Hey! I’m back.
Now i describe in more details my map:
the wall have debris (func_static, targetname…), linked to the blow wall part (func_explosive, scriptname…), linked to trigger who cover the wall (trigger_objective_info, objflag…)
and the objectives: team_CTF_redflag( message, scriptname, model…), misc_commandmap_marker linked to trigger_objective_info who cover the team_CTF_redflag (customaxisimage, track…)
dont worry i retest and retest on simple map and that works…
here my script:
game_manager
{
spawn
{
// Set the respawn times
wm_set_round_timelimit 20
wm_axis_respawntime 20
wm_allied_respawntime 20
wm_number_of_objectives 2
// Axis control all objectives at the start (0 == AXIS, 1 == ALLIED)
wm_objective_status 1 0 0 //SideWall
wm_objective_status 1 1 0 //SideWall
wm_objective_status 2 0 0 //DocStat
wm_objective_status 2 1 0 //DocStat
// Set Defending Team for SW Mode
wm_set_defending_team 0
// If the round timer expires, the Axis have won, so set the current winning team
// Set the round winner: 0 == AXIS, 1 == ALLIED
wm_setwinner 0
// Accum #1 will be the state of objective number one
accum 1 set 0
}
trigger objective1
{
// Change the objective state internally, so UI can update, etc.
// Allied takes control of objective #1
wm_objective_status 1 0 2
wm_objective_status 1 1 1
// UI pop-up to alert players
wm_announce "The Sea Wall has been breached !"
}
trigger objective2
{
// Change the objective state internally, so UI can update, etc.
// Allied takes control of objective #1
wm_objective_status 2 0 2
wm_objective_status 2 1 1
// Change the variable within the script so that we can check if someone wins the round
accum 1 set 1
// UI pop-up to alert players
wm_announce "Allies transmitted the documents!"
// Call function to check if the round has been won
trigger game_manager checkgame
}
trigger axis_object_stolen
{
// Change the objective state internally, so UI can update, etc.
// Allied have stolen the documents (0 == AXIS, 1 == ALLIED)
wm_objective_status 2 0 2
wm_objective_status 2 1 1
}
trigger axis_object_returned
{
// Change the objective state internally, so UI can update, etc.
// Axis have returned the documents (0 == AXIS, 1 == ALLIED)
wm_objective_status 2 0 0
wm_objective_status 2 1 0
wm_teamvoiceannounce 0 "objective_axis_secured"
wm_teamvoiceannounce 1 "objective_allies_lost"
}
trigger checkgame
{
accum 1 abort_if_not_equal 1
// Set the round winner: 0 == AXIS, 1 == ALLIED
wm_setwinner 1
wm_announce "Allied team transmit the War Documents!"
wm_teamvoiceannounce 0 "objective_axis_lost"
wm_teamvoiceannounce 1 "objective_allies_secured"
wait 1500
// End the round
wm_endround
}
}
allied_obj1 //Sea wall breached.
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "The Sea Wall has been breached!"
wm_teamvoiceannounce 0 "sidewall_axis_breach"
wm_teamvoiceannounce 1 "sidewall_allies_breach"
trigger game_manager objective1
}
}
transmitt //The war documents being transmitted.
{
spawn
{
wait 200
}
death
{
wm_announce "The Allies transmittet the Documents"
trigger game_manager objective2
}
}
and the script works on a simple map too…
and i have an old map (the same , but not reduce in portals, not reduce in textures…not optimized) and she works!
HeAlP Me… 