//Snatch3 script by SteelRat (Truck section borrowed from SD's Goldrush map) //mortis bugfix script - 13 Jun 2006 23:07:15 PDT - extensive bugfixes and spawn mangling //mortis competition changes - 19 Jun 2006 12:52:20 PDT - Version 1 remove bridge, truck barriers, MG nests and related TWOs //mortis added 30-20 axis-allied spawn times, reduced map duration to 15 minutes //antman copied the above mortis fixes from snatch2 competition script and removed the voice announcements for the barriers game_manager { spawn { //mortis sloppy script fix - remove bad TWO, bad bluespawns, add new bluespawns, good TWO create { scriptName "snatchhq_obj" classname "team_WOLF_objective" targetname "snatchhq_obj" origin "-824 -1966 318" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4) spawnflags 2 // TEAM_ALLIES(2) } create { scriptName "snatchhq_spawn1" classname "team_CTF_bluespawn" targetname "snatchhq_spawn" origin "-896 -1792 198" spawnflags 2 // TEAM_ALLIES } create { scriptName "snatchhq_spawn2" classname "team_CTF_bluespawn" targetname "snatchhq_spawn" origin "-896 -1920 202" spawnflags 2 // TEAM_ALLIES } create { scriptName "snatchhq_spawn3" classname "team_CTF_bluespawn" targetname "snatchhq_spawn" origin "-896 -2048 198" spawnflags 2 // TEAM_ALLIES } create { scriptName "snatchhq_spawn4" classname "team_CTF_bluespawn" targetname "snatchhq_spawn" origin "-896 -2112 198" spawnflags 2 // TEAM_ALLIES } create { scriptName "snatchhq_spawn5" classname "team_CTF_bluespawn" targetname "snatchhq_spawn" origin "-768 -1792 202" spawnflags 2 // TEAM_ALLIES } create { scriptName "snatchhq_spawn6" classname "team_CTF_bluespawn" targetname "snatchhq_spawn" origin "-768 -1846 512" spawnflags 2 // TEAM_ALLIES } create { scriptName "snatchhq_spawn7" classname "team_CTF_bluespawn" targetname "snatchhq_spawn" origin "-768 -2112 512" spawnflags 2 // TEAM_ALLIES } create { scriptName "snatchhq_spawn8" classname "team_CTF_bluespawn" targetname "snatchhq_spawn" origin "-786 -2176 512" spawnflags 2 // TEAM_ALLIES } delete { origin "-864 -1966 318" } delete { origin "-832 -2082 202" } delete { origin "-916 -1826 194" } delete { origin "-984 -1890 194" } delete { origin "-820 -1822 194" } delete { origin "-836 -1910 194" } delete { origin "-912 -2114 202" } delete { origin "-912 -2014 198" } delete { origin "-912 -1942 198" } delete { origin "-832 -1994 198" } delete { origin "-836 -2154 202" } delete { origin "-1004 -1822 194" } delete { origin "-744 -2126 202" } //mortis delete health ammo toi delete { targetname "south_hacabinet_toi" } delete { targetname "north_hacabinet_toi" } remapshaderflush // Game rules wm_axis_respawntime 30 //mortis give allies standard 20 sec spawn wm_allied_respawntime 20 wm_number_of_objectives 7 //mortis reduce time to reflect missing barriers wm_set_round_timelimit 15 // 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 1 //Axis Has Radar Parts at map start wm_objective_status 1 1 0 //Allies do not have radar parts wm_objective_status 2 0 1 //Axis has the truck wm_objective_status 2 1 0 //Allies do not have the truck wm_objective_status 3 0 1 //The main gate is intact wm_objective_status 3 1 0 //Allies have not blown the gate wm_objective_status 4 0 1 //Axis has prevented Allies from escaping with the radar parts (so far..) wm_objective_status 4 1 0 //Allies have not escapted with the radar parts wm_objective_status 5 0 1 //Axis have destroyed the Allied command post wm_objective_status 5 1 0 //Allies have not built their command post wm_objective_status 6 0 0 //Axis have not built their command post wm_objective_status 6 1 1 //Allies have destroyed the Axis command post wm_objective_status 7 0 1 //Axis radio wall is ok wm_objective_status 7 1 0 //Allies have not destroyed the Radio Wall 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 setstate alsp1 default setstate axsp1 default //mortis autospawns must be set before players spawn wait 150 setautospawn "Base Spawn" 0 setautospawn "Allied House" 1 globalaccum 2 set 0 //Controls if Allied spawn will be moved once truck has passed the main gate. // start triggered loops on/off as required (eg: command post radio sounds) wait 2000 //mortis wm_announce "Snatch3 competition script by Mortis + some other tweakage by antman" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" //mortis //wm_addteamvoiceannounce 1 "fueldump_allies_bridge_construct" wm_addteamvoiceannounce 1 "radar_allies_radars_steal" wm_addteamvoiceannounce 0 "radar_axis_radars_defend" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 1 "allies_hq_compost_construct" //mortis //wm_teamvoiceannounce 1 "fueldump_allies_bridge_construct" wm_teamvoiceannounce 1 "radar_allies_radars_steal" wm_teamvoiceannounce 0 "radar_axis_radars_defend" // *---------------------------------------------------------------------------------* } trigger allies_win { wm_setwinner 1 wm_announce "Allied team escaped with the Radar Parts!" wm_objective_status 4 0 2 wm_objective_status 4 1 1 wait 1500 wm_endround } } //mortis snatchhq_obj { spawn { set { //these have to be set inside the spawn{} function, not create{} description "Forest House Spawn" message "Forest House Spawn" } wait 50 setstate snatchhq_obj invisible setstate snatchhq_spawn invisible } trigger on { setstate snatchhq_obj default setstate snatchhq_spawn default } trigger off { setstate snatchhq_obj invisible setstate snatchhq_spawn invisible } } // ********************************************** // ****************** TRUCK STUFF *************** // ********************************************** truck_smoke { spawn { wait 300 attachtotag truck tag_wfront setstate truck_smoke invisible } } // sound "thread" truck_engine { spawn { wait 200 attachtotag truck tag_wfront trigger truck_engine sound_idle } trigger start { trigger truck_engine sound_start wait 950 trigger truck_engine sound_move } trigger stop { trigger truck_engine sound_stop wait 950 trigger truck_engine sound_idle } // ======================================== // sound events trigger sound_idle { playsound sound/vehicles/truck/truck_idle.wav looping } trigger sound_start { stopsound playsound sound/vehicles/truck/truck_revup.wav volume 96 } trigger sound_move { playsound sound/vehicles/truck/truck_move.wav looping } trigger sound_stop { stopsound playsound sound/vehicles/truck/truck_revdown.wav volume 96 } trigger sound_death { stopsound playsound sound/vehicles/truck/truck_stop.wav volume 96 } // ======================================== // ======================================== } truck_build { spawn { wait 500 attachtotag truck tag_wback } } truck_construct { spawn { constructible_class 2 constructible_health 1050 constructible_constructxpbonus 10 constructible_destructxpbonus 10 } built final { alertentity truck wm_announce "The Truck has been repaired!" } } // digibob: ok, for once i'm gonna PLAN this one, so NOTHING WILL BREAK EVAR // ============================================================================ // accum 0, gold bars collected // accum 1 // - bit 0: barrier 1 status ( 0 = destroyed, 1 = built ) // - bit 1: barrier 2 status ( 0 = destroyed, 1 = built ) // - bit 2: spline status ( 0 = not moving, 1 = moving ) // - bit 3: stuck check flag ( 0 = not stuck, 1 = stuck ) // - bit 4: script lockout ( 0 = no lockout, 1 = lockout ) // - bit 5: blank ( ) // - bit 6: temp register (XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX) // - bit 7: death status ( 0 = alive, 1 = dead ) // - bit 8: player check ( 0 = players, 1 = no players ) // - bit 9: visible state ( 0 = alive, 1 = dead ) // accum 2, blank // accum 3, current movement loop position // accum 4, stop counter // accum 5, blank // accum 6, blank // accum 7, blank // ============================================================================ // spline points are tspln_X with X = 1 to 23 // ============================================================================ // wheel events: // - wheels_forward // - wheels_backward // - wheels_stop truck { spawn { faceangles 0 360 0 50 } // ======================================== // wheeeeeeeeeeeeeeels. eeels. ls. trigger wheels_forward { trigger truck_bwheel2 forward trigger truck_fwheel forward } trigger wheels_backward { trigger truck_bwheel2 backward trigger truck_fwheel backward } trigger wheels_stop { trigger truck_bwheel2 stop trigger truck_fwheel stop } // ======================================== // ======================================== trigger add_goldbar { accum 0 inc 1 trigger gold_full_0 show trigger gold_trans_0 hide trigger gold_crate secured accum 0 abort_if_less_than 1 //trigger gold_full_1 show //trigger gold_trans_1 hide trigger self truck_escape_msg wm_announce "Allied team has stolen the Truck!" wm_objective_status 1 0 2 wm_objective_status 1 1 1 wm_set_main_objective 4 0 // Make preventing escape the main objective wm_set_main_objective 4 1 // Make escaping the main objective setstate goldbars_toi invisible } trigger truck_escape_msg { // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_truck_stop" wm_addteamvoiceannounce 1 "allies_hq_truck_escort" wm_teamvoiceannounce 0 "goldrush_axis_truck_stolen" wm_teamvoiceannounce 1 "goldrush_allies_truck_stolen" // *---------------------------------------------------------------------------------* } // ======================================== // movement trigger move_check { trigger truck stuck_check accum 1 abort_if_bitset 3 trigger truck dispatch } trigger move { trigger truck move_check wait 500 trigger truck move } // ======================================== // ======================================== trigger run_continue { trigger truck deathcheck trigger truck stopcheck trigger truck move } trigger run_1 { accum 1 bitset 2 followspline 0 tspln_1 150 wait length 304 wait roll 0 2 dampin accum 1 bitreset 2 accum 3 set 1 trigger truck run_continue } trigger run_2 { accum 1 bitset 2 followspline 0 tspln_2 150 wait length 304 wait roll 2 -1 dampout accum 1 bitreset 2 accum 3 set 2 trigger truck run_continue } trigger run_3 { accum 1 bitset 2 followspline 0 tspln_3 150 wait length 304 wait roll 1 -1 dampout accum 1 bitreset 2 accum 3 set 3 trigger truck run_continue } trigger run_4 { accum 1 bitset 2 followspline 0 tspln_4 150 wait length 304 accum 1 bitreset 2 accum 3 set 4 trigger truck run_continue } trigger run_5 { accum 1 bitset 2 followspline 0 tspln_5 150 wait length 304 accum 1 bitreset 2 accum 3 set 5 trigger truck run_continue } trigger run_6 { accum 1 bitset 2 followspline 0 tspln_6 150 wait length 304 accum 1 bitreset 2 accum 3 set 6 trigger truck run_continue } trigger run_7 { trigger truck stuck_check_barrier3_built_msg accum 1 bitset 2 followspline 0 tspln_7 150 wait length 304 accum 1 bitreset 2 accum 3 set 7 trigger truck run_continue } trigger run_8 { accum 1 bitset 2 followspline 0 tspln_8 150 wait length 304 accum 1 bitreset 2 accum 3 set 8 trigger truck run_continue } trigger run_9 { accum 1 bitset 2 followspline 0 tspln_9 150 wait length 304 accum 1 bitreset 2 accum 3 set 9 trigger truck run_continue } trigger run_10 { accum 1 bitset 2 followspline 0 tspln_10 150 wait length 304 accum 1 bitreset 2 accum 3 set 10 trigger truck run_continue } trigger run_11 { // ************************** trigger defense3 remove // ************************** accum 1 bitset 2 followspline 0 tspln_11 150 wait length 304 accum 1 bitreset 2 accum 3 set 11 trigger truck run_continue } trigger run_12 { // antman removed the barrier announcements // *----------------------------------- vo ------------------------------------------* //wm_teamvoiceannounce 0 "goldrush_axis_truck_barrier1" //wm_teamvoiceannounce 1 "goldrush_allies_truck_barrier1" // *---------------------------------------------------------------------------------* accum 1 bitset 2 followspline 0 tspln_12 150 wait length 304 accum 1 bitreset 2 accum 3 set 12 trigger truck run_continue } trigger run_13 { accum 1 bitset 2 followspline 0 tspln_13 150 wait length 304 accum 1 bitreset 2 accum 3 set 13 trigger truck run_continue } trigger run_14 { accum 1 bitset 2 followspline 0 tspln_14 150 wait length 304 accum 1 bitreset 2 accum 3 set 14 trigger truck run_continue } trigger run_15 { trigger truck stuck_check_barrier5_built_msg accum 1 bitset 2 followspline 0 tspln_15 150 wait length 304 accum 1 bitreset 2 accum 3 set 15 trigger truck run_continue } trigger run_16 { accum 1 bitset 2 followspline 0 tspln_16 150 wait length 304 accum 1 bitreset 2 accum 3 set 16 trigger truck run_continue } trigger run_17 { accum 1 bitset 2 followspline 0 tspln_17 150 wait length 304 accum 1 bitreset 2 accum 3 set 17 trigger truck run_continue } trigger run_18 { accum 1 bitset 2 followspline 0 tspln_18 150 wait length 304 accum 1 bitreset 2 accum 3 set 18 trigger truck run_continue } trigger run_19 { accum 1 bitset 2 followspline 0 tspln_19 150 wait length 304 accum 1 bitreset 2 accum 3 set 19 trigger truck run_continue } trigger run_20 { accum 1 bitset 2 followspline 0 tspln_20 150 wait length 304 accum 1 bitreset 2 accum 3 set 20 trigger truck run_continue } trigger run_21 { accum 1 bitset 2 followspline 0 tspln_21 150 wait length 304 accum 1 bitreset 2 // mortis setautospawn "Allied House" 1 //Change spawn to initial spawn wm_announce "Allies are attempting to send in reinforcements from the initial spawn!" accum 3 set 21 trigger truck run_continue } trigger run_22 { accum 1 bitset 2 followspline 0 tspln_22 150 wait length 304 accum 1 bitreset 2 accum 3 set 22 globalaccum 2 set 1 trigger axissecond_obj on setautospawn "Allied House" 1 //Change spawn to initial spawn trigger truck run_continue } trigger run_23 { accum 1 bitset 2 followspline 0 tspln_23 150 wait length 304 accum 1 bitreset 2 accum 3 set 23 trigger truck run_continue } trigger run_24 { accum 1 bitset 2 followspline 0 tspln_24 150 wait length 304 accum 1 bitreset 2 accum 3 set 24 trigger truck run_continue } trigger run_25 { accum 1 bitset 2 followspline 0 tspln_25 150 wait length 304 accum 1 bitreset 2 accum 3 set 25 trigger truck run_continue } trigger run_26 { accum 1 bitset 2 followspline 0 tspln_26 150 wait length 304 accum 1 bitreset 2 accum 3 set 26 trigger truck run_continue } trigger run_27 { accum 1 bitset 2 followspline 0 tspln_27 150 wait length 304 accum 1 bitreset 2 accum 3 set 27 trigger truck run_continue } trigger run_28 { accum 1 bitset 2 followspline 0 tspln_28 150 wait length 304 accum 1 bitreset 2 accum 3 set 28 trigger truck run_continue } trigger run_29 { accum 1 bitset 2 followspline 0 tspln_29 150 wait length 304 accum 1 bitreset 2 accum 3 set 29 trigger truck run_continue } trigger run_30 { accum 1 bitset 2 followspline 0 tspln_30 150 wait length 304 accum 1 bitreset 2 accum 3 set 30 trigger truck run_continue } trigger run_31 { accum 1 bitset 2 followspline 0 tspln_31 150 wait length 304 accum 1 bitreset 2 accum 3 set 31 trigger truck run_continue } trigger run_32 { accum 1 bitset 2 followspline 0 tspln_32 150 wait length 304 accum 1 bitreset 2 accum 3 set 32 trigger truck stuck_check_barrier4_built_msg trigger truck run_continue } trigger run_33 { accum 1 bitset 2 followspline 0 tspln_33 150 wait length 304 accum 1 bitreset 2 accum 3 set 33 trigger truck run_continue } trigger run_34 { accum 1 bitset 2 followspline 0 tspln_34 150 wait length 304 accum 1 bitreset 2 accum 3 set 34 trigger truck run_continue } trigger run_35 { // ************************** trigger defense4 remove // ************************** accum 1 bitset 2 followspline 0 tspln_35 150 wait length 304 accum 1 bitreset 2 accum 3 set 35 trigger truck run_continue } trigger run_36 { // antman removed the barrier announcements // *----------------------------------- vo ------------------------------------------* //wm_teamvoiceannounce 0 "goldrush_axis_truck_barrier2" //wm_teamvoiceannounce 1 "goldrush_allies_truck_barrier2" // *---------------------------------------------------------------------------------* accum 1 bitset 2 followspline 0 tspln_36 150 wait length 304 accum 1 bitreset 2 accum 3 set 36 trigger truck run_continue } trigger run_37 { accum 1 bitset 2 followspline 0 tspln_37 150 wait length 304 accum 1 bitreset 2 accum 3 set 37 trigger truck run_continue } trigger run_38 { accum 1 bitset 2 followspline 0 tspln_38 150 wait length 304 accum 1 bitreset 2 accum 3 set 38 trigger truck run_continue } trigger run_39 { accum 1 bitset 2 followspline 0 tspln_39 150 wait length 304 accum 1 bitreset 2 accum 3 set 39 trigger truck run_continue } trigger run_40 { accum 1 bitset 2 followspline 0 tspln_40 150 wait length 304 accum 1 bitreset 2 accum 3 set 40 trigger truck run_continue } trigger run_41 { accum 1 bitset 2 followspline 0 tspln_41 150 wait length 304 accum 1 bitreset 2 accum 3 set 41 trigger truck run_continue } trigger run_42 { accum 1 bitset 2 followspline 0 tspln_42 150 wait length 304 accum 1 bitreset 2 accum 3 set 42 trigger truck run_continue } trigger run_43 { accum 1 bitset 2 followspline 0 tspln_43 150 wait length 304 accum 1 bitreset 2 accum 3 set 43 trigger truck run_continue } trigger run_44 { accum 1 bitset 2 followspline 0 tspln_44 150 wait length 304 accum 1 bitreset 2 accum 3 set 44 trigger truck run_continue } trigger run_45 { accum 1 bitset 2 followspline 0 tspln_45 150 wait length 304 accum 1 bitreset 2 accum 3 set 45 trigger truck run_continue } trigger run_46 { accum 1 bitset 2 followspline 0 tspln_46 150 wait length 304 accum 1 bitreset 2 accum 3 set 46 trigger truck run_continue } trigger run_47 { accum 1 bitset 2 followspline 0 tspln_47 150 wait length 304 accum 1 bitreset 2 accum 3 set 47 trigger truck run_continue } trigger run_48 { accum 1 bitset 2 followspline 0 tspln_48 150 wait length 304 accum 1 bitreset 2 accum 3 set 48 trigger truck run_continue } trigger run_49 { accum 1 bitset 2 followspline 0 tspln_49 150 wait length 304 accum 1 bitreset 2 accum 3 set 49 trigger truck run_continue } trigger run_50 { accum 1 bitset 2 followspline 0 tspln_50 150 wait length 304 accum 1 bitreset 2 accum 3 set 50 trigger truck run_continue } trigger run_51 { accum 1 bitset 2 followspline 0 tspln_51 150 wait length 304 accum 1 bitreset 2 accum 3 set 51 trigger truck wheels_stop trigger truck_engine stop trigger game_manager allies_win } trigger dispatch { accum 3 trigger_if_equal 0 truck run_1 accum 3 trigger_if_equal 1 truck run_2 accum 3 trigger_if_equal 2 truck run_3 accum 3 trigger_if_equal 3 truck run_4 accum 3 trigger_if_equal 4 truck run_5 accum 3 trigger_if_equal 5 truck run_6 accum 3 trigger_if_equal 6 truck run_7 accum 3 trigger_if_equal 7 truck run_8 accum 3 trigger_if_equal 8 truck run_9 accum 3 trigger_if_equal 9 truck run_10 accum 3 trigger_if_equal 10 truck run_11 accum 3 trigger_if_equal 11 truck run_12 accum 3 trigger_if_equal 12 truck run_13 accum 3 trigger_if_equal 13 truck run_14 accum 3 trigger_if_equal 14 truck run_15 accum 3 trigger_if_equal 15 truck run_16 accum 3 trigger_if_equal 16 truck run_17 accum 3 trigger_if_equal 17 truck run_18 accum 3 trigger_if_equal 18 truck run_19 accum 3 trigger_if_equal 19 truck run_20 accum 3 trigger_if_equal 20 truck run_21 accum 3 trigger_if_equal 21 truck run_22 accum 3 trigger_if_equal 22 truck run_23 accum 3 trigger_if_equal 23 truck run_24 accum 3 trigger_if_equal 24 truck run_25 accum 3 trigger_if_equal 25 truck run_26 accum 3 trigger_if_equal 26 truck run_27 accum 3 trigger_if_equal 27 truck run_28 accum 3 trigger_if_equal 28 truck run_29 accum 3 trigger_if_equal 29 truck run_30 accum 3 trigger_if_equal 30 truck run_31 accum 3 trigger_if_equal 31 truck run_32 accum 3 trigger_if_equal 32 truck run_33 accum 3 trigger_if_equal 33 truck run_34 accum 3 trigger_if_equal 34 truck run_35 accum 3 trigger_if_equal 35 truck run_36 accum 3 trigger_if_equal 36 truck run_37 accum 3 trigger_if_equal 37 truck run_38 accum 3 trigger_if_equal 38 truck run_39 accum 3 trigger_if_equal 39 truck run_40 accum 3 trigger_if_equal 40 truck run_41 accum 3 trigger_if_equal 41 truck run_42 accum 3 trigger_if_equal 42 truck run_43 accum 3 trigger_if_equal 43 truck run_44 accum 3 trigger_if_equal 44 truck run_45 accum 3 trigger_if_equal 45 truck run_46 accum 3 trigger_if_equal 46 truck run_47 accum 3 trigger_if_equal 47 truck run_48 accum 3 trigger_if_equal 48 truck run_49 accum 3 trigger_if_equal 49 truck run_50 accum 3 trigger_if_equal 50 truck run_51 } // ======================================== // barrier checking // digibob: since we cant return variables, just use bit 3 of accum 1 as a register... mmmm assembly...... trigger stuck_check { accum 1 bitreset 3 trigger truck stuck_check_gold trigger truck stuck_check_barrier3 trigger truck stuck_check_barrier4 trigger truck stuck_check_barrier5 trigger truck stuck_check_scriptlockout trigger truck stuck_check_finished } trigger stuck_check_finished { accum 3 abort_if_not_equal 51 accum 1 bitset 3 } trigger stuck_check_scriptlockout { accum 1 abort_if_not_bitset 4 accum 1 bitset 3 } trigger stuck_check_gold { accum 3 abort_if_not_equal 0 accum 0 abort_if_greater_than 0 accum 1 bitset 3 } trigger stuck_check_barrier3 { accum 3 abort_if_not_equal 10 accum 1 abort_if_not_bitset 0 accum 1 bitset 3 } trigger stuck_check_barrier3_built_msg { accum 1 abort_if_not_bitset 0 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroy" // *---------------------------------------------------------------------------------* } trigger stuck_check_barrier4 { accum 3 abort_if_not_equal 34 accum 1 abort_if_not_bitset 1 accum 1 bitset 3 } trigger stuck_check_barrier5 { accum 3 abort_if_not_equal 18 accum 5 abort_if_not_equal 0 //Don't stop unless main gate whole accum 1 bitset 3 } trigger stuck_check_barrier4_built_msg { accum 1 abort_if_not_bitset 1 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroy" // *---------------------------------------------------------------------------------* } trigger stuck_check_barrier5_built_msg { accum 5 abort_if_not_equal 0 //Abort if main entrance is blown // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_entrance1_defend" wm_teamvoiceannounce 1 "radar_allies_entrance1_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 truck 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 keep going } trigger stopcheck { trigger truck stopcheck_setup accum 1 abort_if_not_bitset 6 trigger truck script_lockout // Any just stopped moving stuff goes here trigger truck_engine stop trigger truck wheels_stop // <<<<< stop animation goes here trigger truck script_lockout_stop resetscript } // ======================================== // ======================================== // ======================================== // script lockouts trigger script_lockout { accum 1 bitset 4 } trigger script_lockout_stop { accum 1 bitreset 4 } // ======================================== // ======================================== // ======================================== // enable/disable trigger truck_enable { trigger truck 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 1 abort_if_bitset 4 // script lockout accum 1 abort_if_bitset 7 // death check // Any just started moving stuff goes here trigger truck_engine start trigger truck wheels_forward // <<<<< start animation goes here trigger truck move } trigger truck_disable { accum 4 inc 1 // up the stop counter accum 4 abort_if_less_than 2 accum 1 bitset 8 // set stop check trigger truck deathcheck } // ======================================== // ======================================== // ======================================== // death / rebirth rebirth { accum 1 bitreset 7 // we're alive again accum 1 bitreset 9 // we're visibly alive changemodel models/mapobjects/blitz_sd/blitzbody.md3 setstate truck_smoke invisible // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_truck_repaired_allies" wm_teamvoiceannounce 1 "allies_hq_truck_repaired" // *---------------------------------------------------------------------------------* trigger truck move } 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 1 abort_if_bitset 4 // are we not in a script lockout? accum 1 bitset 9 // we're now visibly dead wm_announce "The Truck has been damaged!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_truck_damaged" wm_teamvoiceannounce 1 "allies_hq_truck_damaged_axis" // *---------------------------------------------------------------------------------* setstate truck_smoke default kill truck_construct trigger truck_engine sound_death //trigger truck tracks_stop // truck with tracks? i don't think so trigger truck wheels_stop // <<<< stop anim goes here changemodel models/mapobjects/blitz_sd/blitzbody_damaged.md3 resetscript } // ======================================== // ======================================== // ======================================== // barriers trigger enable_stage1 { accum 1 bitreset 0 } trigger disable_stage1 { accum 1 bitset 0 } trigger enable_stage2 { accum 1 bitreset 1 } trigger disable_stage2 { accum 1 bitset 1 } trigger enable_stage3 { accum 5 set 1 // The main gate is destroyed trigger truck stuck_check } trigger disable_stage3 { accum 5 set 0 // The main gate is not destroyed } } truck_bwheel2 { spawn { wait 500 attachtotag truck tag_wback } trigger forward { setrotation 130 0 0 } trigger backward { setrotation -130 0 0 } trigger stop { stoprotation } } truck_fwheel { spawn { wait 500 attachtotag truck tag_wfront } trigger forward { setrotation 130 0 0 } trigger backward { setrotation -130 0 0 } trigger stop { stoprotation } } truck_trigger { spawn { wait 500 attachtotag truck tag_wback } } truck_disabler { trigger run { trigger truck truck_disable } } truck_enabler { trigger run { trigger truck truck_enable } } defense3 { spawn { wait 400 // mortis disable barrier 3 - materials - toi - disable speaker //trigger defense3 setup disablespeaker barrier1_flap setstate defense3_toi invisible setstate defense3_materials invisible setstate defense3_materials_clip invisible setstate defense3_flag invisible setstate defense3_wire invisible setstate defense3_hurt invisible setstate defense3_teeth2 invisible constructible_class 3 } trigger setup { setstate defense3_materials default setstate defense3_materials_clip default setstate defense3_flag default setstate defense3_wire invisible setstate defense3_hurt invisible setstate defense3_teeth2 invisible } buildstart final { setstate defense3_materials default setstate defense3_materials_clip default setstate defense3_flag default setstate defense3_wire underconstruction setstate defense3_hurt underconstruction setstate defense3_teeth2 underconstruction } built final { setstate defense3_materials invisible setstate defense3_materials_clip invisible setstate defense3_flag invisible setstate defense3_wire default setstate defense3_hurt default setstate defense3_teeth2 default disablespeaker barrier1_flap trigger truck disable_stage1 wm_announce "Truck Barrier #1 has been constructed." // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "goldrush_axis_truckbar_constructed" wm_removeteamvoiceannounce 0 "goldrush_axis_truckbar_construct" wm_removeteamvoiceannounce 0 "goldrush_axis_truckbars_construct" // *---------------------------------------------------------------------------------* } decayed final { setstate defense3_materials default setstate defense3_materials_clip default setstate defense3_flag default setstate defense3_wire invisible setstate defense3_hurt invisible setstate defense3_teeth2 invisible } death { setstate defense3_materials default setstate defense3_materials_clip default setstate defense3_flag default setstate defense3_wire invisible setstate defense3_hurt invisible setstate defense3_teeth2 invisible enablespeaker barrier1_flap trigger truck enable_stage1 wm_announce "Truck Barrier #1 has been destroyed." // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "goldrush_axis_truckbar_construct" wm_teamvoiceannounce 0 "goldrush_axis_truckbar_destroyed" wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroyed" // *---------------------------------------------------------------------------------* } trigger remove { setstate defense3_toi invisible setstate defense3_materials invisible setstate defense3_materials_clip invisible setstate defense3_flag invisible setstate defense3_wire invisible setstate defense3_hurt invisible setstate defense3_teeth2 invisible } } defense4 { spawn { wait 400 //mortis - eliminate barrier #2 - disable speaker - hide materials - hide toi //trigger defense4 setup setstate defense4_wire invisible setstate defense4_hurt invisible setstate defense4_teeth1 invisible setstate defense4_teeth2 invisible setstate defense4_materials invisible setstate defense4_materials_clip invisible setstate defense4_flag invisible setstate defense4_toi invisible disablespeaker barrier2_flap constructible_class 3 } trigger setup { setstate defense4_materials default setstate defense4_materials_clip default setstate defense4_flag default setstate defense4_wire invisible setstate defense4_hurt invisible setstate defense4_teeth1 invisible setstate defense4_teeth2 invisible } buildstart final { setstate defense4_materials default setstate defense4_materials_clip default setstate defense4_flag default setstate defense4_wire underconstruction setstate defense4_hurt underconstruction setstate defense4_teeth1 underconstruction setstate defense4_teeth2 underconstruction } built final { setstate defense4_materials invisible setstate defense4_materials_clip invisible setstate defense4_flag invisible setstate defense4_wire default setstate defense4_hurt default setstate defense4_teeth1 default setstate defense4_teeth2 default trigger truck disable_stage2 disablespeaker barrier2_flap wm_announce "Truck Barrier #2 has been constructed." // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "goldrush_axis_truckbar_constructed" wm_removeteamvoiceannounce 0 "goldrush_axis_truckbar_construct" wm_removeteamvoiceannounce 0 "goldrush_axis_truckbars_construct" // *---------------------------------------------------------------------------------* } decayed final { setstate defense4_materials default setstate defense4_materials_clip default setstate defense4_flag default setstate defense4_wire invisible setstate defense4_hurt invisible setstate defense4_teeth1 invisible setstate defense4_teeth2 invisible } death { setstate defense4_materials default setstate defense4_materials_clip default setstate defense4_flag default enablespeaker barrier2_flap setstate defense4_wire invisible setstate defense4_hurt invisible setstate defense4_teeth1 invisible setstate defense4_teeth2 invisible trigger truck enable_stage2 wm_announce "Truck Barrier #2 has been destroyed." // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "goldrush_axis_truckbar_construct" wm_teamvoiceannounce 0 "goldrush_axis_truckbar_destroyed" wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroyed" // *---------------------------------------------------------------------------------* } trigger remove { setstate defense4_toi invisible setstate defense4_materials invisible setstate defense4_materials_clip invisible setstate defense4_flag invisible setstate defense4_wire invisible setstate defense4_hurt invisible setstate defense4_teeth1 invisible setstate defense4_teeth2 invisible // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "goldrush_axis_truckbar_construct" wm_removeteamvoiceannounce 0 "goldrush_axis_truckbars_construct" wm_removeteamvoiceannounce 1 "goldrush_allies_truckbar_destroy" wm_removeteamvoiceannounce 1 "goldrush_allies_truckbars_destroy" // *---------------------------------------------------------------------------------* } } // ********************************************* // ****************** FLAG STUFF *************** // ********************************************* goldbar_holder { death { trigger truck add_goldbar } } // ********************************************* // ****************** GOLD STUFF *************** // ********************************************* gold_crate { spawn { accum 0 set 0 // gold counter } trigger stolen { accum 0 inc 1 accum 0 trigger_if_equal 1 gold_crate stolen1 } trigger secured { accum 0 trigger_if_equal 1 gold_crate secured1 } trigger returned { accum 0 inc -1 accum 0 trigger_if_equal 0 gold_crate returned1 } trigger stolen1 { // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_radarw_taken" wm_teamvoiceannounce 1 "radar_allies_radarw_taken" // *---------------------------------------------------------------------------------* trigger radartower stoprotate } trigger secured1 { wm_announce "Allied team has secured the Radar Parts!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_radarw_lost" wm_teamvoiceannounce 1 "radar_allies_radarw_secured" wm_removeteamvoiceannounce 1 "radar_allies_radars_steal" //Removed as no longer needed wm_removeteamvoiceannounce 0 "radar_axis_radars_defend" //Removed as no longer needed // *---------------------------------------------------------------------------------* setstate goldbars_cm_marker invisible } trigger returned1 { trigger radartower startrotate // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_radarw_returned" wm_teamvoiceannounce 1 "radar_allies_radarw_returned" // *---------------------------------------------------------------------------------* } } gold_full_0 { spawn { wait 500 attachtotag truck tag_obj1 faceangles 0 90 0 50 setstate gold_full_0 invisible } trigger show { setstate gold_full_0 default } } gold_trans_0 { spawn { wait 500 attachtotag truck tag_obj1 faceangles 0 90 0 50 } trigger hide { setstate gold_trans_0 invisible } } radartower { spawn { playsound sound/world/radio_static_01.wav looping trigger radartower rotateloop } trigger rotateloop { faceangles 0 -90 0 3500 faceangles 0 -180 0 3500 faceangles 0 -270 0 3500 faceangles 0 -360 0 3500 trigger radartower rotateloop } trigger destroyed { stopsound halt } trigger startrotate { playsound sound/world/radio_static_01.wav looping faceangles 0 -90 0 3500 faceangles 0 -180 0 3500 faceangles 0 -270 0 3500 faceangles 0 -360 0 3500 trigger radartower start } trigger stoprotate { stopsound halt } } axis_radio_destroyed { spawn { wait 400 setstate axis_radio_destroyed invisible setstate axis_radio_destroyed_model invisible } trigger hide { setstate axis_radio_destroyed invisible setstate axis_radio_destroyed_model invisible } trigger show { accum 6 abort_if_equal 0 setstate axis_radio_destroyed default setstate axis_radio_destroyed_model default } trigger enable { accum 6 set 1 } } axis_radio_closed { trigger hide { setstate axis_radio_closed invisible setstate axis_radio_closed_model invisible } trigger show { accum 6 abort_if_equal 1 setstate axis_radio_closed default setstate axis_radio_closed_model default } trigger disable { accum 6 set 1 } } axis_radio_built { spawn { wait 400 constructible_class 2 trigger axis_radio_built setup } 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 { trigger axis_radio_built_model trans trigger axis_radio_destroyed hide trigger axis_radio_closed hide } built final { trigger axis_radio_built_model show trigger axis_radio_destroyed enable trigger axis_radio_closed disable trigger axis_radio_built_model enable_axis_features } decayed final { trigger axis_radio_built_model hide trigger axis_radio_destroyed show trigger axis_radio_closed show } death { trigger axis_radio_built_model hide trigger axis_radio_destroyed show trigger axis_radio_built_model disable_axis_features } } axis_radio_built_model { spawn { wait 400 setstate axis_radio_built_model invisible } trigger show { setstate axis_radio_built_model default } trigger hide { setstate axis_radio_built_model invisible } trigger trans { setstate axis_radio_built_model underconstruction } 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 enablespeaker axis_compost_sound sethqstatus 0 1 playsound textures/snatch_beta/radio_axis.wav looping 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" // *----------------------------------- vo ------------------------------------------* wm_objective_status 6 0 1 wm_objective_status 6 1 0 } trigger disable_axis_features { wm_announce "Allied team has destroyed the Axis Command Post!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 0 "axis_hq_compost_damaged" // *----------------------------------- vo ------------------------------------------* setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 stopsound sethqstatus 0 0 wm_objective_status 6 0 0 wm_objective_status 6 1 1 } } allied_radio_destroyed { spawn { wait 400 setstate allied_radio_destroyed invisible setstate allied_radio_destroyed_model invisible } trigger hide { setstate allied_radio_destroyed invisible setstate allied_radio_destroyed_model invisible } trigger show { accum 5 abort_if_equal 0 setstate allied_radio_destroyed default setstate allied_radio_destroyed_model default } trigger enable { accum 5 set 1 } } allied_radio_closed { trigger hide { setstate allied_radio_closed invisible setstate allied_radio_closed_model invisible } trigger show { accum 5 abort_if_equal 1 setstate allied_radio_closed default setstate allied_radio_closed_model default } trigger disable { accum 5 set 1 } } allied_radio_built { spawn { wait 400 constructible_class 2 trigger allied_radio_built setup } trigger setup { setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 sethqstatus 1 0 } buildstart final { trigger allied_radio_built_model trans trigger allied_radio_destroyed hide trigger allied_radio_closed hide } built final { trigger allied_radio_built_model show trigger allied_radio_destroyed enable trigger allied_radio_closed disable trigger allied_radio_built_model enable_allied_features } decayed final { trigger allied_radio_built_model hide trigger allied_radio_destroyed show trigger allied_radio_closed show } death { trigger allied_radio_built_model hide trigger allied_radio_destroyed show trigger allied_radio_built_model disable_allied_features } } allied_radio_built_model { spawn { wait 400 setstate allied_radio_built_model invisible } trigger show { setstate allied_radio_built_model default } trigger hide { setstate allied_radio_built_model invisible } trigger trans { setstate allied_radio_built_model underconstruction } 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 playsound textures/snatch_beta/radio_allies.wav looping sethqstatus 1 1 wm_announce "Allied Command Post constructed. Charge speed increased!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 1 "allies_hq_compost_constructed" wm_teamvoiceannounce 0 "allies_hq_compost_constructed_axis" wm_removeteamvoiceannounce 1 "allies_hq_compost_construct" // *----------------------------------- vo ------------------------------------------* wm_objective_status 5 1 1 wm_objective_status 5 0 0 // trigger allied_radio_built_model change_spawn_cmd // mortis wait 50 trigger snatchhq_obj on wm_announce "The Allied Forest House Spawn has been enabled!" } trigger disable_allied_features { wm_announce "Axis team has destroyed the Allied Command Post!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 1 "allies_hq_compost_damaged" // *----------------------------------- vo ------------------------------------------* setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 stopsound sethqstatus 1 0 wm_objective_status 5 1 0 wm_objective_status 5 0 1 // trigger allied_radio_built_model change_spawn // mortis wait 50 trigger snatchhq_obj off wm_announce "The Allied Forest House Spawn has been disabled!" } trigger change_spawn { //mortis - disable //setstate alsp2 invisible setautospawn "Allied House" 1 //Change spawn to initial spawn } trigger change_spawn_cmd { //mortis - disable //setstate alsp2 default globalaccum 2 abort_if_greater_than 0 // Only set spawn to forest house if truck has not passed run_22, players can still select it. setautospawn "Forest House" 1 //Change spawn to command post } } forestspawn_obj { spawn { wait 50 setstate forestspawn_obj invisible setstate forest_spawn invisible } trigger on { setstate forestspawn_obj default setstate forest_spawn default } trigger off { setstate forestspawn_obj invisible setstate forest_spawn invisible } } axissecond_obj { spawn { wait 50 setstate axissecond_obj invisible setstate axis_second invisible } trigger on { setstate axissecond_obj default setstate axis_second default setautospawn "Storage" 0 } trigger off { setstate axissecond_obj invisible setstate axis_second invisible setautospawn "Base Spawn" 0 } } allied_mg1_toi { } allied_mg1 { spawn { wait 400 constructible_class 2 //mortis sounds not needed disablespeaker bridge_flap1 disablespeaker bridge_flap2 //mortis disable bridge toi - set all materials invisible setstate allied_mg1_toi invisible setstate t358 invisible setstate allied_mg1_materials invisible setstate allied_mg1_materials_clip invisible setstate allied_mg1_flag invisible } trigger setup { setstate allied_mg1_materials default setstate allied_mg1_materials_clip default setstate allied_mg1_flag default } buildstart final { setstate allied_mg1_materials default setstate allied_mg1_materials_clip default setstate allied_mg1_flag default } built final { setstate allied_mg1_materials invisible setstate allied_mg1_materials_clip invisible setstate allied_mg1_flag invisible wm_teamvoiceannounce 1 "fueldump_allies_bridge_constructed" wm_teamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_construct" //Remove as bridge has been built wm_announce "Allies have constructed the Bridge!" disablespeaker bridge_flap1 disablespeaker bridge_flap2 } decayed final { setstate allied_mg1_materials default setstate allied_mg1_materials_clip default setstate allied_mg1_flag default } death { setstate allied_mg1_materials default setstate allied_mg1_materials_clip default setstate allied_mg1_flag default wm_teamvoiceannounce 1 "fueldump_allies_bridge_destroyed" wm_teamvoiceannounce 0 "fueldump_axis_bridge_destroyed" wm_addteamvoiceannounce 1 "fueldump_allies_bridge_construct" //Add as bridge has been destroyed wm_teamvoiceannounce 1 "fueldump_allies_bridge_construct" wm_announce "The Bridge has been destroyed!" enablespeaker bridge_flap1 enablespeaker bridge_flap2 } trigger remove { setstate allied_mg1_toi invisible setstate allied_mg1_materials invisible setstate allied_mg1_materials_clip invisible setstate allied_mg1_flag invisible remove } } main_gate { spawn { wait 200 //setstate debris3 invisible constructible_class 3 wm_objective_status 3 0 1 wm_objective_status 3 1 0 trigger truck disable_stage3 //The main gate has not been destroyed } death { // setstate debris3 default wm_objective_status 3 0 2 wm_objective_status 3 1 1 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_entrance1_destroyed" wm_teamvoiceannounce 1 "radar_allies_entrance1_destroyed" // *---------------------------------------------------------------------------------* wm_announce "Allies has destroyed the Main Gate!" trigger truck enable_stage3 } } construction_script { spawn { wait 400 constructible_class 2 setstate construction_extra invisible setstate construction_mg42 invisible //mortis disable toi - speaker - materials setstate const_tower invisible setstate const_toi invisible disablespeaker forest_flap } trigger setup { setstate construction_extra invisible setstate construction_mg42 invisible setstate const_tower default } buildstart final { setstate construction_extra invisible setstate construction_mg42 invisible setstate const_tower default } built final { setstate construction_extra default setstate construction_mg42 default setstate const_tower invisible disablespeaker forest_flap // Some kind of UI pop-up to alert players wm_announce "Allied team has constructed the Forest House MG42!" } decayed final { setstate const_tower default setstate construction_extra invisible setstate construction_mg42 invisible } death { setstate construction_extra invisible setstate construction_mg42 invisible setstate const_tower default enablespeaker forest_flap wm_announce "Axis team has destroyed the Forest House MG42!" } } allied_mg { spawn { wait 400 //mortis //trigger allied_mg setup setstate allied_mg_materials invisible setstate allied_mg_materials_clip invisible setstate allied_mg_flag invisible setstate allied_mg_toi invisible setstate almg1 invisible disablespeaker axismg42_flap constructible_class 2 } trigger setup { setstate allied_mg_materials default setstate allied_mg_materials_clip default setstate allied_mg_flag default setstate almg1 invisible } buildstart final { setstate allied_mg_materials default setstate allied_mg_materials_clip default setstate allied_mg_flag default setstate almg1 underconstruction } built final { setstate allied_mg_materials invisible setstate allied_mg_materials_clip invisible setstate allied_mg_flag invisible setstate almg1 default wm_announce "The Axis MG42 has been constructed!" disablespeaker axismg42_flap } decayed final { setstate allied_mg_materials default setstate allied_mg_materials_clip default setstate allied_mg_flag default setstate almg1 invisible } death { setstate allied_mg_materials default setstate allied_mg_materials_clip default setstate allied_mg_flag default setstate almg1 invisible wm_announce "The Axis MG42 has been destroyed!" enablespeaker axismg42_flap } trigger remove { setstate allied_mg_toi invisible setstate allied_mg_materials invisible setstate allied_mg_materials_clip invisible setstate allied_mg_flag invisible setstate almg1 default remove } } radiowall { spawn { wait 200 setstate radiodebris invisible constructible_class 3 } death { setstate radiodebris default wm_announce "The Radio Room wall has been destroyed!" wm_objective_status 7 0 2 wm_objective_status 7 1 1 } }