// // Map: Marrakech Streets2 // BSP: et_mor2 // ailmanki - Mon Jul 2 2007 Fixed roof exploits game_manager { spawn { create { classname "func_fakebrush" origin "1088 -2036 704" contents 65536 // CONTENTS_PLAYERCLIP mins "-256 -76 -256" maxs "256 76 256" } create { classname "func_fakebrush" origin "704 -2080 754" contents 65536 // CONTENTS_PLAYERCLIP mins "-64 -32 -206" maxs "64 32 206" } create { classname "func_fakebrush" origin "-400 -1696 756" contents 65536 // CONTENTS_PLAYERCLIP mins "-622 -224 -184" maxs "622 224 204" } create { classname "func_fakebrush" origin "-1825 -1184 672" contents 65536 // CONTENTS_PLAYERCLIP mins "-161 -160 -288" maxs "161 160 288" } create { classname "func_fakebrush" origin "-1632 -1568 672" contents 65536 // CONTENTS_PLAYERCLIP mins "-32 -86 -288" maxs "32 86 288" } create { classname "func_fakebrush" origin "-1376 720 672" contents 65536 // CONTENTS_PLAYERCLIP mins "-32 -200 -288" maxs "32 200 288" } create { classname "func_fakebrush" origin "-1088 1056 704" contents 65536 // CONTENTS_PLAYERCLIP mins "-256 -160 -256" maxs "256 160 256" } create { classname "func_fakebrush" origin "2560 448 704" contents 65536 // CONTENTS_PLAYERCLIP mins "-512 -384 -256" maxs "512 384 256" } create { classname "func_fakebrush" origin "3136 -96 672" contents 65536 // CONTENTS_PLAYERCLIP mins "-64 -353 -288" maxs "64 353 288" } create { classname "func_fakebrush" origin "6908 248 892" contents 65536 // CONTENTS_PLAYERCLIP mins "-1028 -1048 -60" maxs "1028 1048 60" } remapshader "models/mapobjects/tanks_sd/jagdpanther_full" "textures/morocco/jagdpanther_fix" remapshaderflush wm_set_round_timelimit 30 wm_axis_respawntime 20 wm_allied_respawntime 20 wm_number_of_objectives 5 wm_set_defending_team 0 wm_setwinner 0 wait 100 setautospawn "Gate House" 0 // objectives wm_objective_status 1 0 0 // get tank over barrier wm_objective_status 1 1 0 wm_objective_status 2 0 0 // tank shoot gate wm_objective_status 2 1 0 wm_objective_status 3 0 0 // blow up the back door wm_objective_status 3 1 0 wm_objective_status 4 0 0 // get into lab wm_objective_status 4 1 0 wm_objective_status 5 0 0 // escape with documents wm_objective_status 5 1 0 } trigger stolen_case { wm_setwinner 1 wait 1500 wm_endround } } // =========================Tank stuff==================================================== 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 } } // accum 1 : // - bit 1, spline status // - bit 3, stuck check // - bit 5, tank end move // - bit 6, temp counter // - bit 7, death status // - bit 8, player check // - bit 9, visable state // accum 3 ; movement loop position // accum 4 ; stop counter // accum 5 ; lockout ref counter // accum 6 : dynamite on bridge? tank { spawn { wait 400 followspline 0 sp0 5000 length 32 wait trigger self sound_idle } 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 } 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 } trigger run_continue { accum 3 inc 1 trigger self deathcheck trigger self stopcheck trigger self move } trigger move_check { trigger self stuck_check accum 1 abort_if_bitset 3 trigger self dispatch } trigger move { trigger self move_check wait 500 trigger self move } 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 } trigger run_0 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp1 50 wait length 32 followspline 0 sp2 50 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_1 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp3 50 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_2 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp4 50 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_3 { trigger self tracks_turn_left accum 1 bitset 1 followspline 0 sp5 75 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_4 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp6 75 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_5 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp7 100 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_6 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp8 100 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_7 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp9 125 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_8 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp10 150 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_9 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp11 150 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_10 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp12 150 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_11 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp13 150 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_12 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp14 150 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_13 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp15 150 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_14 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp16 150 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_15 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp17 150 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_16 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp18 150 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_17 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp19 150 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_18 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp20 150 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_19 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp21 150 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_20 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp22 100 wait length 32 accum 1 bitreset 1 trigger self run_continue } // ====tank drives over bridge==== trigger run_21 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp23 75 wait length 32 trigger self tracks_turn_right followspline 0 sp24 50 wait length 32 trigger self tracks_forward followspline 0 sp25 50 wait length 32 followspline 0 sp26 50 wait length 32 followspline 0 sp27 100 wait length 32 followspline 0 sp29 150 wait length 32 accum 1 bitreset 1 wm_objective_status 1 0 2 wm_objective_status 1 1 1 trigger self run_continue } // ==== tank shoots church ==== trigger run_22 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp30 100 wait length 32 accum 1 bitreset 1 trigger self script_lockout trigger self tracks_stop trigger tank_sound stop accum 3 inc 1 trigger tank_turret shoot1 } trigger run_23 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp31 75 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_24 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp32 75 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_25 { trigger self tracks_turn_right accum 1 bitset 1 followspline 0 sp33 75 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_26 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp34 100 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_27 { trigger self tracks_turn_left accum 1 bitset 1 followspline 0 sp35 125 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_28 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp36 125 wait length 32 accum 1 bitreset 1 trigger self run_continue } trigger run_29 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp37 100 wait length 32 accum 1 bitreset 1 wm_announce "The Allied Tank is nearly at the town gate!!!" trigger self run_continue } // ==== tank stops and shoots gate ==== trigger run_30 { trigger self tracks_forward accum 1 bitset 1 followspline 0 sp38 75 wait length 32 accum 1 bitreset 1 trigger self script_lockout trigger self tracks_stop trigger tank_sound stop trigger tank_turret shoot2 accum 3 inc 1 } trigger stuck_check { accum 1 bitreset 3 trigger self stuck_check_bridge_built trigger self stuck_check_dyn trigger self stuck_check_scriptlockout trigger self stuck_check_finished } trigger stuck_check_finished { accum 3 abort_if_less_than 31 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 21 accum 1 abort_if_bitset 0 accum 1 bitset 3 } trigger stuck_check_bridge_dyn { accum 3 abort_if_not_equal 21 accum 6 set_to_dynamitecount bridge1 accum 6 abort_if_equal 0 accum 1 bitset 3 } trigger tank_bridge { accum 1 bitset 0 } trigger tank_bridge_dead { accum 1 bitreset 0 } trigger stopcheck_setup { accum 1 bitset 6 accum 1 abort_if_bitset 8 trigger self stuck_check accum 1 abort_if_bitset 3 accum 1 bitreset 6 } trigger stopcheck { trigger self stopcheck_setup accum 1 abort_if_not_bitset 6 trigger self script_lockout trigger tank_sound stop trigger self tracks_stop wait 500 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 accum 4 set 0 accum 1 bitreset 8 accum 1 abort_if_bitset 1 accum 5 abort_if_not_equal 0 accum 1 abort_if_bitset 7 trigger self script_lockout trigger tank_sound start wait 500 trigger self script_lockout_stop trigger self move } trigger tank_disable { accum 4 inc 1 accum 4 abort_if_less_than 2 accum 1 bitset 8 trigger self deathcheck } rebirth { accum 1 bitreset 9 accum 1 bitreset 7 trigger self script_lockout changemodel models/mapobjects/tanks_sd/jagdpanther_africa_tracks.md3 setstate tank_smoke invisible 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 accum 1 abort_if_bitset 9 accum 1 abort_if_bitset 1 accum 5 abort_if_not_equal 0 accum 1 bitset 9 changemodel models/mapobjects/tanks_sd/jagdpanther_africa_tracks2.md3 setstate tank_smoke default kill tank_construct trigger self sound_death trigger self tracks_stop resetscript } trigger startfire { startanimation 67 8 10 nolerp norandom noloop } trigger stopfire { startanimation 0 1 15 nolerp norandom } } tank_construct { spawn { wait 1000 kill tank constructible_class 2 constructible_health 1200 constructible_constructxpbonus 10 constructible_destructxpbonus 10 } built final { alertentity tank wm_announce "The Tank has been repaired!" } } tank_disabler { trigger run { trigger tank tank_disable } } tank_enabler { trigger run { trigger tank tank_enable } } tank_trigger { spawn { wait 500 attachtotag tank_shell tag_turret } } tank_build { spawn { wait 500 attachtotag tank_shell tag_turret } } tank_turret { spawn { wait 500 attachtotag tank_shell tag_turret } trigger shoot1 //kill church { wait 800 playsound sound/vehicles/tank/turret_spin.wav loop faceangles 350 5 0 2500 stopsound playsound sound/vehicles/tank/turret_stop.wav wait 500 trigger tank start_fire playsound sound/vehicles/tank/turret_stop.wav trigger churchblast_hurt boom trigger tank_flash shoot1 } trigger shoot2 //kill gate { wait 800 playsound sound/vehicles/tank/turret_spin.wav loop faceangles 355 5 0 2000 stopsound playsound sound/vehicles/tank/turret_stop.wav wait 500 trigger tank start_fire playsound sound/vehicles/tank/turret_stop.wav trigger gateblast_hurt boom trigger tank_flash shoot2 } trigger blast_church { setstate tank_flash invisible wait 20 trigger tank stop_fire alertentity church_tower trigger church_tower_after boom wait 100 playsound sounds/vehicles/tank/turret_spin.wav looping faceangles 0 0 0 2000 stopsound playsound sounds/vehicles/tank/turret_end.wav trigger tank script_lockout_stop } trigger blast_gate { setstate tank_flash invisible wait 20 trigger tank stop_fire alertentity gate2 trigger gate2_after boom alertentity gatehouse_axis alertentity gatehouse_allied alertentity gatehouse_wobj wm_axis_respawntime 15 setautospawn "North Market" 0 setautospawn "Gate House" 1 trigger axisteamdoor1 kill wm_announce "Allies have destroyed the Main town gate!!" wm_objective_status 2 0 2 wm_objective_status 2 1 1 wait 100 playsound sounds/vehicles/tank/turret_spin.wav looping faceangles 0 0 0 2000 stopsound playsound sounds/vehicles/tank/turret_end.wav trigger tank sound_death trigger tank script_lockout_stop } } tank_smoke { spawn { wait 300 attachtotag tank_shell tag_smoke setstate tank_smoke invisible } } tank_flash { spawn { setstate tank_flash invisible } trigger shoot1 // kill church { setstate tank_flash default attachtotag tank_turret tag_flash faceangles 350 5 0 50 wait 20 trigger tank_turret blast_church } trigger shoot2 // kill gate { setstate tank_flash default attachtotag tank_turret tag_flash faceangles 355 5 0 50 wait 20 trigger tank_turret blast_gate } } tank_shell { spawn { wait 400 attachtotag tank tag_tank } } // =================================End of Tank Stuff============================ // // // =================================tank blast stuff============================= churchblast_hurt { spawn { wait 200 setstate churchblast_hurt invisible } trigger boom { setstate churchblast_hurt default wait 100 remove } } church_tower_after { spawn { wait 100 setstate church_tower_after invisible } trigger boom { setstate church_tower_after default } } gateblast_hurt { spawn { wait 200 setstate gateblast_hurt invisible } trigger boom { setstate gateblast_hurt default wait 100 remove } } gate2_after { spawn { wait 100 setstate gate2_after invisible } trigger boom { setstate gate2_after default } } // ===================end of tank blast stuff===================================== mg1 { spawn { wait 200 constructible_class 2 trigger self startup } built final { setstate mg1_gun default setstate mg1_mat invisible wm_announce "Axis team have constructed the North market MG nest" } decayed final { trigger self startup } death { trigger self startup wm_announce "Allied team has destroyed the North market MG nest" } trigger startup { setstate mg1_gun invisible setstate mg1_mat default repairmg42 mg1_gun } } gate1 { spawn { wait 200 constructible_class 2 constructible_chargebarreq 1.2 trigger self startup } built final { setstate gate1_mat invisible wm_announce "Axis team have constructed the villa courtyard gate" } decayed final { trigger self startup } death { trigger self startup wm_announce "Allied team have destroyed the villa courtyard gate" } trigger startup { setstate gate1_mat default } } axis_compost1_built { spawn { wait 200 constructible_class 2 trigger self setup trigger self startup } buildstart final { setstate axis_compost1_closed invisible setstate axis_compost1_built_model underconstruction } built final { setstate axis_compost1_built_model default setstate axis_compost1_closed invisible setstate axis_compost1_closed_clip invisible wm_announce "Axis team have constructed a command post. Charge speed increased!" trigger self enable } decayed final { trigger self startup } death { trigger self startup trigger self setup wm_announce "Allied team have destroyed the Axis Commmand Post" } trigger startup { setstate axis_compost1_built_model invisible setstate axis_compost1_closed default setstate axis_compost1_closed_clip default } trigger setup { setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 } trigger enable { setchargetimefactor 0 soldier 0.7 setchargetimefactor 0 lieutenant 0.8 setchargetimefactor 0 medic 0.7 setchargetimefactor 0 engineer 0.7 setchargetimefactor 0 covertops 0.7 } } bridge1 { spawn { wait 200 constructible_class 3 trigger self startup } built final { setstate bridge1_mat invisible wm_announce "Allied team have constructed the Tank defences bridge" trigger tank tank_bridge } decayed final { trigger self startup } death { trigger self startup trigger tank tank_bridge_dead wm_announce "Axis team have destroyed the Tank defences bridge" } trigger startup { setstate bridge1_mat default } } allied_compost1_built { spawn { wait 200 constructible_class 2 trigger self setup trigger self startup } buildstart final { setstate allied_compost1_closed invisible setstate allied_compost1_built_model underconstruction } built final { setstate allied_compost1_built_model default setstate allied_compost1_closed invisible setstate allied_compost1_closed_clip invisible wm_announce "Allied team have constructed a command post. Charge speed increased!" trigger self enable } decayed final { trigger self startup } death { trigger self startup trigger self setup wm_announce "Axis team have destroyed the Allied Commmand Post" } trigger startup { setstate allied_compost1_built_model invisible setstate allied_compost1_closed default setstate allied_compost1_closed_clip default } trigger setup { setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 } trigger enable { setchargetimefactor 1 soldier 0.7 setchargetimefactor 1 lieutenant 0.8 setchargetimefactor 1 medic 0.7 setchargetimefactor 1 engineer 0.7 setchargetimefactor 1 covertops 0.7 } } axisteamdoor1 { trigger kill { remove } } truckcase1 { spawn { wait 50 setstate truckcase1 invisible } trigger visible { setstate truckcase1 default wm_announce "Allies have secured the Documents Case!" } trigger invisible { setstate truckcase1 invisible } } truckcase1_trans { trigger visible { setstate truckcase1_trans default } trigger invisible { setstate truckcase1_trans invisible } } truck_exitpoint { death { wm_objective_status 5 0 2 wm_objective_status 5 1 1 trigger game_manager stolen_case } } case1 { trigger captured { trigger truckcase1 visible trigger truckcase1_trans invisible } } mg2 { spawn { wait 200 constructible_class 2 trigger self startup } built final { setstate mg2_gun default setstate mg2_mat invisible wm_announce "Axis team have constructed the MG2 nest" } decayed final { trigger self startup } death { trigger self startup wm_announce "Allied team has destroyed the MG2 nest" } trigger startup { setstate mg2_gun invisible setstate mg2_mat default repairmg42 mg2_gun } } gate3_axis { spawn { wait 200 constructible_class 2 trigger self startup } built final { setstate gate3_mat invisible setstate gate3_axis_hurt default wm_announce "Axis team have constructed the Wire swing gate" } decayed final { trigger self startup } death { trigger self startup wm_announce "Allied team have destroyed the Wire swing gate" } trigger startup { setstate gate3_mat default setstate gate3_axis_hurt invisible } } gate3_allied { spawn { wait 200 constructible_class 2 trigger self startup } built final { setstate gate3_mat invisible setstate gate3_allied_hurt default wm_announce "Allied team have constructed the Wire swing gate" } decayed final { trigger self startup } death { trigger self startup wm_announce "Axis team have destroyed the Wire swing gate" } trigger startup { setstate gate3_mat default setstate gate3_allied_hurt invisible } } labdoor { spawn { wait 100 constructible_class 3 } death { trigger labdoor_after boom trigger axisteamdoor3 kill wm_objective_status 4 0 2 wm_objective_status 4 1 1 wm_announce "Allies have destroyed the Laboratory Entrance" } } labdoor_after { spawn { wait 100 setstate labdoor_after invisible } trigger boom { setstate labdoor_after default // ********** make the lab barricade materials visible trigger lab_barricade setup } } axisteamdoor3 { trigger kill { remove } } // ********************************************* // *********** New Lab Door Barricade ********** // ********************************************* lab_barricade { spawn { wait 400 // ******** make lab_barricade materials invisible until back door is blown setstate lab_barricade_materials invisible setstate lab_barricade_materials_clip invisible setstate lab_barricade_flag invisible setstate lab_barricade invisible setstate axisteamdoor6 invisible constructible_class 2 } trigger setup { setstate lab_barricade_materials default setstate lab_barricade_materials_clip default setstate lab_barricade_flag default setstate lab_barricade invisible setstate axisteamdoor6 invisible } buildstart final { setstate lab_barricade_materials default setstate lab_barricade_materials_clip default setstate lab_barricade_flag default setstate lab_barricade underconstruction setstate axisteamdoor6 underconstruction } built final { setstate lab_barricade_materials invisible setstate lab_barricade_materials_clip invisible setstate lab_barricade_flag invisible setstate lab_barricade default setstate axisteamdoor6 default wm_announce "Axis have built the Laboratory barricade" } decayed final { trigger self setup } death { trigger self setup wm_announce "Allies have destroyed the Laboratory barricade" } } // ********************************************* // *********** End of New Lab Door Barricade *** // ********************************************* fan1 { spawn { wait 100 setrotation 0 50 0 } } fan2 { spawn { wait 100 setrotation 0 75 0 } } // ********************************************* // *********** New backdoor objective ********** // ********************************************* backdoor { spawn { wait 100 constructible_class 3 } death { trigger backdoor_after blast trigger axisteamdoor5 kill wm_objective_status 3 0 2 wm_objective_status 3 1 1 } } backdoor_after { spawn { wait 100 setstate backdoor_after invisible // ******** set a barrier around the barricade materials until they become visible setstate materials_barrier default } trigger blast { setstate backdoor_after default wm_announce "Allies have destroyed the back door" // ******** remove the barrier around the barricade materials setstate materials_barrier invisible // ******** make the barricade materials visible after back door is blown trigger barricade setup } } axisteamdoor5 { trigger kill { remove } } // ********************************************* // *********** end of New backdoor objective *** // ********************************************* // ********************************************* // *********** new back door barricade ********* // ********************************************* barricade { spawn { wait 100 // ******** make barricade materials invisible until back door is blown setstate barricade_materials invisible setstate barricade_materials_clip invisible setstate barricade_flag invisible setstate barricade invisible constructible_class 2 } trigger setup { setstate barricade_materials default setstate barricade_materials_clip default setstate barricade_flag default setstate barricade invisible } buildstart final { setstate barricade_materials default setstate barricade_materials_clip default setstate barricade_flag default setstate barricade underconstruction } built final { setstate barricade_materials invisible setstate barricade_materials_clip invisible setstate barricade_flag invisible setstate barricade default wm_announce "Axis have built the backdoor barricade" } decayed final { trigger self setup } death { trigger self setup wm_announce "Allies have destroyed the backdoor barricade" } } // ********************************************* // *********** end of new back door barricade ** // *********************************************