { spawn { accum 1 set 0 accum 2 set 0 wait 200 setstate allied_cp_built_model invisible } trigger show { setstate allied_cp_built_model default enablespeaker neutral_radio_sound } trigger hide { setstate allied_cp_built_model invisible disablespeaker neutral_radio_sound } trigger trans { setstate allied_cp_built_model underconstruction } trigger alliedcompostvo { accum 2 abort_if_equal 1 } trigger enable_allied_features { // allies built it accum 1 set 1 accum 2 set 1 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 0 2 wm_objective_status 7 1 1 wm_announce "^1Allied Command Post constructed. Charge speed increased! Forest Spawn active!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_they_constructed_commandpost" wm_teamvoiceannounce 1 "allies_commandpost_constructed" wm_removeteamvoiceannounce 1 "allies_construct_commandpost" // *---------------------------------------------------------------------------------* } trigger disable_allied_features { // allies lost it accum 2 set 0 wm_announce "^1Axis team has damaged 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 4 1 0 wm_objective_status 4 0 0 wm_objective_status 5 1 0 wm_objective_status 5 0 0 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_construct_commandpost" wm_teamvoiceannounce 0 "axis_construct_commandpost" wm_addteamvoiceannounce 1 "allies_construct_commandpost" wm_teamvoiceannounce 1 "allies_commandpost_damaged" // *---------------------------------------------------------------------------------* } } allies_cp_spawns_obj { spawn { wait 50 setstate allies_cp_spawns_obj invisible setstate allies_cp_spawns invisible } trigger on { setstate allies_cp_spawns_obj default setstate allies_cp_spawns default } trigger off { setstate allies_cp_spawns_obj invisible setstate allies_cp_spawns invisible } } allies_cp_spawns { spawn { wait 50 setstate allies_cp_spawns invisible } } // ================================================ // ========== NEUTRAL COMMAND POST ================ // ========= WITH ALLIED SPAWNPOINT =============== // =================== END ======================== // ================================================ // ================= BACKGATE ===================== // ================================================ backdoor_activator { trigger movedoor { trigger backdoor open } } backdoor_stopper { trigger stopcheck { trigger backdoor stopcheck } } backgate_dummy { spawn { wait 50 constructible_class 3 setstate backgate_dest invisible globalaccum 2 set 0 } death { globalaccum 2 set 1 setstate backgate_dummy invisible alertentity backgate_explosion // Boom^^fx togglespeaker backgate_explosion // Boom trigger backdoor putt trigger backgate_turnwheel stop trigger backgate_bigwheels stop setstate backgate_floor invisible setstate backgate_dest default wm_announce "^1Backgate destroyed!" } } backdoor { spawn { wait 50 accum 1 set 1 accum 3 set 0 accum 4 set 0 } trigger open { globalaccum 2 abort_if_equal 1 accum 3 set 0 accum 2 abort_if_equal 1 trigger backgate_turnwheel start trigger backgate_bigwheels start accum 1 trigger_if_equal 1 backdoor up1 accum 1 trigger_if_equal 2 backdoor up2 accum 1 trigger_if_equal 3 backdoor up3 accum 1 trigger_if_equal 4 backdoor up4 accum 1 trigger_if_equal 5 backdoor up5 accum 1 trigger_if_equal 6 backdoor up6 accum 1 trigger_if_equal 7 backdoor up7 accum 1 trigger_if_equal 8 backdoor up8 accum 1 trigger_if_equal 9 backdoor up9 accum 1 abort_if_less_than 10 trigger backgate_turnwheel stop trigger backgate_bigwheels stop stopsound } trigger up1 { accum 2 set 1 playsound sound/movers/doors/door6_open.wav volume 127 playsound sound/movers/doors/door6_loopo.wav looping volume 512 gotomarker backdoor_pos1 8 wait accum 1 inc 1 accum 2 set 0 } trigger up2 { accum 2 set 1 gotomarker backdoor_pos2 8 wait accum 1 inc 1 accum 2 set 0 } trigger up3 { accum 2 set 1 gotomarker backdoor_pos3 8 wait accum 1 inc 1 accum 2 set 0 } trigger up4 { accum 2 set 1 gotomarker backdoor_pos4 8 wait accum 1 inc 1 accum 2 set 0 } trigger up5 { accum 2 set 1 gotomarker backdoor_pos5 8 wait accum 1 inc 1 accum 2 set 0 } trigger up6 { accum 2 set 1 gotomarker backdoor_pos6 8 wait accum 1 inc 1 accum 2 set 0 } trigger up7 { accum 2 set 1 gotomarker backdoor_pos7 8 wait accum 1 inc 1 accum 2 set 0 } trigger up8 { accum 2 set 1 gotomarker backdoor_pos8 8 wait accum 1 inc 1 accum 2 set 0 } trigger up9 { accum 2 set 1 gotomarker backdoor_pos9 8 wait accum 1 inc 1 accum 2 set 0 } trigger down { globalaccum 2 abort_if_equal 1 accum 2 set 1 playsound sound/movers/doors/door6_loopc.wav looping volume 512 trigger backgate_turnwheel rev trigger backgate_bigwheels rev gotomarker backdoor_pos0 100 wait trigger backgate_turnwheel stop trigger backgate_bigwheels stop stopsound playsound sound/movers/doors/door6_endc.wav volume 256 accum 1 set 1 accum 2 set 0 } trigger stopcheck { globalaccum 2 abort_if_equal 1 accum 1 abort_if_equal 1 accum 3 inc 1 accum 3 abort_if_less_than 2 trigger backdoor down } trigger putt { // abortmove gotomarker backdoor_pos0 10000 wait setstate backdoor invisible } } backgate_turnwheel { trigger start { globalaccum 2 abort_if_equal 1 setrotation 0 0 -100 } trigger rev { globalaccum 2 abort_if_equal 1 setrotation 0 0 300 } trigger stop { stoprotation } } backgate_bigwheels { trigger start { globalaccum 2 abort_if_equal 1 setrotation 0 0 -10 } trigger rev { globalaccum 2 abort_if_equal 1 setrotation 0 0 100 } trigger stop { stoprotation } } // ================================================ // =============== BACKGATE END =================== // ================================================ // ================================================ // =============== ANTENNA (3) ==================== // ================================================ antenna { spawn { accum 1 set 0 } trigger axis { wm_announce "^1Axis have rearranged the Antenna!" wm_objective_status 3 0 1 wm_objective_status 3 1 2 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_antenna_rearranged" wm_teamvoiceannounce 1 "allies_they_rearranged_antenna" // *----------------------------------- vo ------------------------------------------* trigger game_manager disablealarm trigger antenna_arrow move2 trigger antenna_trigger_allies visible trigger antenna_trigger_axis invisible trigger tower_flag_axis on trigger tower_flag_allies off trigger game_manager stop_countdown playsound sound/movers/motors/motor_start_01.wav volume 256 wait 700 playsound sound/movers/motors/motor_loop_01.wav looping volume 512 faceangles 0 0 0 3000 stopsound playsound sound/movers/motors/motor_end_01.wav volume 256 globalaccum 1 trigger_if_equal 1 game_manager enableradioaxis globalaccum 1 trigger_if_equal 2 game_manager enableradionoise wait 1000 accum 2 set 0 globalaccum 1 inc -1 accum 1 set 0 resetscript } trigger allies { wm_announce "^1Allies have changed the Antenna orientation!" wm_objective_status 3 0 2 wm_objective_status 3 1 1 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_rearrange_antenna" wm_teamvoiceannounce 1 "allies_we_rotated_antenna" // *----------------------------------- vo ------------------------------------------* trigger game_manager enablealarm trigger antenna_arrow move1 trigger game_manager enableradionoise globalaccum 1 inc 1 trigger game_manager start_countdown trigger antenna_trigger_allies invisible trigger antenna_trigger_axis visible trigger tower_flag_axis off trigger tower_flag_allies on playsound sound/movers/motors/motor_start_01.wav volume 256 wait 700 playsound sound/movers/motors/motor_loop_01.wav looping volume 512 faceangles 0 -90 0 3000 stopsound playsound sound/movers/motors/motor_end_01.wav volume 256 wait 1000 accum 2 set 0 accum 1 set 1 resetscript } trigger move_allies { accum 1 abort_if_equal 1 accum 2 abort_if_equal 1 accum 2 set 1 trigger antenna allies } trigger move_axis { accum 1 abort_if_equal 0 accum 2 abort_if_equal 1 accum 2 set 1 trigger antenna axis } } antenna_activator_allies { trigger allies { trigger antenna move_allies } } antenna_activator_axis { trigger axis { trigger antenna move_axis } } antenna_arrow { spawn { faceangles 0 0 45 100 } trigger move1 { playsound sound/movers/switches/switch_01.wav faceangles 0 0 -45 400 } trigger move2 { playsound sound/movers/switches/switch_01.wav faceangles 0 0 45 400 } } antenna_trigger_axis { spawn { setstate antenna_trigger_axis invisible } trigger invisible { setstate antenna_trigger_axis invisible } trigger visible { setstate antenna_trigger_axis default } } antenna_trigger_allies { trigger invisible { setstate antenna_trigger_allies invisible } trigger visible { setstate antenna_trigger_allies default } } tower_flag_axis { spawn { setstate tower_flag_axis default startanimation 0 100 20 } trigger on { setstate tower_flag_axis default startanimation 0 100 20 } trigger off { setstate tower_flag_axis invisible } } tower_flag_allies { spawn { setstate tower_flag_allies invisible } trigger on { setstate tower_flag_allies default startanimation 0 100 20 } trigger off { setstate tower_flag_allies invisible } } // ================================================ // =============== ANTENNA END ==================== // ================================================ // ================================================ // ================ MODKIT (2) ==================== // ================================================ radioparts_castle_model { spawn { wait 200 setstate radioparts_castle_model invisible } } radiopartsmarker { spawn { setstate radiopartsmarker default } } radioparts { spawn { wait 350 setstate radioparts_castle_model invisible } trigger stolen { setstate radioparts_model invisible setstate radiopartsmarker invisible // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_modification_kit_taken" wm_teamvoiceannounce 1 "allies_modification_kit_taken" // *---------------------------------------------------------------------------------* } trigger returned { setstate radioparts_model default setstate radiopartsmarker default // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_modification_kit_returned" wm_teamvoiceannounce 1 "allies_modification_kit_returned" // *---------------------------------------------------------------------------------* } trigger dropped { // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_modification_kit_dropped" wm_teamvoiceannounce 1 "allies_modification_kit_dropped" // *---------------------------------------------------------------------------------* } trigger captured { // *----------------------------------- vo ------------------------------------------* wm_announce "^1Allies have manipulated the receiving frequency!" wm_teamvoiceannounce 0 "axis_they_modified_transmitter" wm_teamvoiceannounce 1 "allies_we_modified_transmitter" // *---------------------------------------------------------------------------------* wm_objective_status 2 0 2 wm_objective_status 2 1 1 globalaccum 1 inc 1 trigger game_manager enableradionoise trigger game_manager start_countdown setstate radioparts_castle_model default setstate radioparts_castle_trans invisible } } // ================================================ // ================ MODKIT END ==================== // ================================================ // ================================================ // =============== CAVE LADDER ==================== // ================================================ caveladdertrigger { trigger switch { trigger caveladder switch trigger caveladder_lb switch } } caveladder { spawn { accum 1 set 0 accum 2 set 0 } trigger up { accum 1 abort_if_equal 1 accum 1 set 1 wm_announce "^1Cave Ladder raised!^7" trigger caveladderswitch up playsound sound/movers/doors/door5_open.wav gotomarker caveladder_up 30 wait playsound sound/movers/doors/door5_endc.wav accum 2 set 0 accum 1 set 0 resetscript } trigger down { accum 1 abort_if_equal 1 accum 1 set 1 wm_announce "^1Cave Ladder lowered!^7" trigger caveladderswitch down playsound sound/movers/doors/door5_open.wav gotomarker caveladder_down 45 wait playsound sound/movers/doors/door5_endc.wav accum 2 set 1 accum 1 set 0 resetscript } trigger switch { accum 1 abort_if_equal 1 accum 2 trigger_if_equal 0 caveladder down accum 2 trigger_if_equal 1 caveladder up } } caveladder_lb { spawn { accum 1 set 0 accum 2 set 0 } trigger up { accum 1 abort_if_equal 1 accum 1 set 1 gotomarker caveladder_up 30 wait accum 2 set 0 accum 1 set 0 resetscript } trigger down { accum 1 abort_if_equal 1 accum 1 set 1 gotomarker caveladder_down 45 wait accum 2 set 1 accum 1 set 0 resetscript } trigger switch { accum 1 abort_if_equal 1 accum 2 trigger_if_equal 0 caveladder_lb down accum 2 trigger_if_equal 1 caveladder_lb up } } caveladderswitch { spawn { faceangles 0 0 45 300 } trigger up { faceangles 0 0 45 300 playsound sound/movers/switches/butn2.wav } trigger down { playsound sound/movers/switches/butn2.wav faceangles 0 0 -45 300 } } // ================================================ // ============= CAVE LADDER END ================== // ================================================ // END TRANSMITTER SCRIPT :D