//dersaidin 24/1/07 remove wait before wm_endround game_manager { spawn { wm_axis_respawntime 30 wm_allied_respawntime 20 wm_set_round_timelimit 20 // Objectives // 1: Steal Tank // 2: Protect Tank // 3: Factory gates // 4: Blow safe // 5: Escape with documents // 6: Allied command post // 7: Axis command post // 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 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 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 // Winner on expiration of round timer (0=Axis, 1=Allies) wm_setwinner 0 //default spawn wait 150 setautospawn "Tank Depot" 0 setautospawn "Allied Spawn" 1 wait 350 //setchargetimefactor 0 soldier 0 //setchargetimefactor 0 medic 0 //setchargetimefactor 0 engineer 0 //setchargetimefactor 0 fieldops 0 //setchargetimefactor 0 covertops 0 //setchargetimefactor 1 soldier 0 //setchargetimefactor 1 medic 0 //setchargetimefactor 1 engineer 0 //setchargetimefactor 1 fieldops 0 //setchargetimefactor 1 covertops 0 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "goldrush_axis_tank_steal" wm_addteamvoiceannounce 1 "goldrush_allies_tank_steal" wm_teamvoiceannounce 0 "goldrush_axis_tank_steal" wm_teamvoiceannounce 1 "goldrush_allies_tank_steal" // *---------------------------------------------------------------------------------* } trigger allies_transmit { wm_announce "The Allies have transmitted the Supply Documents!" wm_setwinner 1 //wait 1500 wm_endround } } 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 rebirth { trigger tank sound_rebirth wait 1400 trigger tank sound_idle } } //******************************************************** // here are the original authors comments * // this outlines each accumulator that is used for the * // routine. * //******************************************************** // digibob: converting truck script from goldrush over... // ============================================================================ // accum 0, track state // accum 1 // - bit 0: barrier1 state ( 0 = not built, 1 = built ) // - bit 1: barrier2 state ( 0 = not built, 1 = built ) // - bit 2: spline status ( 0 = not moving, 1 = moving ) // - bit 3: stuck check flag ( 0 = not stuck, 1 = stuck ) // - bit 4: flag for message ( 0 = dont display, 1= display ) // - bit 5: blank ( ) // - bit 6: temp register (XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX) // - bit 7: death status ( 0 = alive, 1 = dead ) // - bit 8: player check ( 0 = players, 1 = no players ) // - bit 9: visible state ( 0 = alive, 1 = dead ) // accum 2, blank // accum 3, current movement loop position // accum 4, stop counter // accum 5, lockout ref counter // accum 6, blank // accum 7, blank // =========================================================================================== // spline points are spln2 -> spln78 // =========================================================================================== // track events: // - tracks_forward // - tracks_stop // - tracks_turn_left // - tracks_turn_right //******************************************************** // this is the routine for the "tank" items * // it corresponds to the scriptmover and origin brushes * // that clip the tank model * //******************************************************** tank { spawn { wait 400 //******************************************************** // put the tank at spln1 and orientate it * //******************************************************** followspline 0 spln20 50000 length 32 wait //******************************************************** // make some sound * //******************************************************** trigger tank sound_idle //******************************************************** // stop the tracks from moving * //******************************************************** trigger tank tracks_stop } //******************************************************** // here are the actual commands for making the sounds * // and you saw the triggers above in the script that * // call these. * //******************************************************** 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 } //******************************************************** // these routines change the shaders for the tracks to * // make them look like they are moving * //******************************************************** trigger tracks_forward { accum 0 abort_if_equal 1 accum 0 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 0 abort_if_equal 0 accum 0 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 0 abort_if_equal 2 accum 0 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 0 abort_if_equal 3 accum 0 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 } //******************************************************** // this routine is executed at every spline. * // it checks to see if the tank is damaged, blocked, and * // if not it continues to the next spline. * //******************************************************** trigger run_continue { accum 3 inc 1 trigger self deathcheck // is it damaged? trigger self stopcheck // is it blocked? trigger self move // make it move down the spline } //******************************************************** // see if the tank is somehow stuck * //******************************************************** trigger move_check { trigger self stuck_check accum 1 abort_if_bitset 3 trigger self dispatch } //******************************************************** // check for being stuck first then move the tank * //******************************************************** trigger move { trigger self move_check wait 500 trigger self move } //******************************************************** // here is where each spline is triggered * // accum 3 tracks what spline point we are at * //******************************************************** trigger dispatch { accum 3 trigger_if_equal 0 tank run_0 accum 3 trigger_if_equal 1 tank run_1 accum 3 trigger_if_equal 2 tank run_2 accum 3 trigger_if_equal 3 tank run_3 accum 3 trigger_if_equal 4 tank run_4 accum 3 trigger_if_equal 5 tank run_5 accum 3 trigger_if_equal 6 tank run_6 accum 3 trigger_if_equal 7 tank run_7 accum 3 trigger_if_equal 8 tank run_8 accum 3 trigger_if_equal 9 tank run_9 accum 3 trigger_if_equal 10 tank run_10 accum 3 trigger_if_equal 11 tank run_11 accum 3 trigger_if_equal 12 tank run_12 accum 3 trigger_if_equal 13 tank run_13 accum 3 trigger_if_equal 14 tank run_14 accum 3 trigger_if_equal 15 tank run_15 accum 3 trigger_if_equal 16 tank run_16 accum 3 trigger_if_equal 17 tank run_17 accum 3 trigger_if_equal 18 tank run_18 accum 3 trigger_if_equal 19 tank run_19 accum 3 trigger_if_equal 20 tank run_20 accum 3 trigger_if_equal 21 tank run_21 accum 3 trigger_if_equal 22 tank run_22 accum 3 trigger_if_equal 23 tank run_23 accum 3 trigger_if_equal 24 tank run_24 accum 3 trigger_if_equal 25 tank run_25 accum 3 trigger_if_equal 26 tank run_26 accum 3 trigger_if_equal 27 tank run_27 accum 3 trigger_if_equal 28 tank run_28 accum 3 trigger_if_equal 29 tank run_29 accum 3 trigger_if_equal 30 tank run_30 accum 3 trigger_if_equal 31 tank run_31 accum 3 trigger_if_equal 32 tank run_last } trigger run_0 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln21 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_1 { trigger self tracks_forward accum 1 bitset 2 wm_announce "Allies have stolen the tank" wm_teamvoiceannounce 1 "goldrush_allies_tank_stolen" wm_teamvoiceannounce 0 "goldrush_axis_tank_stolen" wm_removeteamvoiceannounce 1 "goldrush_allies_tank_steal" wm_removeteamvoiceannounce 0 "goldrush_axis_tank_steal" alertentity tankdepot_axis_spawns alertentity tankdepot_allied_spawns alertentity tankdepotblob // Tank Depot team_WOLF_objective setautospawn "Axis Spawn" 0 setautospawn "Tank Depot" 1 followspline 0 spln22 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_2 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln23 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_3 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln24 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_4 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln25 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_5 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln26 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_6 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln27 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_7 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln28 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_8 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln29 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_9 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln30 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_10 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln31 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_11 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln32 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_12 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln33 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_13 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln34 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_14 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln35 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_15 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln36 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_16 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln37 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_17 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln38 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_18 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln39 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_19 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln40 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_20 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln41 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_21 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln42 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_22 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln43 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_23 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln44 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_24 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln45 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_25 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln46 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_26 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln47 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_27 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln48 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_28 { trigger self script_lockout //trigger self tracks_stop //trigger tank_sound stop //wm_objective_status 2 0 2 //wm_objective_status 2 1 1 //startanimation 45 10 15 nolerp norandom //wait 500 //startanimation 0 1 15 nolerp norandom wait 900 trigger tank_turret turn trigger self run_continue } trigger run_29 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln49 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_30 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln50 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_31 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln51 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_last { trigger self tracks_forward trigger self script_lockout trigger self tracks_stop trigger tank_sound stop startanimation 45 10 15 nolerp norandom wait 500 startanimation 0 1 15 nolerp norandom wait 900 trigger tank_turret turn2 accum 3 inc 100 } trigger stuck_check { accum 1 bitreset 3 trigger self stuck_check_bridge_built trigger self stuck_check_scriptlockout trigger self stuck_check_finished } trigger stuck_check_finished { accum 3 abort_if_less_than 77 accum 1 bitset 3 } trigger stuck_check_scriptlockout { accum 5 abort_if_equal 0 accum 1 bitset 3 } trigger stuck_check_bridge_built { accum 3 abort_if_not_equal 23 accum 1 abort_if_bitset 0 accum 1 bitset 3 } trigger stopcheck_setup { accum 1 bitset 6 // stop if we're stuck accum 1 abort_if_bitset 8 // no one in the trigger around tank to make it move, abort trigger self stuck_check // call the stop check function accum 1 abort_if_bitset 3 // we're stuck so break out accum 1 bitreset 6 // we're free to move } trigger stopcheck { trigger self stopcheck_setup accum 1 abort_if_not_bitset 6 trigger self script_lockout // 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_lockout_stop resetscript } trigger script_lockout { accum 5 inc 1 } trigger script_lockout_stop { accum 5 inc -1 } trigger tank_enable { trigger self stuck_check accum 1 abort_if_bitset 3 // stuck check accum 4 set 0 // reset stop counter accum 1 bitreset 8 // reset stop check accum 1 abort_if_bitset 2 // already following spline accum 5 abort_if_not_equal 0 // are we not in a script lockout? accum 1 abort_if_bitset 7 // death check // Any just started moving stuff goes here trigger self script_lockout 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_lockout_stop trigger self move } trigger tank_disable { accum 4 inc 1 // up the stop counter accum 4 abort_if_less_than 4 accum 1 bitset 8 // set stop check trigger self deathcheck } // death / rebirth rebirth { accum 1 bitreset 9 // we're visibly alive accum 1 bitreset 7 // we're alive again trigger self script_lockout changemodel models/mapobjects/tanks_sd/jagdpanther_africa_tracks.md3 setstate tank_smoke invisible // *----------------------------------- 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 tank_sound rebirth wait 500 trigger self script_lockout_stop } death { accum 1 bitset 7 } trigger deathcheck { accum 1 abort_if_not_bitset 7 // are we dead? accum 1 abort_if_bitset 9 // are we not already visibly dead? accum 1 abort_if_bitset 2 // are we not following a spline? accum 5 abort_if_not_equal 0 // are we not in a script lockout? accum 1 bitset 9 // we're now visibly dead trigger self deathcheck_message accum 1 bitset 4 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_lockout trigger self tracks_stop startanimation 45 10 15 nolerp norandom wait 666 startanimation 0 1 15 nolerp norandom trigger self script_lockout_stop resetscript } trigger deathcheck_message { accum 1 abort_if_not_bitset 4 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" // *---------------------------------------------------------------------------------* } trigger startfire { startanimation 67 8 10 nolerp norandom noloop } trigger stopfire { startanimation 0 1 15 nolerp norandom } trigger enable_stage1 { accum 1 bitset 0 } trigger disable_stage1 { accum 1 bitreset 0 } trigger enable_stage2 { accum 1 bitreset 1 } trigger disable_stage2 { accum 1 bitset 1 } trigger enable_stage3 { accum 1 bitreset 5 } trigger disable_stage3 { accum 1 bitset 5 } } tank_trigger { spawn { wait 500 attachtotag tank_shell tag_turret trigger tank_trigger bot_goal_loop } trigger bot_goal_loop { wait 4000 // check every 4 seconds trigger tank bot_active_check trigger tank_trigger bot_goal_loop } } tank_build { spawn { wait 500 attachtotag tank_shell tag_turret } } tank_construct { spawn { wait 1000 // you can uncomment this line if you want a dead tank at // the start of the map. Just don't let anyone spawn too // close to it or the tank won't die and won't be fixable. kill tank // anything but a knife can damage this item constructible_class 2 constructible_health 1200 constructible_constructxpbonus 10 constructible_destructxpbonus 10 } built final { alertentity tank wm_announce "The Tank has been repaired!" } } tank_shell { spawn { wait 400 attachtotag tank tag_tank } } tank_turret { spawn { wait 500 attachtotag tank_shell tag_turret } trigger turn { wait 1000 //playsound sound/vehicles/tank/turret_spin.wav looping //faceangles 0 8 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 turn2 { wait 1500 playsound sound/vehicles/tank/turret_spin.wav looping faceangles 0 0 0 3000 stopsound playsound sound/vehicles/tank/turret_end.wav wait 500 trigger tank startfire playsound sound/vehicles/tank/tank_fire.wav trigger tank_turret blow_side } trigger blow_doors { setstate tank_flash invisible wait 200 trigger tank stopfire alertentity bank_door1 setstate doorframe invisible setstate doorframe_damaged default wm_announce "Allied team has destroyed the Main gate!" 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 } trigger blow_side { setstate tank_flash invisible wait 200 trigger tank stopfire trigger target_000 blow_up wm_announce "Allied team has destroyed the Side Wall!" //-------------------------------vo------------------------- wm_addteamvoiceannounce 1 "radar_allies_entrance2_destroyed" wm_teamvoiceannounce 0 "radar_axis_entrance2_destroyed" //---------------------------------------------------------- //wm_objective_status 3 0 2 //wm_objective_status 3 1 1 //wm_set_main_objective 4 0 //wm_set_main_objective 4 1 trigger tank script_lockout_stop } } tank_flash { spawn { setstate tank_flash invisible } trigger run { setstate tank_flash default attachtotag tank_turret tag_flash faceangles 0 90 0 50 wait 50 trigger tank_turret blow_doors } } tank_disabler { trigger run { trigger tank tank_disable } } tank_enabler { trigger run { trigger tank tank_enable } } tank_smoke { spawn { wait 300 attachtotag tank_shell tag_smoke setstate tank_smoke invisible } } //gate explosion doorframe { spawn { setstate doorframe_damaged invisible } } bank_door2_damaged { spawn { wait 200 setstate bank_door2_damaged invisible } trigger bankbackboom { alertentity bank_door2 setstate bank_door2_damaged default wait 2000 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 1 "radar_allies_entrance1_destroyed" wm_teamvoiceannounce 0 "radar_axis_entrance1_destroyed" wm_removeteamvoiceannounce 0 "axis_hq_tank_stop" // *---------------------------------------------------------------------------------* } } // these cause timed damage from the tank barrel to the bank explosion boomtrigger { trigger boom_all // this is called from the tank to trigger all hurts { trigger hurt_barrelblast1 boom trigger hurt_barrelblast2 boom trigger hurt_barrelblast3 boom trigger hurt_bankblast boom wait 450 setstate bankdoors_toi invisible setstate bankdoors_cm_marker invisible } } hurt_barrelblast1 { spawn { wait 200 setstate hurt_barrelblast1 invisible } trigger boom { setstate hurt_barrelblast1 default wait 100 remove } } hurt_barrelblast2 { spawn { wait 200 setstate hurt_barrelblast2 invisible } trigger boom { wait 165 setstate hurt_barrelblast2 default wait 100 remove } } hurt_barrelblast3 { spawn { wait 200 setstate hurt_barrelblast3 invisible } trigger boom { wait 325 setstate hurt_barrelblast3 default wait 100 remove } } hurt_bankblast { spawn { wait 200 setstate hurt_bankblast invisible setstate hurt_barrelblast2 invisible setstate hurt_barrelblast3 invisible } trigger boom { wait 400 setstate hurt_bankblast default wait 100 remove } } bridge { spawn { wait 400 trigger bridge setup // gotta use dyno to blow it up constructible_class 3 } trigger setup { setstate bridge_materials default setstate bridge_materials_clip default setstate bridge_flag default trigger tank disable_stage1 setstate bridge invisible } buildstart final { setstate bridge_materials default setstate bridge_materials_clip default setstate bridge_flag default setstate bridge underconstruction } built final { setstate bridge_materials invisible setstate bridge_materials_clip invisible setstate bridge_flag invisible setstate bridge default trigger tank enable_stage1 wm_announce "The Bridge has been constructed." // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_addteamvoiceannounce 1 "fueldump_allies_bridge_constructed" wm_teamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_teamvoiceannounce 1 "fueldump_allies_bridge_constructed" // *---------------------------------------------------------------------------------* } decayed final { setstate bridge_materials default setstate bridge_materials_clip default setstate bridge_flag default setstate bridge invisible } death { setstate bridge_materials default setstate bridge_materials_clip default setstate bridge_flag default setstate bridge invisible trigger tank disable_stage1 wm_announce "The Bridge has been destroyed." // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_bridge_destroyed" wm_addteamvoiceannounce 1 "fueldump_allies_bridge_destroyed" wm_teamvoiceannounce 0 "fueldump_axis_bridge_destroyed" wm_teamvoiceannounce 1 "fueldump_allies_bridge_destroyed" // *---------------------------------------------------------------------------------* } trigger remove { setstate bridge_toi invisible setstate bridge_materials invisible setstate bridge_materials_clip invisible setstate bridge_flag invisible setstate bridge invisible remove } } 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 } } target_000 { spawn { // Reset state bits //accum 0 bitset 0 // Mark as not blown up } pain { } // If you need to notify other parts of the script that the target has been removed, then do it here. death { } // Called when the entity should be destroyed trigger blow_up { // Check if we have already been blown up //accum 0 abort_if_not_bitset 0 // Abort if already blown up // Update state bits //accum 0 bitreset 0 // Mark as blown up // Blow up alertentity target_000 } } ///////////////////////////////////////////////// // Command post////////////////////////////////// ///////////////////////////////////////////////// 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 } }