// //Brush Scripting //Map: game_manager //Last edited by: LowLife // //last edit by peyote //fixed globalaccum bug(secret room), //added msg, so that bots have a trigger game_manager { spawn { wm_axis_respawntime 10 wm_allied_respawntime 20 wm_set_round_timelimit 25 wm_number_of_objectives 8 // Stopwatch mode defending team (0=Axis, 1=Allies) wm_set_defending_team 1 // If the round timer expires, the Axis have won, so set the current winning team // Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 1 accum 1 set 0 // generator blown accum 2 set 0 globalaccum 1 set 0 wait 50 setautospawn "Ancient Castle" 1 setautospawn "Village Ruins" 0 setstate digitsonwall invisible // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis-estank1" wm_addteamvoiceannounce 1 "ally-stoptank2" wm_teamvoiceannounce 0 "axis-estank1" wm_teamvoiceannounce 1 "ally-stoptank2" // *---------------------------------------------------------------------------------* 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_objective_status 8 0 0 wm_objective_status 8 1 0 setstate tele invisible setstate tele_pub invisible remapshader "ui/assets/3_cursor3" "textures/mlb_basic/cursor" remapshader "gfx/misc/binocsimple" "textures/mlb_basic/bino" remapshader "sprites/objective" "textures/mlb_daybreak/objective_ac" remapshaderflush } trigger acc { globalaccum 2 abort_if_not_equal 1 globalaccum 3 abort_if_not_equal 2 globalaccum 5 abort_if_not_equal 3 globalaccum 4 abort_if_not_equal 0 globalaccum 5 set 0 globalaccum 2 set 0 globalaccum 3 set 0 globalaccum 4 set 0 wm_announce "^1axs!" wait 1000 setstate tele default wait 100 setstate tele invisible } trigger pub_passed { globalaccum 4 abort_if_not_equal 10 wait 1000 setstate tele_pub default wait 1000 setstate tele_pub invisible } trigger victory { wm_announce "^3Axis has blown the rocket !!!!!!" // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "axis-counton1" wm_removeteamvoiceannounce 1 "ally-counton2" wm_removeteamvoiceannounce 1 "ally-prorocket3" wm_teamvoiceannounce 0 "outtake34" // *---------------------------------------------------------------------------------* wm_objective_status 8 0 1 wm_objective_status 8 1 2 wm_setwinner 0 wait 5000 wm_endround } trigger blow_rubble { wait 1500 alertentity rubble1 trigger rubble_rest show } trigger checkdyno { globalaccum 1 inc 1 globalaccum 1 abort_if_not_equal 5 wm_announce "^6The bomb is ready to be armed!!!!" setstate digitsonwall default // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "axis-xp2rock1" wm_addteamvoiceannounce 0 "axis-armbomb1" wm_addteamvoiceannounce 1 "ally-prorocket3" wm_teamvoiceannounce 0 "axis-armbomb1" wm_teamvoiceannounce 1 "ally-prorocket3" // *---------------------------------------------------------------------------------* trigger gate_trigger2 enable } trigger set_supply_hangar { wm_objective_status 3 0 1 wm_objective_status 3 1 2 accum 2 abort_if_not_equal 0 accum 2 set 1 wm_set_main_objective 4 0 wm_set_main_objective 4 1 alertentity ab3 alertentity ax3 wm_announce "^3Axis have built the supply hangar spawn location" // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "axis-confor16" wm_removeteamvoiceannounce 1 "ally-forward4" wm_teamvoiceannounce 1 "ally-fallback1" // *---------------------------------------------------------------------------------* accum 1 abort_if_not_equal 0 setautospawn "Supply Hangar" 0 } trigger blow_gen { accum 1 set 1 } } acc1 { activate { globalaccum 5 inc 1 trigger game_manager acc wait 10000 globalaccum 5 set 0 } } acc2 { activate { globalaccum 2 inc 1 trigger game_manager acc wait 10000 globalaccum 2 set 0 } } acc3 { activate { globalaccum 3 inc 1 trigger game_manager acc wait 10000 globalaccum 3 set 0 } } acc4 { activate { globalaccum 4 inc 1 trigger game_manager pub_passed wait 20000 globalaccum 4 set 0 } } //////////////////////////////////////////////////////////////////////////////// ctal { spawn { wait 200 accum 0 set 3 } activate { accum 0 inc 1 trigger self do } trigger down { accum 0 inc -1 trigger self do } trigger do { accum 0 trigger_if_equal 0 ctal do_1 accum 0 trigger_if_equal 1 ctal do_1 accum 0 trigger_if_equal 2 ctal do_2 accum 0 trigger_if_equal 3 ctal do_3 accum 0 trigger_if_equal 4 ctal do_4 accum 0 trigger_if_equal 5 ctal do_5 accum 0 trigger_if_equal 6 ctal do_5 } trigger do_1 { accum 0 set 1 setchargetimefactor 1 soldier 2 setchargetimefactor 1 lieutenant 2 setchargetimefactor 1 medic 2 setchargetimefactor 1 engineer 2 setchargetimefactor 1 covertops 2 setchargetimefactor 0 soldier 0.2 setchargetimefactor 0 lieutenant 0.2 setchargetimefactor 0 medic 0.2 setchargetimefactor 0 engineer 0.2 setchargetimefactor 0 covertops 0.2 wm_announce "^1Axis Chargetimebonus +2!" } trigger do_2 { setchargetimefactor 1 soldier 1.5 setchargetimefactor 1 lieutenant 1.5 setchargetimefactor 1 medic 1.5 setchargetimefactor 1 engineer 1.5 setchargetimefactor 1 covertops 1.5 setchargetimefactor 0 soldier 0.6 setchargetimefactor 0 lieutenant 0.6 setchargetimefactor 0 medic 0.6 setchargetimefactor 0 engineer 0.6 setchargetimefactor 0 covertops 0.6 wm_announce "^1Axis Chargetimebonus +1!" } trigger do_3 { setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 wm_announce "^1Standard Chargetime!" } trigger do_4 { setchargetimefactor 1 soldier 0.6 setchargetimefactor 1 lieutenant 0.6 setchargetimefactor 1 medic 0.6 setchargetimefactor 1 engineer 0.6 setchargetimefactor 1 covertops 0.6 setchargetimefactor 0 soldier 1.5 setchargetimefactor 0 lieutenant 1.5 setchargetimefactor 0 medic 1.5 setchargetimefactor 0 engineer 1.5 setchargetimefactor 0 covertops 1.5 wm_announce "^1Allied Chargetimebonus +1!" } trigger do_5 { accum 0 set 5 setchargetimefactor 1 soldier 0.2 setchargetimefactor 1 lieutenant 0.2 setchargetimefactor 1 medic 0.2 setchargetimefactor 1 engineer 0.2 setchargetimefactor 1 covertops 0.2 setchargetimefactor 0 soldier 2 setchargetimefactor 0 lieutenant 2 setchargetimefactor 0 medic 2 setchargetimefactor 0 engineer 2 setchargetimefactor 0 covertops 2 wm_announce "^1Allied Chargetimebonus +2!" } } ctax { activate { trigger ctal down } } //////////////////////////////////////////////////////////////////////////////// stal { spawn { wait 200 accum 0 set 3 } activate { accum 0 inc 1 trigger self do } trigger down { accum 0 inc -1 trigger self do } trigger do { accum 0 trigger_if_equal 0 stal do_1 accum 0 trigger_if_equal 1 stal do_1 accum 0 trigger_if_equal 2 stal do_2 accum 0 trigger_if_equal 3 stal do_3 accum 0 trigger_if_equal 4 stal do_4 accum 0 trigger_if_equal 5 stal do_5 accum 0 trigger_if_equal 6 stal do_5 } trigger do_1 { accum 0 set 1 wm_axis_respawntime 2 wm_allied_respawntime 30 wm_announce "^1Axis Spawntimebonus +2!" } trigger do_2 { wm_axis_respawntime 5 wm_allied_respawntime 25 wm_announce "^1Axis Spawntimebonus +1!" } trigger do_3 { wm_axis_respawntime 10 wm_allied_respawntime 20 wm_announce "^1Standard Spawntime!" } trigger do_4 { wm_axis_respawntime 15 wm_allied_respawntime 15 wm_announce "^1Allied Spawntimebonus +1!" } trigger do_5 { accum 0 set 5 wm_axis_respawntime 20 wm_allied_respawntime 10 wm_announce "^1Allied Spawntimebonus +2!" } } stax { activate { trigger stal down } } //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// net { spawn { wait 400 trigger net setup constructible_class 3 } trigger setup { setstate net_materials default setstate net_materials_clip default setstate net_flag default } buildstart final { setstate net_materials default setstate net_materials_clip default setstate net_flag default } built final { setstate net_materials invisible setstate net_materials_clip invisible setstate net_flag invisible trigger game_manager set_supply_hangar } decayed final { setstate net_materials default setstate net_materials_clip default setstate net_flag default } death { setstate net_materials default setstate net_materials_clip default setstate net_flag default // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis-confor16" wm_addteamvoiceannounce 1 "ally-forward4" wm_teamvoiceannounce 0 "axis-confor16" wm_teamvoiceannounce 1 "ally-forward4" // *---------------------------------------------------------------------------------* } } rockgate { spawn { wait 300 constructible_class 3 } death { wm_announce "Axis have breached the rocket base gate!!!!" alertentity ab5 alertentity as5 alertentity ax5 setautospawn "Rocket Base" 1 setautospawn "Rocket Base Entrance" 0 wm_axis_respawntime 10 wm_allied_respawntime 20 // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "axis-dynorgate2" wm_addteamvoiceannounce 0 "axis-scard1" wm_removeteamvoiceannounce 1 "ally-defrock3" wm_addteamvoiceannounce 1 "ally-procard2" wm_teamvoiceannounce 0 "axis-rgate2" wm_teamvoiceannounce 0 "axis-scard1" wm_teamvoiceannounce 1 "ally-rockd2" wm_teamvoiceannounce 1 "ally-procard2" // *---------------------------------------------------------------------------------* wm_objective_status 6 0 1 wm_objective_status 6 1 2 wm_set_main_objective 7 0 wm_set_main_objective 7 1 setstate abcd invisible } } gategen { spawn { wait 300 constructible_class 3 } death { wm_announce "Axis have blown the generator!!!!" alertentity abm alertentity asm alertentity axm setautospawn "Storage" 1 setautospawn "The Fortress" 0 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis-dynodam1" wm_addteamvoiceannounce 1 "ally-defgate4" wm_teamvoiceannounce 0 "battery_axis_generator_destroyed" wm_teamvoiceannounce 0 "axis-dynodam1" wm_teamvoiceannounce 1 "battery_allies_generator_destroyed" wm_teamvoiceannounce 1 "ally-defgate4" // *---------------------------------------------------------------------------------* wm_objective_status 4 0 1 wm_objective_status 4 1 2 wm_set_main_objective 5 0 wm_set_main_objective 5 1 trigger game_manager blow_gen wm_announce "^6Time Extended: ^3+5 min" wm_set_round_timelimit 40 alertentity gates } } castlewall { spawn { wait 300 constructible_class 3 } death { wm_announce "Axis have breached the ancient castle wall!!!!" } } boxdoor { spawn { wait 300 constructible_class 3 } death { wm_announce "Axis have blown the dam access gate!!!!" alertentity ab4 alertentity as4 alertentity ax4 alertentity ab setautospawn "Rocket Base Entrance" 1 setautospawn "Power Dam" 0 // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "axis-dynodam1" wm_addteamvoiceannounce 0 "axis-dynorgate2" wm_removeteamvoiceannounce 1 "ally-defgate4" wm_addteamvoiceannounce 1 "ally-defrock3" wm_teamvoiceannounce 0 "axis-dgate2" wm_teamvoiceannounce 0 "axis-dynorgate2" wm_teamvoiceannounce 1 "all-damd1" wm_teamvoiceannounce 1 "ally-defrock3" // *---------------------------------------------------------------------------------* wm_objective_status 5 0 1 wm_objective_status 5 1 2 wm_set_main_objective 6 0 wm_set_main_objective 6 1 } } goldbar_holder2 { spawn { wait 70 setstate goldbar_holder invisible setstate circuit1 default } death { wm_announce "^6The armory has been opened!!!!" remapshader "sprites/objective" "textures/mlb_daybreak/objective_dc" remapshaderflush // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "axis-toarm1" wm_removeteamvoiceannounce 0 "axis-scard1" wm_addteamvoiceannounce 0 "axis-xp2rock1" wm_removeteamvoiceannounce 1 "ally-procard2" wm_addteamvoiceannounce 1 "ally-prorocket3" wm_teamvoiceannounce 0 "axis-xp2rock1" wm_teamvoiceannounce 1 "ally-prorocket3" // *---------------------------------------------------------------------------------* setstate goldbar_holder default trigger porte_bunker_gauche open trigger porte_bunker_droite open setstate goldbar_holder2 invisible setstate circuit1 invisible } } gold2 { trigger stolen { wm_announce "^6Axis have stolen the keycard!!!" wm_objective_status 7 0 1 wm_objective_status 7 1 2 // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "axis-scard1" wm_addteamvoiceannounce 0 "axis-toarm1" wm_removeteamvoiceannounce 1 "ally-procard2" wm_teamvoiceannounce 0 "axis-toarm1" // *---------------------------------------------------------------------------------* } trigger returned { wm_announce "^6The keycard have been returned!!!!" // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "axis-toarm1" wm_addteamvoiceannounce 0 "axis-scard1" wm_addteamvoiceannounce 1 "ally-procard2" wm_teamvoiceannounce 0 "axis-scard1" wm_teamvoiceannounce 1 "ally-procard2" // *---------------------------------------------------------------------------------* wm_objective_status 7 0 0 wm_objective_status 7 1 0 } } goldbar_holder { spawn { wait 70 } death { trigger gold secured } } gold { spawn { wait 200 accum 0 set 0 // gold counter accum 1 set 0 // secured counter setstate placeholder default setstate goldbars_cm_marker default setstate dyno1 invisible setstate dyno2 invisible setstate dyno3 invisible setstate dyno4 invisible setstate dyno5 invisible } trigger stolen { accum 0 inc 1 accum 0 trigger_if_equal 1 gold stolen1 accum 0 trigger_if_equal 2 gold stolen2 accum 0 trigger_if_equal 3 gold stolen3 accum 0 trigger_if_equal 4 gold stolen4 accum 0 trigger_if_equal 5 gold stolen5 } trigger secured { accum 1 inc 1 accum 1 trigger_if_equal 1 gold secured1 accum 1 trigger_if_equal 2 gold secured2 accum 1 trigger_if_equal 3 gold secured3 accum 1 trigger_if_equal 4 gold secured4 accum 1 trigger_if_equal 5 gold secured5 } trigger returned { accum 0 inc -1 accum 0 trigger_if_equal 0 gold returned1 accum 0 trigger_if_equal 1 gold returned2 accum 0 trigger_if_equal 2 gold returned3 accum 0 trigger_if_equal 3 gold returned4 accum 0 trigger_if_equal 4 gold returned5 } trigger stolen1 { wm_announce "^6Axis have stolen the first explosive charge!!!!" } trigger stolen2 { wm_announce "^6Axis have stolen the second explosive charge!!!!" } trigger stolen3 { wm_announce "^6Axis have stolen the 3rd explosive charge!!!!" } trigger stolen4 { wm_announce "^6Axis have stolen the 4th explosive charge!!!!" } trigger stolen5 { wm_announce "^6Axis have stolen the 5th explosive charge!!!!" } trigger secured1 { wm_announce "^6The first explosive charge has been placed!!!!" setstate dyno1 default setstate idyno1 invisible trigger game_manager checkdyno } trigger secured2 { wm_announce "^6The second explosive charge has been placed!!!!" setstate dyno2 default setstate idyno2 invisible trigger game_manager checkdyno } trigger secured3 { wm_announce "^6The 3rd explosive charge has been placed!!!!" setstate dyno3 default setstate idyno3 invisible trigger game_manager checkdyno } trigger secured4 { wm_announce "^6The 4th explosive charge has been placed!!!!" setstate dyno4 default setstate idyno4 invisible trigger game_manager checkdyno } trigger secured5 { wm_announce "^6The last explosive charge has been placed!!!!" setstate dyno5 default setstate idyno5 invisible setstate goldbars_cm_marker invisible trigger game_manager checkdyno } trigger returned1 { wm_announce "^6The first explosive charge has been returned!!!!" } trigger returned2 { wm_announce "^6The second explosive charge has been returned!!!!" } trigger returned3 { wm_announce "^6The 3rd explosive charge has been returned!!!!" } trigger returned4 { wm_announce "^6The 4th explosive charge has been returned!!!!" } trigger returned5 { wm_announce "^6The 5th explosive charge has been returned!!!!" } trigger captured { } } rubble_rest { spawn { wait 50 setstate rubble_rest invisible } trigger show { setstate rubble_rest default wm_teamvoiceannounce 0 "axis-estank1" wm_teamvoiceannounce 1 "ally-stoptank2" } } barrier2 { spawn { wait 400 trigger barrier2 setup constructible_class 3 } trigger setup { setstate barrier2_materials default setstate barrier2_materials_clip default setstate barrier2_flag default //setstate barrier2_teeth invisible } buildstart final { setstate barrier2_materials default setstate barrier2_materials_clip default setstate barrier2_flag default //setstate barrier2_teeth underconstruction } built final { setstate barrier2_materials invisible setstate barrier2_materials_clip invisible setstate barrier2_flag invisible trigger tank disable_stage4 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "ally-tankbaron2" wm_teamvoiceannounce 1 "ally-tankbaron2" wm_removeteamvoiceannounce 1 "goldrush_axis_tankbar_construct" wm_removeteamvoiceannounce 1 "goldrush_axis_tankbars_construct" // *---------------------------------------------------------------------------------* wm_announce "The first Tank Barrier has been constructed." } decayed final { setstate barrier2_materials default setstate barrier2_materials_clip default setstate barrier2_flag default } death { setstate barrier2_materials default setstate barrier2_materials_clip default setstate barrier2_flag default //setstate barrier2_teeth invisible trigger tank enable_stage4 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "ally-tankbaroff2" wm_teamvoiceannounce 1 "ally-tankbaroff2" // *---------------------------------------------------------------------------------* wm_announce "The first Tank Barrier has been destroyed." } trigger remove { setstate barrier2_toi invisible setstate barrier2_materials invisible setstate barrier2_materials_clip invisible setstate barrier2_flag invisible remove } } barrier1 { spawn { wait 400 trigger barrier1 setup constructible_class 3 } trigger setup { setstate barrier1_materials default setstate barrier1_materials_clip default setstate barrier1_flag default //setstate barrier1_teeth invisible } buildstart final { setstate barrier1_materials default setstate barrier1_materials_clip default setstate barrier1_flag default //setstate barrier1_teeth underconstruction } built final { setstate barrier1_materials invisible setstate barrier1_materials_clip invisible setstate barrier1_flag invisible trigger tank disable_stage5 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "ally-tankbaron2" wm_teamvoiceannounce 1 "ally-tankbaron2" // *---------------------------------------------------------------------------------* wm_announce "The second Tank Barrier has been constructed." } decayed final { setstate barrier1_materials default setstate barrier1_materials_clip default setstate barrier1_flag default } death { setstate barrier1_materials default setstate barrier1_materials_clip default setstate barrier1_flag default //setstate barrier1_teeth invisible trigger tank enable_stage5 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "ally-tankbaroff2" wm_teamvoiceannounce 1 "ally-tankbaroff2" // *---------------------------------------------------------------------------------* wm_announce "The second Tank Barrier has been destroyed." } trigger remove { setstate barrier1_toi invisible setstate barrier1_materials invisible setstate barrier1_materials_clip invisible setstate barrier1_flag invisible remove } } ////////////////////////// TANK RELATED STUFF ///////////////////////////////// // ************************************************* // ***************** 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 } } tank { spawn { wait 400 followspline 0 spln1 50000 length 32 wait trigger tank sound_idle trigger tank tracks_stop } 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 } // =========================================================================================== // movement 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 accum 3 trigger_if_equal 31 tank run_31 accum 3 trigger_if_equal 32 tank run_32 accum 3 trigger_if_equal 33 tank run_33 accum 3 trigger_if_equal 34 tank run_34 accum 3 trigger_if_equal 35 tank run_35 accum 3 trigger_if_equal 36 tank run_36 accum 3 trigger_if_equal 37 tank run_37 accum 3 trigger_if_equal 38 tank run_38 accum 3 trigger_if_equal 39 tank run_39 accum 3 trigger_if_equal 40 tank run_40 accum 3 trigger_if_equal 41 tank run_41 accum 3 trigger_if_equal 42 tank run_42 accum 3 trigger_if_equal 43 tank run_43 accum 3 trigger_if_equal 44 tank run_44 accum 3 trigger_if_equal 45 tank run_45 accum 3 trigger_if_equal 46 tank run_46 accum 3 trigger_if_equal 47 tank run_47 accum 3 trigger_if_equal 48 tank run_48 accum 3 trigger_if_equal 49 tank run_49 accum 3 trigger_if_equal 50 tank run_50 accum 3 trigger_if_equal 51 tank run_51 accum 3 trigger_if_equal 52 tank run_52 accum 3 trigger_if_equal 53 tank run_53 accum 3 trigger_if_equal 54 tank run_54 accum 3 trigger_if_equal 55 tank run_55 accum 3 trigger_if_equal 56 tank run_56 accum 3 trigger_if_equal 57 tank run_57 accum 3 trigger_if_equal 58 tank run_58 accum 3 trigger_if_equal 59 tank run_59 accum 3 trigger_if_equal 60 tank run_60 accum 3 trigger_if_equal 61 tank run_61 accum 3 trigger_if_equal 62 tank run_62 accum 3 trigger_if_equal 63 tank run_63 accum 3 trigger_if_equal 64 tank run_64 accum 3 trigger_if_equal 65 tank run_65 accum 3 trigger_if_equal 66 tank run_66 accum 3 trigger_if_equal 67 tank run_67 accum 3 trigger_if_equal 68 tank run_68 } trigger run_0 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln2 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_1 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln3 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_2 { trigger self tracks_forward wm_objective_status 1 0 1 wm_objective_status 1 1 2 wm_set_main_objective 2 0 wm_set_main_objective 2 1 wm_announce "Axis have stolen the tank!!!" accum 1 bitset 2 followspline 0 spln4 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_3 { accum 1 bitset 2 followspline 0 spln5 75 wait length 32 accum 1 bitreset 2 trigger self tracks_forward trigger self run_continue } trigger run_4 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln6 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_5 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln7 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_6 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln8 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_7 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln9 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_8 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln10 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_9 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln11 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_10 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln12 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_11 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln13 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_12 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln14 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_13 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln15 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_14 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln16 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_15 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln17 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_16 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln18 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_17 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln19 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_18 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln20 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_19 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln21 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_20 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln22 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_21 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln23 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_22 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln24 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } /// FIRST TANK BARRIER SECTION trigger run_23 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln25 75 wait length 32 accum 1 bitreset 2 trigger tank stuck_check_barrier2_built_msg trigger self run_continue } trigger run_24 { trigger self tracks_forward wm_announce "the tank has passed the first barrier" trigger barrier2 remove wm_teamvoiceannounce 0 "goldrush_axis_tank_barrier1" wm_teamvoiceannounce 1 "goldrush_allies_tank_barrier1" alertentity ab1 alertentity as1 alertentity ax1 setautospawn "Ancient Castle" 0 setautospawn "Old Telephone Station" 1 accum 1 bitset 2 followspline 0 spln26 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } /// END OF FIRST TANK BARRIER SECTION trigger run_25 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln27 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_26 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln28 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_27 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln29 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_28 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln30 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_29 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln31 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_30 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln32 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_31 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln33 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_32 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln34 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_33 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln35 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_34 { trigger self tracks_forward trigger game_manager blow_rubble wm_announce "the tank has reached the ancient castle" wm_announce "^6Time Extended: ^3+5 min" wm_set_round_timelimit 30 accum 1 bitset 2 followspline 0 spln36 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_35 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln37 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_36 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln38 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_37 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln39 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_38 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln40 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_39 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln41 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_40 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln42 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_41 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln43 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_42 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln44 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_43 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln45 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_44 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln46 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_45 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln47 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_46 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln48 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_47 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln49 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_48 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln50 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_49 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln51 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_50 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln52 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_51 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln53 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } // Second tank barrier (Sven gave me that idea :) thx Sven) trigger run_52 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln54 75 wait length 32 accum 1 bitreset 2 trigger tank stuck_check_barrier1_built_msg trigger self run_continue } trigger run_53 { trigger self tracks_forward wm_announce "the tank has passed the second barrier" trigger barrier1 remove wm_teamvoiceannounce 0 "goldrush_axis_tank_barrier2" wm_teamvoiceannounce 1 "goldrush_allies_tank_barrier2" accum 1 bitset 2 followspline 0 spln55 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_54 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln56 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } // end of 2nd barrier stuff trigger run_55 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln57 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_56 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln58 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_57 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln59 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_58 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln60 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_59 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln61 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_60 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln62 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_61 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln63 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_62 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln64 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_63 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln65 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_64 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln66 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_65 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln67 75 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_66 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln68 75 wait length 32 accum 1 bitreset 2 wm_announce "^6Warning: ^3Enemy Tank approching the base entrance gates" trigger self run_continue } trigger run_67 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln69 75 wait length 32 accum 1 bitreset 2 trigger self script_lockout trigger self tracks_stop trigger tank_sound stop startanimation 45 10 15 nolerp norandom wait 666 startanimation 0 1 15 nolerp norandom wait 900 trigger tank_turret turn accum 3 inc 1 } trigger script_lockout { accum 5 inc 1 } trigger script_lockout_stop { accum 5 inc -1 } // =========================================================================================== // =========================================================================================== // enable/disable 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 1 "axis_hq_tank_stop" wm_teamvoiceannounce 1 "axis_hq_tank_repaired_allies" wm_teamvoiceannounce 0 "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 1 "axis_hq_tank_damaged" wm_teamvoiceannounce 0 "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_stage2 { accum 1 bitreset 0 } trigger disable_stage2 { accum 1 bitset 0 } trigger enable_stage4 { accum 1 bitreset 1 } trigger disable_stage4 { accum 1 bitset 1 } trigger enable_stage5 { accum 1 bitreset 5 } trigger disable_stage5 { accum 1 bitset 5 } trigger stuck_check { accum 1 bitreset 3 trigger self stuck_check_barrier2_built trigger self stuck_check_barrier1_built trigger self stuck_check_scriptlockout trigger self stuck_check_finished } trigger stuck_check_finished { accum 3 abort_if_less_than 68 accum 1 bitset 3 } trigger stuck_check_scriptlockout { accum 5 abort_if_equal 0 accum 1 bitset 3 } trigger stuck_check_barrier2_built { accum 3 abort_if_not_equal 24 accum 1 abort_if_not_bitset 1 accum 1 bitset 3 } trigger stuck_check_barrier1_built { accum 3 abort_if_not_equal 53 accum 1 abort_if_not_bitset 5 accum 1 bitset 3 } trigger stuck_check_barrier2_built_msg { accum 1 abort_if_not_bitset 1 wm_teamvoiceannounce 0 "goldrush_allies_tankbar_destroy" } trigger stuck_check_barrier1_built_msg { accum 1 abort_if_not_bitset 5 wm_teamvoiceannounce 0 "goldrush_allies_tankbar_destroy" } // =========================================================================================== // stop check trigger stopcheck_setup { accum 1 bitset 6 // stop if we're stuck/no-one's pushing :) accum 1 abort_if_bitset 8 // no one in the trigger, 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 } // =========================================================================================== // =========================================================================================== // script lockouts trigger script_lockout { accum 5 inc 1 } trigger script_lockout_stop { accum 5 inc -1 } } 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 kill tank constructible_class 2 constructible_health 500 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 0 -30 3000 stopsound playsound sound/vehicles/tank/turret_end.wav wait 500 trigger tank startfire playsound sound/vehicles/tank/tank_fire.wav trigger tank_flash run } trigger blow_doors { trigger tank_flash invis wait 200 trigger tank stopfire trigger bank_door1 boom alertentity hurt_bankblast wait 200 alertentity hurt_bankblast wm_announce "^5The tank has destroyed base entrance gate!!!!!!" wait 500 // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "axis-estank1" wm_removeteamvoiceannounce 1 "ally-stoptank2" wm_addteamvoiceannounce 0 "axis-confor16" wm_addteamvoiceannounce 1 "ally-forward4" wm_teamvoiceannounce 0 "axis-confor16" wm_teamvoiceannounce 1 "ally-forward4" // *---------------------------------------------------------------------------------* wm_objective_status 2 0 1 wm_objective_status 2 1 2 wm_set_main_objective 3 0 wm_set_main_objective 3 1 wm_announce "^6Time Extended: ^3+5 min" wm_set_round_timelimit 35 alertentity ab2 alertentity as2 alertentity ax2 setautospawn "The Fortress" 1 setautospawn "Old Telephone Station" 0 wait 100 playsound sound/vehicles/tank/turret_spin.wav looping faceangles 0 -360 0 3000 stopsound playsound sound/vehicles/tank/turret_end.wav trigger tank sound_death wm_removeteamvoiceannounce 1 "axis_hq_tank_stop" 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 -360 0 50 wait 50 trigger tank_turret blow_doors } trigger invis { setstate tank_flash invisible } } 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 } } bank_door1 { spawn { wait 200 setstate bank_door1 default } trigger boom { alertentity bank_door1 setstate bankdoors_toi invisible setstate bankdoors_cm_marker invisible wait 2000 } } // ================================================ // ============ NEUTRAL COMMAND POST ============== // ================================================ allied_compost_built { spawn { wait 400 trigger allied_compost_built setup constructible_class 2 } trigger setup { setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 sethqstatus 1 0 } buildstart final { setstate allied_compost_built_model underconstruction setstate neutral_compost_closed_clip invisible setstate neutral_compost_closed_model invisible } built final { setstate allied_compost_built_model default setstate neutral_compost_closed_clip invisible setstate neutral_compost_closed_model invisible trigger allied_compost_built_model enable_allied_features enablespeaker allies_compost_sound } decayed final { setstate allied_compost_built_model invisible setstate neutral_compost_closed_clip default setstate neutral_compost_closed_model default } death { setstate allied_compost_built_model invisible setstate neutral_compost_closed_clip default setstate neutral_compost_closed_model default trigger allied_compost_built_model disable_allied_features disablespeaker allies_compost_sound } } allied_compost_built_model { spawn { wait 400 setstate allied_compost_built_model invisible } trigger enable_allied_features { setchargetimefactor 1 soldier 0.75 setchargetimefactor 1 lieutenant 0.75 setchargetimefactor 1 medic 0.75 setchargetimefactor 1 engineer 0.75 setchargetimefactor 1 covertops 0.75 sethqstatus 1 1 wm_announce "Allied Command Post constructed. Charge speed increased!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies" wm_teamvoiceannounce 1 "allies_hq_compost_constructed" wm_removeteamvoiceannounce 1 "allies_hq_compost_construct" // *---------------------------------------------------------------------------------* wm_objective_status 2 0 2 wm_objective_status 2 1 1 } trigger disable_allied_features { setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 sethqstatus 1 0 wm_announce "Axis team has destroyed the Allied Command Post!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 1 "allies_hq_compost_damaged" // *---------------------------------------------------------------------------------* wm_objective_status 2 0 0 wm_objective_status 2 1 0 } } axis_compost_built { spawn { wait 400 trigger axis_compost_built setup constructible_class 2 } trigger setup { setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 sethqstatus 0 0 } buildstart final { setstate axis_compost_built_model underconstruction setstate neutral_compost_closed_clip invisible setstate neutral_compost_closed_model invisible } built final { setstate axis_compost_built_model default setstate neutral_compost_closed_clip invisible setstate neutral_compost_closed_model invisible trigger axis_compost_built_model enable_axis_features enablespeaker axis_compost_sound } decayed final { setstate axis_compost_built_model invisible setstate neutral_compost_closed_clip default setstate neutral_compost_closed_model default } death { setstate axis_compost_built_model invisible setstate neutral_compost_closed_clip default setstate neutral_compost_closed_model default trigger axis_compost_built_model disable_axis_features disablespeaker axis_compost_sound } } axis_compost_built_model { spawn { wait 400 setstate axis_compost_built_model invisible } trigger enable_axis_features { setchargetimefactor 0 soldier 0.75 setchargetimefactor 0 lieutenant 0.75 setchargetimefactor 0 medic 0.75 setchargetimefactor 0 engineer 0.75 setchargetimefactor 0 covertops 0.75 sethqstatus 0 1 wm_announce "Axis Command Post constructed. Charge speed increased!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_compost_constructed" wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis" wm_removeteamvoiceannounce 0 "axis_hq_compost_construct" // *---------------------------------------------------------------------------------* wm_objective_status 3 0 1 wm_objective_status 3 1 2 } trigger disable_axis_features { setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 sethqstatus 0 0 wm_announce "Allied team has destroyed the Axis Command Post!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 0 "axis_hq_compost_damaged" wm_teamvoiceannounce 1 "allies_hq_compost_construct" // *---------------------------------------------------------------------------------* wm_objective_status 3 0 0 wm_objective_status 3 1 0 } } //----------------------- //----------------------- //---- Portes de Bob ---- //----------------------- //----------------------- //************************ //*** Porte générateur *** //************************ frontdoor_trigger1 { spawn { accum 5 set 1 // Initial state is down wait 500 // Wait for everything to settle trigger frontdoor_trigger1 main // Open front door of complex initially } trigger main { trigger frontdoor_trigger1 up trigger frontdoor_trigger1 down } trigger up { accum 5 abort_if_not_equal 1 // Ready to run up routine == 1 resetscript // return to trigger that called it trigger frontdoor_lever1 up accum 5 set 0 // Setup accum for up routine } trigger down { accum 5 abort_if_not_equal 0 // Ready to run down routine == 0 resetscript // return to trigger that called it trigger frontdoor_lever1 down accum 5 set 1 // Setup accum for up routine } } frontdoor_lever1 { spawn { } trigger down { gotomarker frontdoor_lever1_downpos 16 playsound sound/movers/switches/butn2.wav trigger frontdoor open } trigger up { gotomarker frontdoor_lever1_uppos 16 playsound sound/movers/switches/switch.wav trigger frontdoor close } } frontdoor_sound { trigger run { trigger frontdoor sound_run } } frontdoor { spawn { } trigger open { wait 500 playsound sound/movers/misc/big_gate1.wav volume 127 wait 350 trigger frontdoor_sound run gotomarker frontdoor_uppos 15 wait stopsound playsound sound/movers/misc/big_gate3.wav volume 127 } trigger close { wait 500 playsound sound/movers/misc/big_gate1.wav volume 127 wait 400 trigger frontdoor_sound run gotomarker frontdoor_downpos 15 wait stopsound playsound sound/movers/misc/big_gate3.wav volume 127 } trigger sound_run { playsound sound/movers/misc/big_gate2.wav looping volume 170 } } //******************** //*** Porte double *** //******************** portedouble_trigger1 { spawn { accum 5 set 1 // Initial state is down wait 500 // Wait for everything to settle trigger portedouble_trigger1 main // Open front door of complex initially } trigger main { trigger portedouble_trigger1 up trigger portedouble_trigger1 down } trigger up { accum 5 abort_if_not_equal 1 // Ready to run up routine == 1 resetscript // return to trigger that called it trigger portedouble_lever1 up trigger portedouble_trigger2 up accum 5 set 0 // Setup accum for up routine } trigger down { accum 5 abort_if_not_equal 0 // Ready to run down routine == 0 resetscript // return to trigger that called it trigger portedouble_lever1 down trigger portedouble_trigger2 down accum 5 set 1 // Setup accum for up routine } } portedouble_lever1 { spawn { } trigger down { gotomarker portedouble_lever1_downpos 16 playsound sound/movers/switches/butn2.wav trigger portedouble_gauche open trigger portedouble_droite open } trigger up { gotomarker portedouble_lever1_uppos 16 playsound sound/movers/switches/switch.wav trigger portedouble_gauche close trigger portedouble_droite close } } portedouble_trigger2 { spawn { accum 5 set 1 // Initial state is down wait 500 // Wait for everything to settle trigger portedouble_trigger2 main // Open front door of complex initially } trigger main { trigger portedouble_trigger2 up trigger portedouble_trigger2 down } trigger up { accum 5 abort_if_not_equal 1 // Ready to run up routine == 1 resetscript // return to trigger that called it trigger portedouble_lever2 up trigger portedouble_trigger1 up accum 5 set 0 // Setup accum for up routine } trigger down { accum 5 abort_if_not_equal 0 // Ready to run down routine == 0 resetscript // return to trigger that called it trigger portedouble_lever2 down trigger portedouble_trigger1 down accum 5 set 1 // Setup accum for up routine } } portedouble_lever2 { spawn { } trigger down { gotomarker portedouble_lever2_downpos 16 playsound sound/movers/switches/butn2.wav trigger portedouble_gauche open trigger portedouble_droite open } trigger up { gotomarker portedouble_lever2_uppos 16 playsound sound/movers/switches/switch.wav trigger portedouble_gauche close trigger portedouble_droite close } } portedouble_sound { trigger run { trigger portedouble_gauche sound_run } } portedouble_gauche { spawn { } trigger open { wm_announce "The door to the rocket has been opened!" wait 500 playsound sound/movers/misc/big_gate1.wav volume 127 wait 350 trigger portedouble_sound run gotomarker portegauche_pc2 15 wait stopsound playsound sound/movers/misc/big_gate3.wav volume 127 } trigger close { wm_announce "The door to the rocket has been closed!" wait 500 playsound sound/movers/misc/big_gate1.wav volume 127 wait 400 trigger portedouble_sound run gotomarker portegauche_pc1 15 wait stopsound playsound sound/movers/misc/big_gate3.wav volume 127 } trigger sound_run { playsound sound/movers/misc/big_gate2.wav looping volume 170 } } portedouble_droite { spawn { } trigger open { wait 550 playsound sound/movers/misc/big_gate1.wav volume 127 wait 350 gotomarker portedroite_pc2 15 wait playsound sound/movers/misc/big_gate3.wav volume 127 } trigger close { wait 550 playsound sound/movers/misc/big_gate1.wav volume 127 wait 400 gotomarker portedroite_pc1 15 wait playsound sound/movers/misc/big_gate3.wav volume 127 } } //******************************* //*** Porte double Bunker Fin *** //******************************* porte_bunker_sound { trigger run { trigger porte_bunker_gauche sound_run } } porte_bunker_gauche { spawn { } trigger open { wait 500 playsound sound/movers/misc/big_gate1.wav volume 127 wait 350 trigger porte_bunker_sound run gotomarker porte_bunker_gauche_pc2 15 wait stopsound playsound sound/movers/misc/big_gate3.wav volume 127 } trigger sound_run { playsound sound/movers/misc/big_gate2.wav looping volume 170 } } porte_bunker_droite { spawn { } trigger open { wait 550 playsound sound/movers/misc/big_gate1.wav volume 127 wait 350 gotomarker porte_bunker_droite_pc2 15 wait playsound sound/movers/misc/big_gate3.wav volume 127 } } //------------------ //------------------ //------------------ // LEVER STUFF base_lever2 { spawn { } trigger down { gotomarker gate_lever2_downpos 16 playsound sound/movers/switches/butn2.wav } trigger up { gotomarker gate_lever2_uppos 16 playsound sound/movers/switches/butn2.wav } } gate_trigger2 { spawn { accum 5 set 1 // Initial state is down accum 1 set 0 //1 for test wait 500 // Wait for everything to settle } activate axis { accum 1 abort_if_not_equal 1 accum 5 abort_if_not_equal 1 accum 5 set 0 trigger base_lever2 up trigger sm_xx0 start } activate allies { accum 1 abort_if_not_equal 1 accum 5 abort_if_not_equal 0 accum 5 set 1 trigger base_lever2 down trigger sm_xx0 stop } trigger enable { accum 1 set 1 } } sm_xx0 { spawn { wait 200 accum 0 set 0 //enabled ? accum 1 set 1 //minutes accum 2 set 3 //tens of seconds accum 3 set 0 //ones of seconds accum 4 set 90 //total seconds accum 5 set 0 trigger sm_xx0 down_x0x trigger sm_xx0 down_0xx trigger sm_xx0 down_xx0 alertentity son_bombe setstate sm_timer invisible } trigger time_is_up { accum 0 set 0 trigger sm_xx0 sec00 trigger sm_x0x sec00 trigger sm_0xx min00 alertentity wall alertentity t10000359 setstate dyno2 invisible setstate dyno1 invisible setstate dyno3 invisible setstate dyno4 invisible setstate dyno5 invisible setstate detonator invisible wm_objective_status 3 0 1 wm_objective_status 3 1 2 wm_announce "^6The rocket has been blown to pieces !!!" wait 500 trigger game_manager victory trigger sm_xx0 end_display2 } trigger end_display2 { trigger sm_xx0 end1 trigger sm_x0x end1 trigger sm_c end0 trigger sm_0xx end1 wait 200 trigger sm_xx0 end2 trigger sm_x0x end2 trigger sm_c end2 trigger sm_0xx end2 wait 200 trigger self end_display2 } trigger stop { accum 0 set 0 wm_announce "^6Countdown interrupted" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis-armbomb1" wm_removeteamvoiceannounce 0 "axis-counton1" wm_removeteamvoiceannounce 1 "ally-counton2" wm_addteamvoiceannounce 1 "ally-prorocket3" wm_teamvoiceannounce 0 "axis-armbomb1" wm_teamvoiceannounce 1 "ally-countoff3" wm_teamvoiceannounce 1 "ally-prorocket3"§ // *---------------------------------------------------------------------------------* alertentity son_bombe } trigger start { accum 0 set 1 alertentity son_bombe wm_announce "^6Countdown activated" setstate sm_timer default wm_axis_respawntime 20 wm_allied_respawntime 20 // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "axis-armbomb1" wm_addteamvoiceannounce 0 "axis-counton1" wm_addteamvoiceannounce 1 "ally-counton2" wm_addteamvoiceannounce 1 "ally-prorocket3" wm_teamvoiceannounce 0 "axis-counton1" wm_teamvoiceannounce 1 "ally-counton2" wm_teamvoiceannounce 1 "ally-prorocket3" // *---------------------------------------------------------------------------------* trigger sm_xx0 down10trig } trigger down10trig { accum 4 trigger_if_equal 0 sm_xx0 time_is_up accum 0 abort_if_not_equal 1 accum 3 inc -1 accum 4 inc -1 trigger sm_xx0 down_xx0 wait 1000 trigger sm_xx0 down10trig } trigger down_xx0 { accum 3 trigger_if_equal 9 sm_xx0 sec09 accum 3 trigger_if_equal 8 sm_xx0 sec08 accum 3 trigger_if_equal 7 sm_xx0 sec07 accum 3 trigger_if_equal 6 sm_xx0 sec06 accum 3 trigger_if_equal 5 sm_xx0 sec05 accum 3 trigger_if_equal 4 sm_xx0 sec04 accum 3 trigger_if_equal 3 sm_xx0 sec03 accum 3 trigger_if_equal 2 sm_xx0 sec02 accum 3 trigger_if_equal 1 sm_xx0 sec01 accum 3 trigger_if_equal 0 sm_xx0 sec00 accum 3 trigger_if_equal 0 sm_xx0 down10reset accum 3 trigger_if_equal 9 sm_xx0 down10carry accum 4 trigger_if_equal 60 sm_xx0 run60 accum 4 trigger_if_equal 45 sm_xx0 run45 accum 4 trigger_if_equal 30 sm_xx0 run30 accum 4 trigger_if_equal 20 sm_xx0 run20 accum 4 trigger_if_equal 10 sm_xx0 run10 accum 4 trigger_if_equal 5 sm_xx0 run5 accum 4 trigger_if_equal 4 sm_xx0 run4 accum 4 trigger_if_equal 3 sm_xx0 run3 accum 4 trigger_if_equal 2 sm_xx0 run2 accum 4 trigger_if_equal 1 sm_xx0 run1 } trigger down10reset { accum 3 set 10 } trigger down10carry { accum 2 inc -1 trigger sm_xx0 down_x0x } trigger down_x0x { accum 2 trigger_if_equal 5 sm_x0x sec50 accum 2 trigger_if_equal 4 sm_x0x sec40 accum 2 trigger_if_equal 3 sm_x0x sec30 accum 2 trigger_if_equal 2 sm_x0x sec20 accum 2 trigger_if_equal 1 sm_x0x sec10 accum 2 trigger_if_equal 0 sm_x0x sec00 accum 2 trigger_if_equal 0 sm_xx0 down60reset accum 2 trigger_if_equal 5 sm_xx0 down60carry } trigger down60reset { accum 2 set 6 } trigger down60carry { accum 1 inc -1 trigger sm_xx0 down_0xx } trigger down_0xx { accum 1 trigger_if_equal 2 sm_0xx min02 accum 1 trigger_if_equal 1 sm_0xx min01 accum 1 trigger_if_equal 0 sm_0xx min00 } trigger sec00 { changemodel models/mlb_daybreak/mlb_num_0.md3 } trigger sec01 { changemodel models/mlb_daybreak/mlb_num_1.md3 } trigger sec02 { changemodel models/mlb_daybreak/mlb_num_2.md3 } trigger sec03 { changemodel models/mlb_daybreak/mlb_num_3.md3 } trigger sec04 { changemodel models/mlb_daybreak/mlb_num_4.md3 } trigger sec05 { changemodel models/mlb_daybreak/mlb_num_5.md3 } trigger sec06 { changemodel models/mlb_daybreak/mlb_num_6.md3 } trigger sec07 { changemodel models/mlb_daybreak/mlb_num_7.md3 } trigger sec08 { changemodel models/mlb_daybreak/mlb_num_8.md3 } trigger sec09 { changemodel models/mlb_daybreak/mlb_num_9.md3 } trigger end0 { changemodel models/mlb_daybreak/mlb_num_c.md3 } trigger end1 { changemodel models/mlb_daybreak/mlb_num_0.md3 } trigger end2 { changemodel models/mlb_daybreak/mlb_num_e.md3 } trigger run60 { wm_announce "^4...^160 ^3seconds ^3remaining^4..." } trigger run45 { wm_announce "^4...^145 ^3seconds ^3remaining^4..." } trigger run30 { wm_announce "^4...^130 ^3seconds ^3remaining^4..." } trigger run20 { wm_announce "^4...^120 ^3seconds ^3remaining^4..." } trigger run10 { wm_announce "^4...^110 ^3seconds ^3remaining^4..." } trigger run5 { wm_announce "^4...^15" } trigger run4 { wm_announce "^4...^14" } trigger run3 { wm_announce "^4...^13" } trigger run2 { wm_announce "^4...^12" } trigger run1 { wm_announce "^4...^11" } } sm_x0x { trigger sec00 { changemodel models/mlb_daybreak/mlb_num_0.md3 } trigger sec10 { changemodel models/mlb_daybreak/mlb_num_1.md3 } trigger sec20 { changemodel models/mlb_daybreak/mlb_num_2.md3 } trigger sec30 { changemodel models/mlb_daybreak/mlb_num_3.md3 } trigger sec40 { changemodel models/mlb_daybreak/mlb_num_4.md3 } trigger sec50 { changemodel models/mlb_daybreak/mlb_num_5.md3 } trigger end0 { changemodel models/mlb_daybreak/mlb_num_c.md3 } trigger end1 { changemodel models/mlb_daybreak/mlb_num_0.md3 } trigger end2 { changemodel models/mlb_daybreak/mlb_num_e.md3 } } sm_0xx { trigger min00 { changemodel models/mlb_daybreak/mlb_num_0.md3 } trigger min01 { changemodel models/mlb_daybreak/mlb_num_1.md3 } trigger min02 { changemodel models/mlb_daybreak/mlb_num_2.md3 } trigger end0 { changemodel models/mlb_daybreak/mlb_num_c.md3 } trigger end1 { changemodel models/mlb_daybreak/mlb_num_0.md3 } trigger end2 { changemodel models/mlb_daybreak/mlb_num_e.md3 } } sm_c { trigger end0 { changemodel models/mlb_daybreak/mlb_num_c.md3 } trigger end1 { changemodel models/mlb_daybreak/mlb_num_0.md3 } trigger end2 { changemodel models/mlb_daybreak/mlb_num_e.md3 } }