//2012, mars 5, peyote, modified to script to use 'remove' instead of 'delete' //2010 february 3, peyote, modifed final objective, instead of the 'Bunker Doors', its the gun outside. //add spawns near the cp. game_manager { spawn { //add first destroyable to first gun create { scriptName "maingun" classname "func_explosive" targetname "maingun" origin "-1024 -888 920" mins "-64 -64 -128" maxs "64 64 128" //spawnflags 1 // AXIS_OBJECTIVE(1) //eflags 65536 // EF_FAKEBMODEL contents "1073741824" //trigger happy svflags 1 // SVF_NOCLIENT } create { scriptName "maingun_obj" classname "trigger_objective_info" targetname "maingun_obj" target "maingun" origin "-1024 -888 920" mins "-128 -128 -128" maxs "128 128 128" spawnflags 17 // ALLIED OBJ customimage "gfx/limbo/cm_oasis_pakgun" track "the South Gun" shortname "South Gun" } //add some smoke //create //{ // scriptName "main_smoke" // classname "target_smoke" // targetname "main_smoke" // origin "-1031 -888 920" // spawnflags 9 //black +gravity // wait 50 // time 400 // delay 100 // start_size 50 // end_size 100 //} create { scriptName "main_smoke" classname "target_smoke" targetname "main_smoke" origin "-1031 -888 920" spawnflags 1 wait 100 delay 100 time 5000 start_size 50 end_size 10 } //add second gun create { scriptName "subgun" classname "func_explosive" targetname "subgun" origin "450 3220 850" mins "-64 -64 -128" maxs "64 64 128" //spawnflags 1 // AXIS_OBJECTIVE(1) contents "1073741824" //eflags 65536 // EF_FAKEBMODEL svflags 1 // SVF_NOCLIENT } create { scriptName "subgun_obj" classname "trigger_objective_info" targetname "subgun_obj" target "subgun" origin "450 3220 850" mins "-128 -128 -128" maxs "128 128 128" spawnflags 17 // ALLIED OBJ customimage "gfx/limbo/cm_oasis_pakgun" track "the North Gun" shortname "North Gun" } //add some smoke create { scriptName "sub_smoke" classname "target_smoke" targetname "sub_smoke" origin "446 3231 832" spawnflags 9 wait 100 time 4000 delay 100 start_size 50 end_size 250 } create { scriptName "sub_smoke" classname "target_smoke" targetname "sub_smoke" origin "446 3231 832" spawnflags 1 wait 100 delay 100 time 5000 start_size 50 end_size 10 } remapshader "models/mapobjects/tanks_sd/jagdpanther_full" "textures/rhinetex/tank1" remapshader "models/mapobjects/tanks_sd/jagdpanther_additions_desert" "textures/rhinetex/tank2" remapshaderflush // Game rules wm_axis_respawntime 30 wm_allied_respawntime 20 wm_number_of_objectives 6 wm_set_round_timelimit 20 // Objectives // 1: Build the bridge // 2: Allied command post // 3: Axis command post // 4: Bunker Door // 5: Cave Stone // 6: Forward Spawn accum 3 set 0 accum 4 set 0 accum 4 set 0 accum 8 set 0 // Current main objectives for each team (0=Axis, 1=Allies) wm_set_main_objective 1 0 wm_set_main_objective 1 1 wm_objective_status 1 0 0 wm_objective_status 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 0 0 wm_objective_status 5 0 0 wm_objective_status 5 0 0 wm_objective_status 6 1 0 wm_objective_status 6 0 0 wm_set_main_objective 1 0 wm_set_main_objective 1 1 // Stopwatch mode defending team (0=Axis, 1=Allies) wm_set_defending_team 0 // Winner on expiration of round timer (0=Axis, 1=Allies) wm_setwinner 0 wait 2000 setautospawn "Forward Spawn" 0 setautospawn "Allies Spawn" 1 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_bridge_stop" wm_addteamvoiceannounce 1 "fueldump_allies_bridge_construct" //wm_addteamvoiceannounce 0 "radar_axis_entrance1_defend" //wm_addteamvoiceannounce 1 "radar_allies_entrance1_destroy" wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 0 "fueldump_axis_bridge_stop" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 1 "fueldump_allies_bridge_construct" //wm_teamvoiceannounce 0 "radar_axis_entrance1_defend" //wm_teamvoiceannounce 1 "radar_allies_entrance1_destroy" //wm_teamvoiceannounce 0 "oasis_axis_paks_defend" //wm_teamvoiceannounce 1 "oasis_allies_paks_destroy" // *---------------------------------------------------------------------------------* wm_announce "v4.2" } trigger cave_door { wm_objective_status 5 1 1 wm_announce "Allies have breached the cave!" accum 5 set 1 wait 1000 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_entrance2_destroyed" wm_teamvoiceannounce 1 "radar_allies_entrance2_destroyed" // *---------------------------------------------------------------------------------* } trigger checkallies { wm_objective_status 4 1 1 accum 8 inc 1 accum 8 abort_if_not_equal 2 wm_announce "Allies have destroyed both Guns!" wm_setwinner 1 wait 1500 wm_endround } trigger allies_flag { wm_objective_status 6 1 1 wm_objective_status 6 0 0 wm_announce "Allies capture the forward bunker!" } trigger allies_captureperm { wm_objective_status 6 0 1 wm_objective_status 6 1 2 wm_announce "Allies captured the forward bunker permanently!" } trigger axis_flag { wm_objective_status 6 0 1 wm_objective_status 6 1 0 wm_announce "Axis capture the forward bunker!" } } //-------------------------------------------------------------------- //-------------------- BUNKER DOOR BARS -------------------------- //-------------------------------------------------------------------- doorbars // scriptname in func_constructible { spawn { wait 400 // targetname of trigger_objective_info setstate doorbars_toi invisible // targetname "build_bars" of func_static setstate build_bars invisible // targetname "doorbars" of func_constructible setstate doorbars invisible remove } } //New objective maingun_obj { spawn { } } maingun { spawn { wait 200 constructible_class 3 setstate main_smoke invisible } death { trigger game_manager checkallies wm_announce "^3Allies have destroyed the South Gun." setstate maingun_toi invisible setstate main_smoke default remove } } subgun_obj { spawn { } } subgun { spawn { wait 200 constructible_class 3 setstate sub_smoke invisible } death { trigger game_manager checkallies trigger forward_spawn allied_captureperm wm_announce "^3Allies have destroyed the North Gun." setstate subgun_toi invisible setstate sub_smoke default remove } } // ********************************************* // **************** CONSTRUCTIBLES ************* // ********************************************* Constructable // scriptname in func_constructible { spawn { wait 400 // targetname "Constructable" of func_constructible trigger Constructable setup // Sets the type of destructionclass of the contruction, 1 grenade, 2 satchel, 3 dynamite constructible_class 3 } trigger setup { // targetname "build_place" of func_static setstate build_place default // targetname "Constructable" of func_constructible setstate Constructable invisible } buildstart final { // targetname "build_place" of func_static setstate build_place default // targetname "Constructable" of func_constructible setstate Constructable underconstruction } built final { // targetname "build_place" of func_static setstate build_place invisible // targetname "Constructable" of func_constructible setstate Constructable default // message to all players wm_announce "The Rhine Bridge has been repaired." // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_addteamvoiceannounce 1 "fueldump_allies_bridge_constructed" wm_teamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_teamvoiceannounce 1 "fueldump_allies_bridge_constructed" wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_stop" wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_constructed" // *---------------------------------------------------------------------------------* } decayed final { // targetname "build_place" of func_static setstate build_place default // targetname "Constructable" of func_constructible setstate Constructable invisible } death { // targetname "build_place" of func_static setstate build_place default // targetname "Constructable" of func_constructible setstate Constructable invisible // message to all players wm_announce "The Rhine Bridge is destroyed." // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_addteamvoiceannounce 1 "fueldump_allies_bridge_construct" wm_teamvoiceannounce 0 "fueldump_axis_bridge_damaged" wm_teamvoiceannounce 1 "fueldump_allies_bridge_damaged" // *---------------------------------------------------------------------------------* } trigger remove { // targetname of trigger_objective_info setstate construction_toi invisible // targetname "build_place" of func_static setstate build_place invisible // targetname "Constructable" of func_constructible setstate Constructable invisible remove } } //-------------------------------------------------------------------- //-------------------- STAIRS -------------------------- //-------------------------------------------------------------------- stairs // scriptname in func_constructible { spawn { wait 400 // targetname "stairs" of func_constructible trigger stairs setup // Sets the type of destructionclass of the contruction, 1 grenade, 2 satchel, 3 dynamite constructible_class 2 } trigger setup { // targetname "build_stairs" of func_static setstate build_stairs default // targetname "stairs" of func_constructible setstate stairs invisible } buildstart final { // targetname "build_stairs" of func_static setstate build_stairs default // targetname "stairs" of func_constructible setstate stairs underconstruction } built final { // targetname "build_stairs" of func_static setstate build_stairs invisible // targetname "stairs" of func_constructible setstate stairs default // message to all players wm_announce "The Stairs have been built." } decayed final { // targetname "build_stairs" of func_static setstate build_stairs default // targetname "stairs" of func_constructible setstate stairs invisible } death { // targetname "build_stairs" of func_static setstate build_stairs default // targetname "stairs" of func_constructible setstate stairs invisible // message to all players wm_announce "The Stairs have been destroyed." } trigger remove { // targetname of trigger_objective_info setstate stairs_toi invisible // targetname "build_stairs" of func_static setstate build_stairs invisible // targetname "stairs" of func_constructible setstate stairs invisible remove } } //-------------------------------------------------------------------- //-------------------- LADDER -------------------------- //-------------------------------------------------------------------- ladder // scriptname in func_constructible { spawn { wait 400 // targetname "ladder" of func_constructible trigger ladder setup // Sets the type of destructionclass of the contruction, 1 grenade, 2 satchel, 3 dynamite constructible_class 2 } trigger setup { // targetname "build_ladder" of func_static setstate build_ladder default // targetname "ladder" of func_constructible setstate ladder invisible } buildstart final { // targetname "build_ladder" of func_static setstate build_ladder default // targetname "ladder" of func_constructible setstate ladder underconstruction } built final { // targetname "build_ladder" of func_static setstate build_ladder invisible // targetname "ladder" of func_constructible setstate ladder default // message to all players wm_announce "The Ladder have been built." } decayed final { // targetname "build_ladder" of func_static setstate build_ladder default // targetname "ladder" of func_constructible setstate ladder invisible } death { // targetname "build_ladder" of func_static setstate build_ladder default // targetname "ladder" of func_constructible setstate ladder invisible // message to all players wm_announce "The Ladder have been destroyed." } trigger remove { // targetname of trigger_objective_info setstate ladder_toi invisible // targetname "build_ladder" of func_static setstate build_ladder invisible // targetname "ladder" of func_constructible setstate ladder invisible remove } } // ================================================ // ============ NEUTRAL COMMAND POST ============== // ================================================ allied_compost_built { spawn { wait 400 trigger allied_compost_built setup accum 1 set 0 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 accum 1 abort_if_equal 1 accum 1 set 1 } 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 } } // ================================================ // ============ BUNKER DOOR ============== // ================================================ bunker_door { spawn { wait 200 remove } } // ================================================ // ============ CAVE BOULDER ============== // ================================================ cave_stone { spawn { wait 200 constructible_class 3 } death { trigger game_manager cave_door } } // ================================================ // ============ FORWARD SPAWN ============== // ================================================f forward_spawn { spawn { accum 3 set 0 // 0-Axis, 1-Allied } trigger axis_capture { accum 3 abort_if_not_equal 1 accum 3 set 0 trigger game_manager axis_flag setautospawn "Forward Spawn" 0 setautospawn "Allies Spawn" 1 wait 1000 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_bunker_stop" wm_teamvoiceannounce 1 "radar_allies_bunker_capture" wm_addteamvoiceannounce 0 "radar_axis_bunker_stop" wm_addteamvoiceannounce 1 "radar_allies_bunker_capture" // *---------------------------------------------------------------------------------* } trigger allied_capture { accum 3 abort_if_not_equal 0 accum 3 set 1 trigger game_manager allies_flag setautospawn "Axis Spawn" 0 setautospawn "Forward Spawn" 1 wait 1000 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_bunker_captured" wm_teamvoiceannounce 1 "radar_allies_bunker_captured" wm_addteamvoiceannounce 0 "radar_axis_bunker_captured" wm_addteamvoiceannounce 1 "radar_allies_bunker_captured" // *---------------------------------------------------------------------------------* } trigger allied_captureperm { setstate t1086 invisible trigger game_manager allies_captureperm accum 3 abort_if_not_equal 0 accum 3 set 1 setautospawn "Axis Spawn" 0 setautospawn "Forward Spawn" 1 wait 1000 wm_teamvoiceannounce 1 "radar_allies_bunker_captured" wm_addteamvoiceannounce 1 "radar_allies_bunker_captured" remove } }