//************************ //************************ //*** Heart of Gold ****** //************************ //************************ //------------------------------------- //-- Map by Bob_le_roux and Uchronic -- //------------------------------------- // mortis shorten checkgame waitstate to 100ms game_manager { spawn { wm_axis_respawntime 30 wm_allied_respawntime 15 wm_number_of_objectives 2 wm_set_round_timelimit 15 wait 500 //spawns setautospawn "Gate" 0 setautospawn "Garage" 1 wm_objective_status 1 0 0 wm_objective_status 2 0 0 wm_objective_status 1 1 0 // status: 0 = default wm_objective_status 2 1 0 // 2 = failed // 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 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "goldrush_axis_gold_defend" wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "goldrush_allies_gold_get" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 0 "goldrush_axis_gold_defend" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 1 "goldrush_allies_gold_get" wm_teamvoiceannounce 1 "allies_hq_compost_construct" // *---------------------------------------------------------------------------------* trigger truck disable_stage1 } trigger checkgame { wm_announce "Allied team escaped with the Gold Crate!" wm_setwinner 1 wait 100 wm_endround } } // ********************************************** // ****************** TRUCK STUFF *************** // ********************************************** // 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 } } // 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 90 0 50 accum 0 set 0 accum 5 set 0 } // ======================================== // 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_gold { accum 0 set 1 wm_objective_status 2 0 2 wm_objective_status 2 1 1 // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "goldrush_axis_gold1_taken" wm_removeteamvoiceannounce 1 "goldrush_allies_gold1_taken" wm_teamvoiceannounce 0 "goldrush_axis_gold1_secured" wm_teamvoiceannounce 1 "goldrush_allies_gold1_secured" // *---------------------------------------------------------------------------------* trigger gold_full show trigger gold_trans hide trigger clip_gold hide } // ======================================== // 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 stopcheck trigger truck move } trigger run_1 { accum 1 bitset 2 followspline 0 tspln_1 100 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_2 100 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_3 100 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_4 100 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_5 100 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_6 100 wait length 304 accum 1 bitreset 2 accum 3 set 6 trigger truck run_continue } trigger run_7 { accum 1 bitset 2 followspline 0 tspln_7 100 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_8 100 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_9 100 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_10 100 wait length 304 accum 1 bitreset 2 accum 3 set 10 trigger truck run_continue } trigger run_11 { accum 1 bitset 2 followspline 0 tspln_11 100 wait length 304 accum 1 bitreset 2 accum 3 set 11 trigger truck run_continue } trigger run_12 { accum 1 bitset 2 followspline 0 tspln_12 100 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_13 100 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_14 100 wait length 304 accum 1 bitreset 2 accum 3 set 14 trigger truck run_continue } trigger run_15 { accum 1 bitset 2 followspline 0 tspln_15 100 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_16 100 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_17 100 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_18 100 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_19 100 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_20 100 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_21 100 wait length 304 accum 1 bitreset 2 accum 3 set 21 trigger truck run_continue } trigger run_22 { accum 1 bitset 2 followspline 0 tspln_22 100 wait length 304 accum 1 bitreset 2 accum 3 set 22 trigger truck run_continue } trigger run_23 { accum 1 bitset 2 followspline 0 tspln_23 100 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_24 100 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_25 100 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_26 100 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_27 100 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_28 100 wait length 304 accum 1 bitreset 2 accum 3 set 28 trigger truck run_continue } trigger run_29 { trigger switch_invtrig1 disable accum 1 bitset 2 followspline 0 tspln_29 100 wait length 304 accum 1 bitreset 2 wm_removeteamvoiceannounce 1 "railgun_allies_switch_raise" wm_removeteamvoiceannounce 0 "railgun_axis_switch_lower" accum 3 set 29 trigger truck run_continue } trigger run_30 { accum 1 bitset 2 followspline 0 tspln_30 100 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_31 100 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_32 100 wait length 304 accum 1 bitreset 2 accum 3 set 32 // trigger switch_invtrig1 enable trigger truck run_continue } trigger run_33 { accum 1 bitset 2 followspline 0 tspln_33 100 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_34 100 wait length 304 accum 1 bitreset 2 accum 3 set 34 trigger truck run_continue } trigger run_35 { accum 1 bitset 2 followspline 0 tspln_35 100 wait length 304 accum 1 bitreset 2 accum 3 set 35 trigger truck run_continue } trigger run_36 { accum 1 bitset 2 followspline 0 tspln_36 100 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_37 100 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_38 100 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_39 100 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_40 100 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_41 100 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_42 100 wait length 304 accum 1 bitreset 2 accum 3 set 42 trigger game_manager checkgame trigger truck run_continue } trigger run_43 { accum 1 bitset 2 followspline 0 tspln_43 100 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_44 100 wait length 304 accum 1 bitreset 2 accum 3 set 44 trigger truck wheels_stop } 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 } // ======================================== // barrier checking // ======================================== trigger stuck_check { accum 1 bitreset 3 trigger truck stuck_check_gold trigger truck stuck_check_door trigger truck stuck_check_scriptlockout trigger truck stuck_check_barrier_moving trigger truck stuck_check_finished } trigger stuck_check_finished { accum 3 abort_if_not_equal 43 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 28 accum 0 abort_if_not_equal 0 accum 1 bitset 3 } trigger stuck_check_door { accum 3 abort_if_not_equal 16 accum 5 abort_if_not_equal 0 accum 1 bitset 3 } trigger stuck_check_barrier_moving { accum 3 abort_if_not_equal 28 accum 1 abort_if_not_bitset 1 accum 1 bitset 3 } // ======================================== // ======================================== // ======================================== // 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 } // ======================================== // ======================================== trigger switch_open { accum 1 bitreset 1 } trigger switch_closed { accum 1 bitset 1 } // ======================================== trigger door_destroyed { accum 5 set 1 } // ======================================== } 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 } } truck_build { spawn { wait 500 attachtotag truck tag_wback } } //------------------------------------- //------------------------------------- //------------------------------------- // ********************************************* // ****************** Gold STUFF *************** // ********************************************* goldbar_holder { spawn { wait 500 attachtotag truck tag_wback } death { wait 200 trigger truck add_gold } } //----------------------- //--- Motor and gold --- //----------------------- gold { spawn { wait 500 } trigger stolen { setstate gold_toi invisible setstate gold_cm_marker invisible setstate clip_gold_stat invisible // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "goldrush_axis_gold_defend" wm_addteamvoiceannounce 0 "goldrush_axis_gold1_taken" wm_removeteamvoiceannounce 1 "goldrush_allies_gold_get" wm_addteamvoiceannounce 1 "goldrush_allies_gold1_taken" wm_teamvoiceannounce 0 "goldrush_axis_gold1_taken" wm_teamvoiceannounce 1 "goldrush_allies_gold1_taken" // *---------------------------------------------------------------------------------* } trigger returned { setstate gold_toi default setstate gold_cm_marker default setstate clip_gold_stat default // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "goldrush_axis_gold_defend" wm_removeteamvoiceannounce 0 "goldrush_axis_gold1_taken" wm_addteamvoiceannounce 1 "goldrush_allies_gold_get" wm_removeteamvoiceannounce 1 "goldrush_allies_gold1_taken" wm_teamvoiceannounce 0 "goldrush_axis_gold1_returned" wm_teamvoiceannounce 0 "goldrush_axis_gold_defend" wm_teamvoiceannounce 1 "goldrush_allies_gold1_returned" wm_teamvoiceannounce 1 "goldrush_allies_gold_get" // *---------------------------------------------------------------------------------* } trigger captured { } } //-------------- //--- Models --- //-------------- gold_full { spawn { wait 500 attachtotag truck tag_obj1 faceangles 0 90 0 1 setstate gold_full invisible } trigger show { setstate gold_full default } } gold_trans { spawn { wait 500 attachtotag truck tag_obj1 faceangles 0 90 0 1 } trigger hide { setstate gold_trans invisible } } clip_gold { spawn { wait 500 attachtotag truck tag_obj1 faceangles 0 90 0 1 setstate clip_gold invisible } trigger hide { setstate clip_gold default } } // ===================================== // ============ Main Door ============== // ===================================== dynadoor { spawn { wait 200 constructible_class 3 accum 1 set 0 accum 3 set 0 setstate door1 default setstate dynadoor_destroyed invisible } death { // wm_objective_status 2 0 2 // wm_objective_status 2 1 1 setstate dynadoor_destroyed default setstate door1 invisible setautospawn "Village" 0 trigger truck door_destroyed trigger allied_compost_built_model gate_destroyed trigger axis_compost_built_model gate_destroyed wm_announce "^3Allies have breached the Fortress Forward Gate!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "hq_objdest_axis" wm_teamvoiceannounce 1 "hq_objdest_allies" // *---------------------------------------------------------------------------------* accum 3 abort_if_not_equal 0 accum 3 set 0 alertentity axis_sp_cp setstate t2048 invisible } trigger CP_allies { accum 3 set 1 } trigger CP_axis { accum 3 set 0 } } //************** //**** Door **** //************** cdoor { spawn { wait 200 constructible_class 2 constructible_constructxpbonus 10 constructible_destructxpbonus 8 trigger self startup } buildstart final { } built final { setstate door_materials invisible setstate const_door default setstate door2 default wm_announce "Axis team has built the door!" } decayed final { trigger self startup } death { trigger self startup wm_announce "Allied team has destroyed the door!" } trigger startup { setstate const_door invisible setstate door2 invisible setstate door_materials default } } //---------------------- //--- Moving barrier --- //---------------------- switchlever { spawn { trigger self init // display of any subsequent "Track Barrier closed!" messages - tim } trigger init { faceangles 0 0 0 1000 trigger switchbarrier close } trigger close { faceangles 0 0 0 1000 playsound sound/movers/switches/butn2.wav trigger switchbarrier close wm_announce "Track Switch lowered!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 1 "railgun_allies_switch_raise" wm_removeteamvoiceannounce 0 "railgun_axis_switch_lower" wm_teamvoiceannounce 0 "railgun_axis_switch_lowered" wm_teamvoiceannounce 1 "railgun_allies_switch_lowered" wm_teamvoiceannounce 1 "railgun_allies_switch_raise" // *----------------------------------- vo ------------------------------------------* } trigger open { faceangles -90 0 0 1000 playsound sound/movers/switches/switch.wav trigger switchbarrier open wm_announce "Track Switch raised!" // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 1 "railgun_allies_switch_raise" wm_addteamvoiceannounce 0 "railgun_axis_switch_lower" wm_teamvoiceannounce 0 "railgun_axis_switch_raised" wm_teamvoiceannounce 0 "railgun_axis_switch_lower" wm_teamvoiceannounce 1 "railgun_allies_switch_raised" // *----------------------------------- vo ------------------------------------------* } } switchbarrier { spawn { trigger self close } trigger close { faceangles 90 0 0 2000 wait 2000 trigger switch_invtrig1 enable trigger truck switch_closed } trigger open { faceangles 0 0 0 2000 wait 2000 trigger switch_invtrig1 enable trigger truck switch_open } } switch_invtrig1 { spawn { wait 1000 trigger truck switch_closed accum 3 set 0 // Which team is the switch being closed beneficial to? (0=Axis, 1=Allies) accum 4 set 0 } trigger enable { accum 0 set 0 } trigger disable { accum 0 set 1 } activate axis { accum 0 abort_if_equal 1 trigger self axisclose } activate allies { accum 0 abort_if_equal 1 trigger self alliesopen } trigger axisclose { accum 4 abort_if_not_equal 1 accum 3 abort_if_not_equal 1 accum 3 set 0 trigger self close } trigger alliesopen { accum 3 abort_if_not_equal 0 accum 3 set 1 accum 4 set 1 trigger self open } trigger open { accum 0 abort_if_equal 1 trigger self disable trigger switchlever open } trigger close { accum 0 abort_if_equal 1 trigger self disable trigger switchlever close } } // ================================================ // ============ NEUTRAL COMMAND POST ============== // ================================================ // FROM GOldRush Thx SD!!! prefab by seven 2003 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 accum 4 set 0 } 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" // *---------------------------------------------------------------------------------* // accum 4 abort_if_not_equal 0 // alertentity axis_sp_cp // setstate t2048 invisible // trigger axis_compost_built_model CP_allies // trigger dynadoor CP_allies // wm_objective_status 6 0 2 // wm_objective_status 6 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 6 0 0 // wm_objective_status 6 1 0 } trigger gate_destroyed { accum 4 set 1 } } 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 accum 3 set 0 accum 4 set 0 // setstate t2048 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" // *---------------------------------------------------------------------------------* trigger dynadoor CP_axis accum 3 abort_if_not_equal 1 accum 4 abort_if_not_equal 0 accum 3 set 0 alertentity axis_sp_cp setstate t2048 default // wm_objective_status 7 0 1 // wm_objective_status 7 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" // *---------------------------------------------------------------------------------* accum 4 abort_if_not_equal 0 accum 3 set 1 alertentity axis_sp_cp setstate t2048 invisible trigger axis_compost_built_model CP_allies trigger dynadoor CP_allies // wm_objective_status 7 0 0 // wm_objective_status 7 1 0 } trigger CP_allies { accum 3 set 1 } trigger gate_destroyed { accum 4 set 1 } }