// Sandheli Game manager object // antman - Mon Jun 13 - fixed bunker barrier announcements game_manager { // Initialising // When game starts spawn { // Level initialisation remapshaderflush wm_set_round_timelimit 12 wm_setwinner 0 wm_axis_respawntime 25 wm_allied_respawntime 15 // Set Defending Team for SW Mode wm_set_defending_team 0 // Set objectives // 0:blank|1:tick|2:cross // Allies = 1, Axis = 0 // Objectives // 1: command post // 2: North wall // 3: South Wall // 4: helicopter wm_number_of_objectives 4 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 wait 2000 // forward spawn accum 3 set 2 } trigger allies_win { wm_setwinner 1 wait 2500 wm_endround } trigger allies_flag { wm_objective_status 5 1 1 wm_objective_status 5 0 0 wm_announce "Allies capture the forward bunker!" } trigger axis_flag { wm_objective_status 5 0 1 wm_objective_status 5 1 0 wm_announce "Axis capture the forward bunker!" } } script_wall01 { spawn // this is called when the game starts and the entity is spawned { wait 200 constructible_class 3 // this indicated that the oasis_wall entity is a dynamitable-only entity... accum 5 set 0 } death // this is called when the entity is destroyed... { wm_announce "Allies have breached the North wall!" // ... when the entity is destroyed, you annouce the message to all players in game with this wm_objective_status 2 0 2 wm_objective_status 2 1 1 } } script_wall02 { spawn // this is called when the game starts and the entity is spawned { wait 200 constructible_class 3 // this indicated that the oasis_wall entity is a dynamitable-only entity... accum 5 set 0 } death // this is called when the entity is destroyed... { wm_announce "Allies have breached the South wall!" // ... when the entity is destroyed, you annouce the message to all players in game with this wm_objective_status 3 0 2 wm_objective_status 3 1 1 } } heli { spawn // this is called when the game starts and the entity is spawned { wait 200 constructible_class 3 // this indicated that the oasis_wall entity is a dynamitable-only entity... } death // this is called when the entity is destroyed... { wm_announce "Allies have Destoyed the helicopter!" // ... when the entity is destroyed, you annouce the message to all players in game with this wm_objective_status 4 0 2 wm_objective_status 4 1 1 trigger game_manager allies_win } } // ================================================ // ============ NEUTRAL COMMAND POST ============== // ================================================ // FROM GOldRush Thx SD!!! 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 1 0 2 wm_objective_status 1 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 1 0 0 wm_objective_status 1 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 1 0 1 wm_objective_status 1 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 1 0 0 wm_objective_status 1 1 0 } } // Constructable North Barrier defense2 { spawn { wait 400 trigger defense2 setup constructible_class 3 } trigger setup { setstate defense2_materials default setstate defense2_materials_clip default setstate defense2_flag default setstate defense2_teeth invisible setstate defense2_hurt invisible } buildstart final { setstate defense2_materials default setstate defense2_materials_clip default setstate defense2_flag default setstate defense2_teeth underconstruction setstate defense2_hurt underconstruction } built final { setstate defense2_materials invisible setstate defense2_materials_clip invisible setstate defense2_flag invisible setstate defense2_teeth default setstate defense2_hurt default wm_announce "North Barrier has been constructed." } decayed final { setstate defense2_materials default setstate defense2_materials_clip default setstate defense2_flag default setstate defense2_teeth invisible setstate defense2_hurt invisible } death { setstate defense2_materials default setstate defense2_materials_clip default setstate defense2_flag default setstate defense2_teeth invisible setstate defense2_hurt invisible wm_announce "North Barrier has been destroyed." } } construction_script { spawn { wait 200 constructible_class 2 trigger self startup } buildstart final { } built final { setstate construction_materials invisible // Some kind of UI pop-up to alert players wm_announce "Axis team has built the Bunker Barrier!" } decayed final { trigger self startup } death { trigger self startup // Some kind of UI pop-up to alert players wm_announce "Allied team has destroyed the Bunker Barrier!" } trigger startup { setstate construction_materials default } }