Ok so i got the view pos, everything correct and i added it to the fueldump.script at the bottom making sure it was in line with } etc and then it gave me the g_script_scriptparse error causing a server crash, now i know that it must be something in those’s script lines you sent me cause when i removed them it worked again, thanks for sending by the way helped alot, except from the truck, it seemed to stop the whole game from doing anything, also it added a flying mg42, a already constructed bridge and a tank the looked like it had been rolling around in crap 
// ============================================================================
// Map: Fueldump
// Last update : 7/2/07 /SS/StinVec – HOUSE OF PAIN /SS/
// ============================================================================
game_manager
{
spawn
{
// ---START--- StinVec Assault Bridge for Axis in Fueldump
create
{
scriptName "axisbridge"
targetname "axisbridge"
classname "script_mover"
origin "-10712 -5931 603"
angles "0 -47 2"
model "*10"
spawnflags "2"
modelscale 1.04
}
// ---END--- StinVec Assault Bridge for Axis in Fueldump
// Game rules
wm_axis_respawntime 30
wm_allied_respawntime 20
wm_number_of_objectives 7
wm_set_round_timelimit 30
wm_set_main_objective 2 0
wm_set_main_objective 1 1
wm_objective_status 1 1 0
wm_objective_status 1 0 0
wm_objective_status 2 1 0
wm_objective_status 2 0 0
wm_objective_status 3 1 0
wm_objective_status 3 0 0
wm_objective_status 4 1 0
wm_objective_status 4 0 0
wm_objective_status 5 1 0
wm_objective_status 5 0 0
wm_objective_status 6 1 0
wm_objective_status 6 0 0
wm_objective_status 7 1 0
wm_objective_status 7 0 0
// 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
// Accumulator to check win conditions
accum 1 set 0
// Setup the auto spawn points for the map
wait 500
setautospawn "Allied Entrance Spawn" 1
setautospawn "Tunnel Store Room" 0
// Garage Doors
globalaccum 4 set 0 // Flexible Door 1 status. (0=stationary, 1=moving)
globalaccum 5 set 0 // Flexible Door 2 status. (0=stationary, 1=moving)
// CP speakers
disablespeaker axishq_sound
disablespeaker alliedhq_sound
wait 2000
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_bridge_stop"
wm_addteamvoiceannounce 1 "fueldump_allies_bridge_construct"
wm_teamvoiceannounce 0 "fueldump_axis_bridge_stop"
wm_teamvoiceannounce 0 "axis_hq_compost_construct"
wm_teamvoiceannounce 1 "fueldump_allies_bridge_construct"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Constructing a Bridge over the frozen river
//-----------------------------------------------------------------------
trigger objective1
{
wm_announce "Allied team has constructed the bridge!"
}
//-----------------------------------------------------------------------
// Destroying the Tunnel Doors.
//-----------------------------------------------------------------------
trigger objective2
{
wm_announce "Allied team has breached the Tunnel Doors!"
setstate tunneldoor_toi invisible
setautospawn "Allied Entrance Spawn" 0
setautospawn "Tunnel Store Room" 1
alertentity t108 // Switch the tunnel spawns around
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_gates_stop"
wm_addteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
wm_teamvoiceannounce 0 "fueldump_axis_tunnel_destroyed"
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_construct"
wm_teamvoiceannounce 1 "fueldump_allies_tank_depot"
wm_teamvoiceannounce 1 "allies_hq_compost_construct"
wm_removeteamvoiceannounce 0 "fueldump_axis_tunnel_stop"
// *---------------------------------------------------------------------------------*
wm_set_main_objective 2 0
wm_set_main_objective 2 1
}
//-----------------------------------------------------------------------
// Destroying the Axis Depot Gates.
//-----------------------------------------------------------------------
trigger objective3
{
wm_announce "Allied team has breached the Depot Gates!"
setstate depotgate_toi invisible
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_gates_destroyed"
wm_addteamvoiceannounce 0 "fueldump_axis_fueldump_defend"
wm_addteamvoiceannounce 1 "fueldump_allies_fueldump_destroy"
wm_teamvoiceannounce 0 "fueldump_axis_gates_destroyed"
wm_teamvoiceannounce 0 "fueldump_axis_fueldump_defend"
wm_teamvoiceannounce 1 "fueldump_allies_tank_reardepot"
wm_teamvoiceannounce 1 "fueldump_allies_fueldump_destroy"
wm_removeteamvoiceannounce 0 "fueldump_axis_gates_stop"
wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
wm_removeteamvoiceannounce 1 "fueldump_allies_tank_depot"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Destroying the Axis Fueldump.
//-----------------------------------------------------------------------
trigger objective4
{
// Change the variable within the script so that we can check if someone wins the round
accum 1 set 1
// Big bang sequence of fueldump here
alertentity fueldump_explo1
alertentity fueldump_explo2
alertentity fueldump_explo3
setstate fueldump_ladder invisible
alertentity fueldump_rubble1
alertentity fueldump_rubble2
alertentity fueldump_rubble3
// Some kind of UI pop-up to alert players
wm_announce "Allied team has destroyed the Axis Fuel Dump!"
wm_objective_status 4 1 1
wm_objective_status 4 0 2
wait 3000
// Call function to check if the round has been won
trigger game_manager checkgame
}
//-----------------------------------------------------------------------
// Escort the Tank to destroy the Side Wall to the rear of the Depot.
//-----------------------------------------------------------------------
trigger objective5
{
wm_announce "Allied team has breached the Depot Side Wall!"
setstate depotsidewall_toi invisible
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "fueldump_axis_fueldump_defend"
wm_teamvoiceannounce 1 "fueldump_allies_wall_destroyed"
wm_teamvoiceannounce 1 "fueldump_allies_fueldump_destroy"
wm_removeteamvoiceannounce 1 "fueldump_allies_tank_reardepot"
// *---------------------------------------------------------------------------------*
}
trigger checkgame
{
accum 1 abort_if_not_equal 1
wm_setwinner 1
wait 1000
wm_endround
}
}
// ============================================================================
// LMS stuff to remove from obj mode
// ============================================================================
thebridge_lms
{
spawn
{
wait 100
setstate thebridge_lms invisible
setstate lms_hacabinet_cm_marker invisible
setstate lms_hacabinet_toi invisible
setstate lms_healthcabinet invisible
setstate lms_ammocabinet invisible
setstate lms_healthtrigger invisible
setstate lms_ammotrigger invisible
setstate lms_healthcabinet_clip invisible
setstate lms_ammocabinet_clip invisible
setstate lms_alliedstaircase invisible
}
}
// ============================================================================
// AXIS HQ bits and pieces
// ============================================================================
axis_radio_destroyed
{
spawn
{
wait 200
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
{
setstate axis_radio_destroyed default
setstate axis_radio_destroyed_model default
setstate axishqstuff invisible // Arial tower outside of building
}
}
axis_radio_closed
{
spawn
{
wait 200
setstate axis_radio_closed default
setstate axis_radio_closed_model default
}
trigger hide
{
setstate axis_radio_closed invisible
setstate axis_radio_closed_model invisible
}
trigger show
{
setstate axis_radio_closed default
setstate axis_radio_closed_model default
}
}
axis_radio_built
{
spawn
{
wait 400
constructible_class 2
trigger self setup
setstate axishqstuff invisible
}
trigger setup
{
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
}
buildstart final
{
trigger axis_radio_built_model trans
trigger axis_radio_destroyed hide
trigger axis_radio_closed hide
setstate axishqstuff underconstruction
}
decayed final
{
trigger axis_radio_built_model hide
trigger axis_radio_closed show
setstate axishqstuff invisible
}
built final
{
trigger axis_radio_built_model show
trigger axis_radio_closed hide
trigger axis_radio_destroyed hide
trigger axis_radio_built_model enable_axis_features
enablespeaker axishq_sound
setstate axishqstuff default
}
death
{
trigger axis_radio_built_model hide
trigger axis_radio_destroyed show
trigger axis_radio_built_model disable_axis_features
disablespeaker axishq_sound
}
}
axis_radio_built_model
{
spawn
{
wait 400
setstate axis_radio_built_model invisible
accum 0 bitreset 0 // set if radio is built
accum 0 bitreset 1 // set if goal should be ignored
}
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
{
//-----------------------------------------------------------------------
// Increase Allies charge times
//-----------------------------------------------------------------------
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
// *----------------------------------- 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 6 0 1
wm_objective_status 6 1 2
wm_announce "Axis Command Post constructed. Charge speed increased!"
accum 0 bitset 0
}
trigger disable_axis_features
{
//-----------------------------------------------------------------------
// Decrease Axis charge times
//-----------------------------------------------------------------------
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
// *---------------------------------------------------------------------------------*
wm_announce "Allied team has destroyed the Axis Command Post!"
wm_objective_status 6 0 0
wm_objective_status 6 1 0
accum 0 bitreset 0
}
}
// ============================================================================
// Allied HQ bits and pieces
// ============================================================================
alliedhqradio_toi
{
//-----------------------------------------------------------------------
// Enable health/ammo cabinets, allied radio has been built
//-----------------------------------------------------------------------
trigger enable_hacabs
{
setstate tankbay_healthcabinet default
setstate tankbay_ammocabinet default
setstate tankbay_healthtrigger default
setstate tankbay_ammotrigger default
setstate tankbay_healthcabinet_dmg invisible
setstate tankbay_ammocabinet_dmg invisible
setstate tankbay_hacabinet_cm_marker default
setstate tankbay_hacabinet_toi default
}
//-----------------------------------------------------------------------
// Disable health/ammo cabinets, allied radio has been destroyed
//-----------------------------------------------------------------------
trigger disable_hacabs
{
setstate tankbay_healthcabinet invisible
setstate tankbay_ammocabinet invisible
setstate tankbay_healthtrigger invisible
setstate tankbay_ammotrigger invisible
setstate tankbay_healthcabinet_dmg default
setstate tankbay_ammocabinet_dmg default
setstate tankbay_hacabinet_cm_marker invisible
setstate tankbay_hacabinet_toi invisible
}
}
allied_radio_destroyed
{
spawn
{
wait 200
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
{
setstate allied_radio_destroyed default
setstate allied_radio_destroyed_model default
}
}
allied_radio_closed
{
spawn
{
wait 200
setstate allied_radio_closed default
setstate allied_radio_closed_model default
}
trigger hide
{
setstate allied_radio_closed invisible
setstate allied_radio_closed_model invisible
}
trigger show
{
setstate allied_radio_closed default
setstate allied_radio_closed_model default
}
}
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
trigger alliedhqradio_toi disable_hacabs
}
buildstart final
{
trigger allied_radio_built_model trans
trigger allied_radio_destroyed hide
trigger allied_radio_closed hide
}
decayed final
{
trigger allied_radio_built_model hide
trigger allied_radio_closed show
}
built final
{
trigger allied_radio_built_model show
trigger allied_radio_closed hide
trigger allied_radio_destroyed hide
trigger allied_radio_built_model enable_allied_features
enablespeaker alliedhq_sound
}
death
{
trigger allied_radio_built_model hide
trigger allied_radio_destroyed show
trigger allied_radio_built_model disable_allied_features
disablespeaker alliedhq_sound
}
}
allied_radio_built_model
{
spawn
{
wait 400
setstate allied_radio_built_model invisible
accum 0 bitreset 0 // set if radio is built
accum 0 bitreset 1 // set if goal should be ignored
}
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
{
trigger alliedhqradio_toi enable_hacabs
//-----------------------------------------------------------------------
// Increase Allies charge times
//-----------------------------------------------------------------------
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
// *----------------------------------- 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 7 1 1
wm_objective_status 7 0 2
wm_announce "Allied Command Post constructed. Charge speed increased!"
accum 0 bitset 0
}
trigger disable_allied_features
{
trigger alliedhqradio_toi disable_hacabs
//-----------------------------------------------------------------------
// Decrease Allies charge times
//-----------------------------------------------------------------------
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus 1 1
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
// *---------------------------------------------------------------------------------*
wm_announce "Axis team has destroyed the Allied Command Post!"
wm_objective_status 7 0 0
wm_objective_status 7 1 0
accum 0 bitreset 0
}
}
// ============================================================================
// The Bridge
// ============================================================================
thebridge
{
spawn
{
accum 7 set 0 // Bridge stage construction and tank status
wait 200
constructible_class 3
setstate bridgematerials_stage1 default
setstate bridgematerials_stage2 default
accum 7 bitset 1 // Tank NOT over bridge yet
}
//-----------------------------------------------------------------------
// Stage 1 is BUILT
//-----------------------------------------------------------------------
built stage1
{
setstate bridgematerials_stage1 invisible // Remove stage 1 construction items
trigger game_manager objective1
accum 7 abort_if_not_bitset 1 // Tank over bridge?
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_bridge_destroy"
wm_addteamvoiceannounce 1 "fueldump_allies_bridge_reinforce"
wm_teamvoiceannounce 0 "fueldump_axis_bridge_destroy"
wm_teamvoiceannounce 1 "fueldump_allies_bridge_reinforce"
wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_stop"
wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_construct"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Stage 1 is DESTROYED
//-----------------------------------------------------------------------
death
{
setstate bridgematerials_stage1 default // Restore stage 1 construction items
togglespeaker bridge_expl // Explosion
trigger tank clearBridge
// Some kind of UI pop-up to alert players
wm_announce "Axis team has destroyed the Bridge!"
accum 7 abort_if_not_bitset 1 // Tank over bridge?
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_bridge_stop"
wm_addteamvoiceannounce 1 "fueldump_allies_bridge_construct"
wm_teamvoiceannounce 0 "fueldump_axis_bridge_destroyed"
wm_teamvoiceannounce 1 "fueldump_allies_bridge_construct"
wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_destroy"
wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_reinforce"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Stage 2 is BUILT
//-----------------------------------------------------------------------
built final
{
setstate bridgematerials_stage2 invisible
trigger tank setBridge
// Some kind of UI pop-up to alert players
wm_announce "Allied team has reinforced the Bridge!"
accum 7 abort_if_not_bitset 1 // Tank over bridge?
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_bridge_destroy"
wm_addteamvoiceannounce 1 "fueldump_allies_tank_bridge"
wm_teamvoiceannounce 0 "fueldump_axis_bridge_reinforced"
wm_teamvoiceannounce 1 "fueldump_allies_bridge_reinforced"
wm_teamvoiceannounce 1 "fueldump_allies_tank_bridge"
wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_stop"
wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_reinforce"
// *---------------------------------------------------------------------------------*
wm_set_main_objective 1 0 // Completed an objective
}
//-----------------------------------------------------------------------
// Stage 2 is DESTROYED, go back to stage 1
//-----------------------------------------------------------------------
destroyed final
{
setstate bridgematerials_stage2 default
togglespeaker bridge_expl
trigger tank clearBridge
// Some kind of UI pop-up to alert players
wm_announce "Axis team has damaged the Bridge!"
accum 7 abort_if_not_bitset 1 // Tank over bridge?
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_bridge_destroy"
wm_addteamvoiceannounce 1 "fueldump_allies_bridge_reinforce"
wm_teamvoiceannounce 0 "fueldump_axis_bridge_damaged"
wm_teamvoiceannounce 1 "fueldump_allies_bridge_damaged"
wm_removeteamvoiceannounce 1 "fueldump_allies_tank_bridge"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Tank has made it over the bridge and on route to the cave doors
// remove all VO reference to the bridge construct/destruct
//-----------------------------------------------------------------------
trigger tank_passed
{
accum 7 bitreset 1 // Tank over bridge, no more announcements
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_tunnel_stop"
wm_addteamvoiceannounce 1 "fueldump_allies_tank_depot"
wm_teamvoiceannounce 0 "fueldump_axis_tunnel_stop"
wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_destroy"
wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_stop"
wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_construct"
wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_reinforce"
wm_removeteamvoiceannounce 1 "fueldump_allies_tank_bridge"
// *---------------------------------------------------------------------------------*
}
}
// ============================================================================
// The Fuel Dump
// ============================================================================
axisfueldump
{
spawn
{
wait 200
constructible_class 3
setstate fueldump_solid default
setstate fueldump_damaged invisible
setstate fueldump_smoke1 invisible
setstate fueldump_smoke2 invisible
setstate fueldump_smoke3 invisible
}
death
{
trigger game_manager objective4
setstate fueldump_smoke1 default
setstate fueldump_smoke2 default
setstate fueldump_smoke3 default
trigger hurt_fueldumpblast boom
setstate fueldump_solid invisible
setstate fueldump_damaged default
}
}
hurt_fueldumpblast
{
spawn
{
wait 200
setstate hurt_fueldumpblast invisible
}
trigger boom
{
setstate hurt_fueldumpblast default
wait 100
remove
}
}
// ============================================================================
// Fuel Dump Barricades
// ============================================================================
frontdump
{
spawn
{
wait 200
constructible_class 2
setstate frontdumpmaterials_stage1 default
setstate frontdumpmaterials_stage2 default
setstate frontdump1_trighurt invisible
setstate frontdump2_trighurt invisible
}
//-----------------------------------------------------------------------
// Stage 1 is BUILT
//-----------------------------------------------------------------------
built stage1
{
setstate frontdumpmaterials_stage1 invisible
setstate frontdump1_trighurt default
}
//-----------------------------------------------------------------------
// Stage 1 is DESTROYED
//-----------------------------------------------------------------------
death
{
setstate frontdumpmaterials_stage1 default
setstate frontdump1_trighurt invisible
// Some kind of UI pop-up to alert players
wm_announce "Allied team has destroyed the East Axis Base Fortification!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_destroyed"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Stage 2 is BUILT
//-----------------------------------------------------------------------
built final
{
setstate frontdumpmaterials_stage2 invisible
setstate frontdump2_trighurt default
// Some kind of UI pop-up to alert players
wm_announce "Axis team has constructed the East Axis Base Fortification!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_constructed"
wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Stage 2 is DESTROYED, go back to stage 1
//-----------------------------------------------------------------------
destroyed final
{
setstate frontdumpmaterials_stage2 default
setstate frontdump2_trighurt invisible
// Some kind of UI pop-up to alert players
wm_announce "Allied team has damaged the East Axis Base Fortification!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_breached"
wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroyed"
wm_removeteamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
// *---------------------------------------------------------------------------------*
}
}
reardump
{
spawn
{
wait 200
constructible_class 2
setstate reardumpmaterials_stage1 default
setstate reardumpmaterials_stage2 default
setstate backdump1_trighurt invisible
setstate backdump2_trighurt invisible
}
//-----------------------------------------------------------------------
// Stage 1 is BUILT
//-----------------------------------------------------------------------
built stage1
{
setstate reardumpmaterials_stage1 invisible
setstate backdump1_trighurt default
}
//-----------------------------------------------------------------------
// Stage 1 is DESTROYED
//-----------------------------------------------------------------------
death
{
setstate reardumpmaterials_stage1 default
setstate backdump1_trighurt invisible
// Some kind of UI pop-up to alert players
wm_announce "Allied team has destroyed the West Axis Base Fortification!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_destroyed"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Stage 2 is BUILT
//-----------------------------------------------------------------------
built final
{
setstate reardumpmaterials_stage2 invisible
setstate backdump2_trighurt default
// Some kind of UI pop-up to alert players
wm_announce "Axis team has constructed the West Axis Base Fortification!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_constructed"
wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Stage 2 is DESTROYED, go back to stage 1
//-----------------------------------------------------------------------
destroyed final
{
setstate reardumpmaterials_stage2 default
setstate backdump2_trighurt invisible
// Some kind of UI pop-up to alert players
wm_announce "Allied team has damaged the West Axis Base Fortification!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_breached"
wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroyed"
wm_removeteamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
// *---------------------------------------------------------------------------------*
}
}
// ============================================================================
// Footbridge on Allied side of the map
// ============================================================================
footbridge
{
spawn
{
wait 200
constructible_class 2
setstate footbridge invisible
setstate footbridgematerials default
setstate lms_footbridge invisible
}
buildstart final
{
setstate footbridge underconstruction
}
built final
{
setstate footbridge default
setstate footbridgematerials invisible
// Some kind of UI pop-up to alert players
wm_announce "Allied team has constructed the Foot Bridge!"
}
decayed final
{
setstate footbridge invisible
setstate footbridgematerials default
}
death
{
setstate footbridge invisible
setstate footbridgematerials default
// Some kind of UI pop-up to alert players
wm_announce "Axis team has destroyed the Foot Bridge!"
}
}
// ============================================================================
// Allied MG42 Nest - on Allied side of the map
// ============================================================================
alliedbarnmg42nest
{
spawn
{
wait 200
constructible_class 2
setstate alliedbarnmg42 invisible
setstate alliedbarnmg42materials default
}
buildstart final
{
setstate alliedbarnmg42 underconstruction
}
built final
{
setstate alliedbarnmg42 default
setstate alliedbarnmg42materials invisible
// Some kind of UI pop-up to alert players
wm_announce "Allied team has constructed the Road MG Nest!"
}
decayed final
{
setstate alliedbarnmg42 invisible
setstate alliedbarnmg42materials default
}
death
{
setstate alliedbarnmg42 invisible
setstate alliedbarnmg42materials default
repairmg42 alliedbarnmg42
// Some kind of UI pop-up to alert players
wm_announce "Axis team has destroyed the Road MG Nest!"
}
}
// ============================================================================
// AXIS GUARD TOWER - on Allied side of the map
// ============================================================================
axistunneltower
{
spawn
{
wait 200
constructible_class 2
setstate axistunneltower invisible
setstate axistunneltowermg42 invisible
setstate tunneltowermaterials default
}
buildstart final
{
setstate axistunneltower underconstruction
setstate axistunneltowermg42 underconstruction
}
built final
{
setstate axistunneltower default
setstate axistunneltowermg42 default
setstate tunneltowermaterials invisible
// Some kind of UI pop-up to alert players
wm_announce "Axis team has constructed the Tunnel MG!"
}
decayed final
{
setstate axistunneltower invisible
setstate axistunneltowermg42 invisible
setstate tunneltowermaterials default
}
death
{
trigger axistunneltowerblast boom
setstate axistunneltower invisible
setstate axistunneltowermg42 invisible
repairmg42 axistunneltowermg42
setstate tunneltowermaterials default
// Some kind of UI pop-up to alert players
wm_announce "Allied team has destroyed the Tunnel MG!"
}
}
// Trigger hurt brush around the tower to catch all people
// in the tower when it is destroyed.
axistunneltowerblast
{
spawn
{
wait 200
setstate axistunneltowerblast invisible
}
trigger boom
{
setstate axistunneltowerblast default
wait 500
setstate axistunneltowerblast invisible
}
}
// ============================================================================
// ALLIED MG42 NEST next to the tank bay
// - on Axis side of the map
// ============================================================================
alliedsidemg42
{
spawn
{
wait 200
constructible_class 2
setstate alliedsidemg42_sandbags invisible
setstate alliedsidemg42_gun invisible
}
buildstart final
{
setstate alliedsidemg42_sandbags underconstruction
setstate alliedsidemg42_gun underconstruction
}
built final
{
setstate alliedsidemg42_sandbags default
setstate alliedsidemg42_gun default
setstate sidetowermaterials invisible
// Some kind of UI pop-up to alert players
wm_announce "Allied team has constructed the Side MG Nest!"
}
decayed final
{
setstate alliedsidemg42_sandbags invisible
setstate alliedsidemg42_gun invisible
}
death
{
setstate alliedsidemg42_sandbags invisible
setstate alliedsidemg42_gun invisible
repairmg42 alliedsidemg42_gun
setstate sidetowermaterials default
// Some kind of UI pop-up to alert players
wm_announce "Axis team has destroyed the Side MG Nest!"
}
}
// ============================================================================
// AXIS GUARD TOWER next to the tank bay
// - on Axis side of the map
// ============================================================================
axissidetower
{
spawn
{
wait 200
constructible_class 2
setstate axissidetower invisible
setstate axissidetowermg42 invisible
setstate sidetowermaterials default
}
buildstart final
{
setstate axissidetower underconstruction
setstate axissidetowermg42 underconstruction
}
built final
{
setstate axissidetower default
setstate axissidetowermg42 default
setstate sidetowermaterials invisible
// Some kind of UI pop-up to alert players
wm_announce "Axis team has constructed the Side MG Nest!"
}
decayed final
{
setstate axissidetower invisible
setstate axissidetowermg42 invisible
}
death
{
trigger axissidetowerblast boom
setstate axissidetower invisible
setstate axissidetowermg42 invisible
repairmg42 axissidetowermg42
setstate sidetowermaterials default
// Some kind of UI pop-up to alert players
wm_announce "Allied team has destroyed the Side MG Nest!"
}
}
// Trigger hurt brush around the tower to catch all people
// in the tower when it is destroyed.
axissidetowerblast
{
spawn
{
wait 200
setstate axissidetowerblast invisible
}
trigger boom
{
setstate axissidetowerblast default
wait 500
setstate axissidetowerblast invisible
}
}
// ============================================================================
// Tank stuff starts here
// ============================================================================
tank_sound
{
trigger start
{
trigger tank sound_start
wait 3400
trigger tank sound_move
}
trigger stop
{
trigger tank sound_stop
wait 1400
trigger tank sound_idle
}
trigger rebirth
{
trigger tank sound_rebirth
wait 1400
trigger tank sound_idle
}
}
// digibob: converting truck script from goldrush over...
// ============================================================================
// accum 0, dynamite count
// accum 1
// - bit 0: bridge state ( 0 = not built, 1 = built )
// - bit 1: blank ( )
// - bit 2: spline status ( 0 = not moving, 1 = moving )
// - bit 3: stuck check flag ( 0 = not stuck, 1 = stuck )
// - bit 4: blank ( )
// - bit 5: track state ( 0 = stopped, 1 = forward )
// - 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, lockout ref counter
// accum 6, blank
// accum 7, blank
// ===========================================================================================
// spline points are spln0 -> spln65 tunnel1 -> tunnel12 spln66 -> spln86 spln2_0 -> spln2_39
// ===========================================================================================
// track events:
// - tracks_forward
// - tracks_stop
// - tracks_turningleft
// - tracks_turningright
tank
{
spawn
{
wait 50
faceangles 0 180 0 50
trigger self sound_idle
accum 1 bitset 5
trigger self tracks_stop
// Reset the tank+turret into correct position
followspline 0 spln0 10000 wait length -64
followspline 1 spln0 10000 wait length -64
// Instant test teleporter
// accum 3 set 90
}
// ===========================================================================================
trigger startfire
{
startanimation 67 8 10 nolerp norandom
}
trigger stopfire
{
startanimation 0 1 15 nolerp norandom
}
// ===========================================================================================
trigger sound_idle
{
stopsound
playsound sound/vehicles/tank/tank_idle.wav looping volume 512
}
trigger sound_start
{
stopsound
playsound sound/vehicles/tank/tank_revup.wav volume 196
}
trigger sound_move
{
stopsound
playsound sound/vehicles/tank/tank_move.wav looping volume 512
}
trigger sound_stop
{
stopsound
playsound sound/vehicles/tank/tank_revdown.wav volume 196
}
trigger sound_death
{
stopsound
playsound sound/vehicles/tank/tank_stop.wav volume 256
}
trigger sound_rebirth
{
stopsound
playsound sound/vehicles/tank/tank_start.wav volume 196
}
// ===========================================================================================
trigger tracks_forward
{
accum 1 abort_if_bitset 5
accum 1 bitset 5
remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_forward
remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_forward
remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_forward
remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_forward
remapshaderflush
}
trigger tracks_turningleft
{
remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_forward
remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_forward
remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_backward
remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_backward
remapshaderflush
}
trigger tracks_turningright
{
remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_backward
remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_backward
remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_forward
remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_forward
remapshaderflush
}
trigger tracks_stop
{
accum 1 abort_if_not_bitset 5
accum 1 bitreset 5
remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_r
remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_r
remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_l
remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_l
remapshaderflush
}
// ===========================================================================================
// ===========================================================================================
trigger run_incpos
{
accum 3 inc 1
}
trigger run_continue
{
trigger self run_incpos
trigger self deathcheck
trigger self stopcheck
trigger self move
}
// ===========================================================================================
// ===========================================================================================
// movement
trigger move_check
{
trigger self stuck_check
accum 1 abort_if_bitset 3
trigger self dispatch
}
trigger move
{
trigger self move_check
wait 500
trigger self move
}
trigger dispatch
{
accum 3 trigger_if_equal 0 tank run_0
accum 3 trigger_if_equal 1 tank run_1
accum 3 trigger_if_equal 2 tank run_2
accum 3 trigger_if_equal 3 tank run_3
accum 3 trigger_if_equal 4 tank run_4
accum 3 trigger_if_equal 5 tank run_5
accum 3 trigger_if_equal 6 tank run_6
accum 3 trigger_if_equal 7 tank run_7
accum 3 trigger_if_equal 8 tank run_8
accum 3 trigger_if_equal 9 tank run_9
accum 3 trigger_if_equal 10 tank run_10
accum 3 trigger_if_equal 11 tank run_11
accum 3 trigger_if_equal 12 tank run_12
accum 3 trigger_if_equal 13 tank run_13
//-----------------------------------------
// First corner by the road MG nest
//-----------------------------------------
// accum 3 trigger_if_equal 14 tank run_14
accum 3 trigger_if_equal 15 tank run_15
accum 3 trigger_if_equal 16 tank run_16
accum 3 trigger_if_equal 17 tank run_17
accum 3 trigger_if_equal 18 tank run_18
accum 3 trigger_if_equal 19 tank run_19
accum 3 trigger_if_equal 20 tank run_20
accum 3 trigger_if_equal 21 tank run_21
accum 3 trigger_if_equal 22 tank run_22
accum 3 trigger_if_equal 23 tank run_23
accum 3 trigger_if_equal 24 tank run_24
accum 3 trigger_if_equal 25 tank run_25
accum 3 trigger_if_equal 26 tank run_26
accum 3 trigger_if_equal 27 tank run_27
accum 3 trigger_if_equal 28 tank run_28
accum 3 trigger_if_equal 29 tank run_29
accum 3 trigger_if_equal 30 tank run_30
accum 3 trigger_if_equal 31 tank run_31
accum 3 trigger_if_equal 32 tank run_32
accum 3 trigger_if_equal 33 tank run_33
accum 3 trigger_if_equal 34 tank run_34
accum 3 trigger_if_equal 35 tank run_35
accum 3 trigger_if_equal 36 tank run_36
accum 3 trigger_if_equal 37 tank run_37
accum 3 trigger_if_equal 38 tank run_38
accum 3 trigger_if_equal 39 tank run_39
accum 3 trigger_if_equal 40 tank run_40
accum 3 trigger_if_equal 41 tank run_41
accum 3 trigger_if_equal 42 tank run_42
//-----------------------------------------
// Turning outside of cave front doors
//-----------------------------------------
// accum 3 trigger_if_equal 43 tank run_43
accum 3 trigger_if_equal 44 tank run_44
accum 3 trigger_if_equal 45 tank run_45
accum 3 trigger_if_equal 46 tank run_46
accum 3 trigger_if_equal 47 tank run_47
accum 3 trigger_if_equal 48 tank run_48
accum 3 trigger_if_equal 49 tank run_49
accum 3 trigger_if_equal 50 tank run_50
accum 3 trigger_if_equal 51 tank run_51
accum 3 trigger_if_equal 52 tank run_52
accum 3 trigger_if_equal 53 tank run_53
accum 3 trigger_if_equal 54 tank run_54
accum 3 trigger_if_equal 55 tank run_55
accum 3 trigger_if_equal 56 tank run_56
accum 3 trigger_if_equal 57 tank run_57
accum 3 trigger_if_equal 58 tank run_58
accum 3 trigger_if_equal 59 tank run_59
accum 3 trigger_if_equal 60 tank run_60
//-----------------------------------------
// First corner of cave route
// accum 3 trigger_if_equal 61 tank run_61
accum 3 trigger_if_equal 62 tank run_62
// accum 3 trigger_if_equal 63 tank run_63
accum 3 trigger_if_equal 64 tank run_64
accum 3 trigger_if_equal 65 tank run_65
accum 3 trigger_if_equal 66 tank run_66
accum 3 trigger_if_equal 67 tank run_67
accum 3 trigger_if_equal 68 tank run_68
accum 3 trigger_if_equal 69 tank run_69
accum 3 trigger_if_equal 70 tank run_70
accum 3 trigger_if_equal 71 tank run_71
accum 3 trigger_if_equal 72 tank run_72
//-----------------------------------------
// Last corner of cave route
// accum 3 trigger_if_equal 73 tank run_73
accum 3 trigger_if_equal 74 tank run_74
accum 3 trigger_if_equal 75 tank run_75
accum 3 trigger_if_equal 76 tank run_76
accum 3 trigger_if_equal 77 tank run_77
accum 3 trigger_if_equal 78 tank run_78
accum 3 trigger_if_equal 79 tank run_79
accum 3 trigger_if_equal 80 tank run_80
accum 3 trigger_if_equal 81 tank run_81
accum 3 trigger_if_equal 82 tank run_82
accum 3 trigger_if_equal 83 tank run_83
accum 3 trigger_if_equal 84 tank run_84
accum 3 trigger_if_equal 85 tank run_85
accum 3 trigger_if_equal 86 tank run_86
accum 3 trigger_if_equal 87 tank run_87
accum 3 trigger_if_equal 88 tank run_88
accum 3 trigger_if_equal 89 tank run_89
accum 3 trigger_if_equal 90 tank run_90
accum 3 trigger_if_equal 91 tank run_91
accum 3 trigger_if_equal 92 tank run_92
accum 3 trigger_if_equal 93 tank run_93
accum 3 trigger_if_equal 94 tank run_94
accum 3 trigger_if_equal 95 tank run_95
accum 3 trigger_if_equal 96 tank run_96
accum 3 trigger_if_equal 97 tank run_97
accum 3 trigger_if_equal 98 tank run_98
accum 3 trigger_if_equal 99 tank run_99
accum 3 trigger_if_equal 100 tank run_100
accum 3 trigger_if_equal 101 tank run_101
accum 3 trigger_if_equal 102 tank run_102
accum 3 trigger_if_equal 103 tank run_103
accum 3 trigger_if_equal 104 tank run_104
accum 3 trigger_if_equal 105 tank run_105
accum 3 trigger_if_equal 106 tank run_106
accum 3 trigger_if_equal 107 tank run_107
accum 3 trigger_if_equal 108 tank run_108
accum 3 trigger_if_equal 109 tank run_109
accum 3 trigger_if_equal 110 tank run_110
accum 3 trigger_if_equal 111 tank run_111
accum 3 trigger_if_equal 112 tank run_112
accum 3 trigger_if_equal 113 tank run_113
accum 3 trigger_if_equal 114 tank run_114
accum 3 trigger_if_equal 115 tank run_115
accum 3 trigger_if_equal 116 tank run_116
accum 3 trigger_if_equal 117 tank run_117
accum 3 trigger_if_equal 118 tank run_118
accum 3 trigger_if_equal 119 tank run_119
accum 3 trigger_if_equal 120 tank run_120
accum 3 trigger_if_equal 121 tank run_121
accum 3 trigger_if_equal 122 tank run_122
accum 3 trigger_if_equal 123 tank run_123
accum 3 trigger_if_equal 124 tank run_124
accum 3 trigger_if_equal 125 tank run_125
accum 3 trigger_if_equal 126 tank run_126
accum 3 trigger_if_equal 127 tank run_127
accum 3 trigger_if_equal 128 tank run_128
accum 3 trigger_if_equal 129 tank run_129
accum 3 trigger_if_equal 130 tank run_130
accum 3 trigger_if_equal 131 tank run_131
accum 3 trigger_if_equal 132 tank run_132
accum 3 trigger_if_equal 133 tank run_133
}
// ===========================================================================================
// ===========================================================================================
trigger run_0
{
accum 1 bitset 2
trigger tank_turret2 run_0
followspline 0 spln0 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_1
{
accum 1 bitset 2
trigger tank_turret2 run_1
followspline 0 spln1 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_2
{
accum 1 bitset 2
trigger tank_turret2 run_2
followspline 0 spln2 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Jig next to spawn hut
//-----------------------------------------------------------------------
trigger run_3
{
accum 1 bitset 2
trigger tank_turret2 run_3
// Start tracks turning in opp directions
trigger self tracks_turningright
followspline 0 spln3 80 wait length -64
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_continue
}
trigger run_4
{
accum 1 bitset 2
trigger tank_turret2 run_4
followspline 0 spln4 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Jig next to spawn hut
//-----------------------------------------------------------------------
trigger run_5
{
accum 1 bitset 2
trigger tank_turret2 run_5
// Start tracks turning in opp directions
trigger self tracks_turningleft
followspline 0 spln5 80 wait length -64
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_continue
}
trigger run_6
{
accum 1 bitset 2
trigger tank_turret2 run_6
followspline 0 spln6 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_7
{
accum 1 bitset 2
trigger tank_turret2 run_7
followspline 0 spln7 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_8
{
accum 1 bitset 2
trigger tank_turret2 run_8
followspline 0 spln8 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Jig next to fence
//-----------------------------------------------------------------------
trigger run_9
{
accum 1 bitset 2
trigger tank_turret2 run_9
// Start tracks turning in opp directions
trigger self tracks_turningright
followspline 0 spln9 80 wait length -64
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Jig next to fence
//-----------------------------------------------------------------------
trigger run_10
{
accum 1 bitset 2
trigger tank_turret2 run_10
// Start tracks turning in opp directions
trigger self tracks_turningleft
followspline 0 spln10 80 wait length -64
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_continue
}
trigger run_11
{
accum 1 bitset 2
trigger tank_turret2 run_11
followspline 0 spln11 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_12
{
accum 1 bitset 2
trigger tank_turret2 run_12
followspline 0 spln12 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// First corner past road MG nest
//-----------------------------------------------------------------------
trigger run_13
{
accum 1 bitset 2
trigger tank_turret2 run_13
// Start tracks turning in opp directions
trigger self tracks_turningright
followspline 0 spln13 80 wait length -64
followspline 0 spln14 80 wait length -64
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_incpos
trigger self run_continue
}
trigger run_15
{
accum 1 bitset 2
trigger tank_turret2 run_15
followspline 0 spln15 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_16
{
accum 1 bitset 2
trigger tank_turret2 run_16
followspline 0 spln16 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_17
{
accum 1 bitset 2
trigger tank_turret2 run_17
followspline 0 spln17 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Small track skip opp MG nest
//-----------------------------------------------------------------------
trigger run_18
{
accum 1 bitset 2
trigger tank_turret2 run_18
// Start tracks turning in opp directions
trigger self tracks_turningleft
followspline 0 spln18 80 wait length -64
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_continue
}
trigger run_19
{
accum 1 bitset 2
trigger tank_turret2 run_19
followspline 0 spln19 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_20
{
accum 1 bitset 2
trigger tank_turret2 run_20
followspline 0 spln20 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_21
{
accum 1 bitset 2
trigger tank_turret2 run_21
followspline 0 spln21 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_22
{
accum 1 bitset 2
trigger tank_turret2 run_22
followspline 0 spln22 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_23
{
accum 1 bitset 2
trigger tank_turret2 run_23
followspline 0 spln23 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Small track skip near signpost
//-----------------------------------------------------------------------
trigger run_24
{
accum 1 bitset 2
trigger tank_turret2 run_24
// Start tracks turning in opp directions
trigger self tracks_turningright
followspline 0 spln24 80 wait length -64
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_continue
}
trigger run_25
{
accum 1 bitset 2
trigger tank_turret2 run_25
followspline 0 spln25 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Small track skip near signpost
//-----------------------------------------------------------------------
trigger run_26
{
accum 1 bitset 2
trigger tank_turret2 run_26
// Start tracks turning in opp directions
trigger self tracks_turningright
followspline 0 spln26 80 wait length -64
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_continue
}
trigger run_27
{
accum 1 bitset 2
trigger tank_turret2 run_27
followspline 0 spln27 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Small track skip near signpost
//-----------------------------------------------------------------------
trigger run_28
{
accum 1 bitset 2
trigger tank_turret2 run_28
// Start tracks turning in opp directions
trigger self tracks_turningleft
followspline 0 spln28 80 wait length -64
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_continue
}
trigger run_29
{
accum 1 bitset 2
trigger tank_turret2 run_29
followspline 0 spln29 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_30
{
accum 1 bitset 2
trigger tank_turret2 run_30
followspline 0 spln30 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Second corner before river bridge
//-----------------------------------------------------------------------
trigger run_31
{
accum 1 bitset 2
trigger tank_turret2 run_31
// Start tracks turning in opp directions
trigger self tracks_turningright
followspline 0 spln31 80 wait length -64
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Destroy frozen river grate
//-----------------------------------------------------------------------
trigger run_32
{
accum 1 bitset 2
trigger tank_turret2 run_32
followspline 0 spln32 80 wait length -64
accum 1 bitreset 2
trigger self script_lockout
trigger self tracks_stop
trigger tank_sound stop
startanimation 45 10 15 nolerp norandom
wait 666
startanimation 0 1 15 nolerp norandom
wait 900
trigger self run_incpos
trigger tank_turret turn4 // will break the lockout
}
trigger run_33
{
accum 1 bitset 2
trigger tank_turret2 run_33
followspline 0 spln33 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_34
{
accum 1 bitset 2
trigger tank_turret2 run_34
followspline 0 spln34 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// River bridge
//-----------------------------------------------------------------------
trigger run_35
{
accum 1 bitset 2
trigger tank_turret2 run_35
followspline 0 spln35 80 wait length -64
followspline 0 spln36 80 wait length -64
followspline 0 spln37 80 wait length -64
followspline 0 spln38 80 wait length -64
followspline 0 spln39 80 wait length -64
followspline 0 spln40 80 wait length -64
accum 1 bitreset 2
// setup sounds
trigger thebridge tank_passed // Remove all bridge ref VO
trigger self run_continue
}
trigger run_36
{
accum 1 bitset 2
trigger tank_turret2 run_36
followspline 0 spln41 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_37
{
accum 1 bitset 2
trigger tank_turret2 run_37
followspline 0 spln42 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_38
{
accum 1 bitset 2
trigger tank_turret2 run_38
followspline 0 spln43 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_39
{
accum 1 bitset 2
trigger tank_turret2 run_39
followspline 0 spln44 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_40
{
accum 1 bitset 2
trigger tank_turret2 run_40
followspline 0 spln45 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Destroy cave front door
//-----------------------------------------------------------------------
trigger run_41
{
accum 1 bitset 2
trigger tank_turret2 run_41
followspline 0 spln46 80 wait length -64
accum 1 bitreset 2
trigger self script_lockout
trigger self tracks_stop
trigger tank_sound stop
startanimation 45 10 15 nolerp norandom
wait 666
startanimation 0 1 15 nolerp norandom
wait 900
trigger self run_incpos
trigger tank_turret turn
}
trigger run_42
{
accum 1 bitset 2
trigger tank_turret2 run_42
// Start tracks turning in opp directions
trigger self tracks_turningleft
followspline 0 spln47 80 wait length -64
followspline 0 spln48 80 wait length -64
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_incpos
trigger self run_continue
}
trigger run_44
{
accum 1 bitset 2
trigger tank_turret2 run_44
followspline 0 spln49 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_45
{
accum 1 bitset 2
trigger tank_turret2 run_45
followspline 0 spln50 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_46
{
accum 1 bitset 2
trigger tank_turret2 run_46
followspline 0 spln51 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_47
{
accum 1 bitset 2
trigger tank_turret2 run_47
followspline 0 spln52 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_48
{
accum 1 bitset 2
trigger tank_turret2 run_48
followspline 0 spln53 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_49
{
accum 1 bitset 2
trigger tank_turret2 run_49
followspline 0 spln54 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_50
{
accum 1 bitset 2
trigger tank_turret2 run_50
followspline 0 spln55 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_51
{
accum 1 bitset 2
trigger tank_turret2 run_51
followspline 0 spln56 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_52
{
accum 1 bitset 2
trigger tank_turret2 run_52
followspline 0 spln57 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_53
{
accum 1 bitset 2
trigger tank_turret2 run_53
followspline 0 spln58 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_54
{
accum 1 bitset 2
trigger tank_turret2 run_54
followspline 0 spln59 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_55
{
accum 1 bitset 2
trigger tank_turret2 run_55
followspline 0 spln60 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_56
{
accum 1 bitset 2
trigger tank_turret2 run_56
followspline 0 spln61 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_57
{
accum 1 bitset 2
trigger tank_turret2 run_57
followspline 0 spln62 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_58
{
accum 1 bitset 2
trigger tank_turret2 run_58
followspline 0 spln63 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_59
{
accum 1 bitset 2
trigger tank_turret2 run_59
followspline 0 spln64 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// First section of the mountain tunnel
//-----------------------------------------------------------------------
trigger run_60
{
accum 1 bitset 2
trigger tank_turret2 run_60
// Start tracks turning in opp directions
trigger self tracks_turningright
followspline 0 spln65 80 wait length -64 roll 0 -1 dampout
followspline 0 tunnel1 80 wait length -64 roll -1 5 dampin dampout
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_incpos
trigger self run_continue
}
trigger run_62
{
accum 1 bitset 2
trigger tank_turret2 run_62
followspline 0 tunnel2 80 wait length -64 roll 4 1 dampout
followspline 0 tunnel3 80 wait length -64 roll 5 -5 dampin
accum 1 bitreset 2
trigger self run_incpos
trigger self run_continue
}
trigger run_64
{
accum 1 bitset 2
trigger tank_turret2 run_64
followspline 0 tunnel4 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Turning past cave spawn exit
//-----------------------------------------------------------------------
trigger run_65
{
accum 1 bitset 2
trigger tank_turret2 run_65
// Start tracks turning in opp directions
trigger self tracks_turningleft
followspline 0 tunnel5 80 wait length -64
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_continue
}
trigger run_66
{
accum 1 bitset 2
trigger tank_turret2 run_66
followspline 0 tunnel6 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_67
{
accum 1 bitset 2
trigger tank_turret2 run_67
followspline 0 tunnel7 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Turning past small cave exit on axis side
//-----------------------------------------------------------------------
trigger run_68
{
accum 1 bitset 2
trigger tank_turret2 run_68
// Start tracks turning in opp directions
trigger self tracks_turningleft
followspline 0 tunnel8 80 wait length -64
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_continue
}
trigger run_69
{
accum 1 bitset 2
trigger tank_turret2 run_69
followspline 0 tunnel9 80 wait length -64 roll 0 1 dampout
accum 1 bitreset 2
trigger self run_continue
}
trigger run_70
{
accum 1 bitset 2
trigger tank_turret2 run_70
followspline 0 tunnel10 80 wait length -64 roll 1 4 dampin
accum 1 bitreset 2
trigger self run_continue
}
trigger run_71
{
accum 1 bitset 2
trigger tank_turret2 run_71
followspline 0 tunnel11 80 wait length -64 roll 5 1 dampin
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Final corner in the cave system
//-----------------------------------------------------------------------
trigger run_72
{
accum 1 bitset 2
trigger tank_turret2 run_72
followspline 0 tunnel12 80 wait length -64 roll 6 -4 dampin
// Start tracks turning in opp directions
trigger self tracks_turningright
followspline 0 spln66 80 wait length -64 roll 2 -2 dampin dampout
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_incpos
trigger self run_continue
}
trigger run_74
{
accum 1 bitset 2
trigger tank_turret2 run_74
followspline 0 spln67 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_75
{
accum 1 bitset 2
trigger tank_turret2 run_75
followspline 0 spln68 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_76
{
accum 1 bitset 2
trigger tank_turret2 run_76
followspline 0 spln69 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_77
{
accum 1 bitset 2
trigger tank_turret2 run_77
followspline 0 spln70 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_78
{
accum 1 bitset 2
trigger tank_turret2 run_78
followspline 0 spln71 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_79
{
accum 1 bitset 2
trigger tank_turret2 run_79
followspline 0 spln72 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_80
{
accum 1 bitset 2
trigger tank_turret2 run_80
followspline 0 spln73 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_81
{
accum 1 bitset 2
trigger tank_turret2 run_81
followspline 0 spln74 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_82
{
accum 1 bitset 2
trigger tank_turret2 run_82
followspline 0 spln75 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_83
{
accum 1 bitset 2
trigger tank_turret2 run_83
followspline 0 spln76 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_84
{
accum 1 bitset 2
trigger tank_turret2 run_84
followspline 0 spln77 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_85
{
accum 1 bitset 2
trigger tank_turret2 run_85
followspline 0 spln78 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_86
{
accum 1 bitset 2
trigger tank_turret2 run_86
followspline 0 spln79 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_87
{
accum 1 bitset 2
trigger tank_turret2 run_87
followspline 0 spln80 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_88
{
accum 1 bitset 2
trigger tank_turret2 run_88
followspline 0 spln81 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_89
{
accum 1 bitset 2
trigger tank_turret2 run_89
followspline 0 spln82 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_90
{
accum 1 bitset 2
trigger tank_turret2 run_90
followspline 0 spln83 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_91
{
accum 1 bitset 2
trigger tank_turret2 run_91
followspline 0 spln84 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_92
{
accum 1 bitset 2
trigger tank_turret2 run_92
followspline 0 spln85 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Front of AXIS base
//-----------------------------------------------------------------------
trigger run_93
{
accum 1 bitset 2
trigger tank_turret2 run_93
followspline 0 spln86 80 wait length -64
accum 1 bitreset 2
trigger self script_lockout
trigger self tracks_stop
trigger tank_sound stop
startanimation 45 10 15 nolerp norandom
wait 666
startanimation 0 1 15 nolerp norandom
wait 900
trigger tank_turret turn2
trigger self run_incpos
}
//-----------------------------------------------------------------------
// Turning round for the next route
//-----------------------------------------------------------------------
trigger run_94
{
accum 1 bitset 2
trigger tank_turret2 run_94
// Start tracks turning in opp directions
trigger self tracks_turningleft
faceangles 0 105 0 8000 // pitch yaw roll time(ms)
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_continue
}
trigger run_95
{
accum 1 bitset 2
trigger tank_turret2 run_95
followspline 0 spln2_0 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_96
{
accum 1 bitset 2
trigger tank_turret2 run_96
followspline 0 spln2_1 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_97
{
accum 1 bitset 2
trigger tank_turret2 run_97
followspline 0 spln2_2 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Turning towards tank bay path
//-----------------------------------------------------------------------
trigger run_98
{
accum 1 bitset 2
trigger tank_turret2 run_98
// Start tracks turning in opp directions
trigger self tracks_turningleft
followspline 0 spln2_3 80 wait length -64
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_continue
}
trigger run_99
{
accum 1 bitset 2
trigger tank_turret2 run_99
followspline 0 spln2_4 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_100
{
accum 1 bitset 2
trigger tank_turret2 run_100
followspline 0 spln2_5 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_101
{
accum 1 bitset 2
trigger tank_turret2 run_101
followspline 0 spln2_6 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_102
{
accum 1 bitset 2
trigger tank_turret2 run_102
followspline 0 spln2_7 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_103
{
accum 1 bitset 2
trigger tank_turret2 run_103
followspline 0 spln2_8 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Turning to face the tank bay
//-----------------------------------------------------------------------
trigger run_104
{
accum 1 bitset 2
trigger tank_turret2 run_104
// Start tracks turning in opp directions
trigger self tracks_turningleft
followspline 0 spln2_9 80 wait length -64
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_continue
}
trigger run_105
{
accum 1 bitset 2
trigger tank_turret2 run_105
followspline 0 spln2_10 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_106
{
accum 1 bitset 2
trigger tank_turret2 run_106
followspline 0 spln2_11 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_107
{
accum 1 bitset 2
trigger tank_turret2 run_107
followspline 0 spln2_12 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Turning down the side of the tank bay
//-----------------------------------------------------------------------
trigger run_108
{
accum 1 bitset 2
trigger tank_turret2 run_108
// Start tracks turning in opp directions
trigger self tracks_turningright
followspline 0 spln2_13 80 wait length -64
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_continue
}
trigger run_109
{
accum 1 bitset 2
trigger tank_turret2 run_109
followspline 0 spln2_14 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_110
{
accum 1 bitset 2
trigger tank_turret2 run_110
followspline 0 spln2_15 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_111
{
accum 1 bitset 2
trigger tank_turret2 run_111
followspline 0 spln2_16 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_112
{
accum 1 bitset 2
trigger tank_turret2 run_112
followspline 0 spln2_17 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_113
{
accum 1 bitset 2
trigger tank_turret2 run_113
followspline 0 spln2_18 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_114
{
accum 1 bitset 2
trigger tank_turret2 run_114
followspline 0 spln2_19 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_115
{
accum 1 bitset 2
trigger tank_turret2 run_115
followspline 0 spln2_20 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_116
{
accum 1 bitset 2
trigger tank_turret2 run_116
followspline 0 spln2_21 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_117
{
accum 1 bitset 2
trigger tank_turret2 run_117
followspline 0 spln2_22 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_118
{
accum 1 bitset 2
trigger tank_turret2 run_118
followspline 0 spln2_23 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_119
{
accum 1 bitset 2
trigger tank_turret2 run_119
followspline 0 spln2_24 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_120
{
accum 1 bitset 2
trigger tank_turret2 run_120
followspline 0 spln2_25 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
//-----------------------------------------------------------------------
// Final turn towards fueldump
//-----------------------------------------------------------------------
trigger run_121
{
accum 1 bitset 2
trigger tank_turret2 run_121
// Start tracks turning in opp directions
trigger self tracks_turningleft
followspline 0 spln2_26 80 wait length -64
// Reset tracks back to forward motion
accum 1 bitreset 5
trigger self tracks_forward
accum 1 bitreset 2
trigger self run_continue
}
trigger run_122
{
accum 1 bitset 2
trigger tank_turret2 run_122
followspline 0 spln2_27 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_123
{
accum 1 bitset 2
trigger tank_turret2 run_123
followspline 0 spln2_28 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_124
{
accum 1 bitset 2
trigger tank_turret2 run_124
followspline 0 spln2_29 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_125
{
accum 1 bitset 2
trigger tank_turret2 run_125
followspline 0 spln2_30 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_126
{
accum 1 bitset 2
trigger tank_turret2 run_126
followspline 0 spln2_31 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_127
{
accum 1 bitset 2
trigger tank_turret2 run_127
followspline 0 spln2_32 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_128
{
accum 1 bitset 2
trigger tank_turret2 run_128
followspline 0 spln2_33 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_129
{
accum 1 bitset 2
trigger tank_turret2 run_129
followspline 0 spln2_35 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_130
{
accum 1 bitset 2
trigger tank_turret2 run_130
followspline 0 spln2_36 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_131
{
accum 1 bitset 2
trigger tank_turret2 run_131
followspline 0 spln2_37 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_132
{
accum 1 bitset 2
trigger tank_turret2 run_132
followspline 0 spln2_38 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_133
{
accum 1 bitset 2
trigger tank_turret2 run_133
followspline 0 spln2_39 80 wait length -64 roll 0 -1 dampin dampout
accum 1 bitreset 2
trigger self script_lockout
trigger tank_construct final_pos
trigger self tracks_stop
trigger self sound_death
trigger tank_sound stop
startanimation 45 10 15 nolerp norandom
wait 666
startanimation 0 1 15 nolerp norandom
wait 900
trigger tank_turret turn3
trigger self run_incpos
}
// ===========================================================================================
// ===========================================================================================
// stuck 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 self stuck_check_bridge_built
trigger self stuck_check_bridge_dyna
trigger self stuck_check_scriptlockout
trigger self stuck_check_finished
}
trigger stuck_check_finished
{
accum 3 abort_if_less_than 134
accum 1 bitset 3
}
trigger stuck_check_scriptlockout
{
accum 5 abort_if_equal 0
accum 1 bitset 3
}
trigger stuck_check_bridge_built
{
accum 3 abort_if_not_equal 35
accum 1 abort_if_bitset 0
accum 1 bitset 3
}
trigger stuck_check_bridge_dyna
{
accum 3 abort_if_not_equal 35
accum 0 set_to_dynamitecount bridgetarget
accum 0 abort_if_equal 0
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 self 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 move
}
trigger stopcheck
{
trigger self stopcheck_setup
accum 1 abort_if_not_bitset 6
trigger self script_lockout
// Any just stopped moving stuff goes here
trigger tank_sound stop
trigger self tracks_stop
startanimation 45 10 15 nolerp norandom
wait 666
startanimation 0 1 15 nolerp norandom
wait 900
trigger self script_lockout_stop
resetscript
}
// ===========================================================================================
// ===========================================================================================
// script lockouts
trigger script_lockout
{
accum 5 inc 1
}
trigger script_lockout_stop
{
accum 5 inc -1
}
// ===========================================================================================
// ===========================================================================================
// enable/disable
trigger tank_enable
{
trigger self 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 5 abort_if_not_equal 0 // are we not in a script lockout?
accum 1 abort_if_bitset 7 // death check
// Any just started moving stuff goes here
trigger self script_lockout
trigger tank_sound start
startanimation 55 10 15 nolerp norandom
wait 666
startanimation 5 40 15 nolerp norandom
wait 500
trigger self tracks_forward
trigger self script_lockout_stop
trigger self move
}
trigger tank_disable
{
accum 4 inc 1 // up the stop counter
accum 4 abort_if_less_than 4
accum 1 bitset 8 // set stop check
trigger self deathcheck
}
// ===========================================================================================
// ===========================================================================================
// death / rebirth
rebirth
{
accum 1 bitreset 9 // we're visibly alive
accum 1 bitreset 7 // we're alive again
trigger self script_lockout
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_tank_repaired_allies"
wm_teamvoiceannounce 1 "allies_hq_tank_repaired"
// *---------------------------------------------------------------------------------*
wm_announce "The Tank has been repaired"
changemodel models/mapobjects/tanks_sd/churchhill.md3
setstate tank_smoke invisible
trigger tank_sound rebirth
wait 500
trigger self script_lockout_stop
}
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 5 abort_if_not_equal 0 // are we not in a script lockout?
accum 1 bitset 9 // we're now visibly dead
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_tank_damaged"
wm_teamvoiceannounce 1 "allies_hq_tank_damaged_axis"
// *---------------------------------------------------------------------------------*
wm_announce "The Tank has been damaged"
changemodel models/mapobjects/tanks_sd/churchhill_broken.md3
setstate tank_smoke default
kill tank_construct
trigger self sound_death
trigger self tracks_stop
trigger self script_lockout
trigger self tracks_stop
startanimation 45 10 15 nolerp norandom
wait 666
startanimation 0 1 15 nolerp norandom
trigger self script_lockout_stop
resetscript
}
trigger setBridge
{
wm_objective_status 1 1 1
wm_objective_status 1 0 2
accum 1 bitset 0
}
trigger clearBridge
{
wm_objective_status 1 1 0
wm_objective_status 1 0 0
accum 1 bitreset 0
}
}
tank_disabler
{
trigger run
{
trigger tank tank_disable
}
}
tank_enabler
{
trigger run
{
trigger tank tank_enable
}
}
tank_trigger
{
spawn
{
wait 100
attachtotag tank tag_turret
}
}
tank_build
{
spawn
{
wait 100
attachtotag tank tag_turret
}
}
tank_construct
{
spawn
{
wait 400
constructible_class 2
constructible_health 1200
}
built final
{
alertentity tank
}
trigger final_pos
{
constructible_constructxpbonus 3
constructible_destructxpbonus 3
}
}
//================================================================================
// Physical tank turret MODEL
//================================================================================
tank_turret
{
spawn
{
wait 500
attachtotag tank tag_turret
}
//-----------------------------------------------------------------------
// CAVE FRONT DOOR
//-----------------------------------------------------------------------
trigger turn
{
wait 1000
trigger tank_turret2 spin_start
trigger tank_turret2 turn
faceangles 0 80 0 3000
trigger tank_turret2 spin_stop
wait 500
trigger tank startfire
trigger tank_turret2 avre_fire
trigger tank_flash run
}
trigger blow_door
{
setstate tank_flash invisible
wait 200
trigger tank stopfire
trigger cavedoor_solid switch
alertentity tunnel_wobj
setautospawn "Tunnel Store Room" 1
setautospawn "Axis Fuel Dump" 0
trigger game_manager objective2
wm_objective_status 2 1 1
wm_objective_status 2 0 2
wait 200
trigger tank_turret2 spin_start
trigger tank_turret2 turn_back
faceangles 0 0 0 3000
trigger tank_turret2 spin_stop
trigger tank script_lockout_stop
}
//-----------------------------------------------------------------------
// AXIS BASE FRONT GATE
//-----------------------------------------------------------------------
trigger turn2
{
wait 1000
trigger tank_turret2 spin_start
trigger tank_turret2 turn2
faceangles 0 348 0 2000 //-30
trigger tank_turret2 spin_stop
wait 500
trigger tank startfire
trigger tank_turret2 avre_fire
trigger tank_flash run2
}
trigger blow_door2
{
setstate tank_flash invisible
wait 200
trigger tank stopfire
trigger basedoor_solid switch
trigger game_manager objective3
wm_objective_status 3 1 1
wm_objective_status 3 0 2
wait 200
trigger tank_turret2 spin_start
trigger tank_turret2 turn2_back
faceangles 0 0 0 2000
trigger tank_turret2 spin_stop
trigger tank script_lockout_stop
}
//-----------------------------------------------------------------------
// AXIS BASE SIDE WALL
//-----------------------------------------------------------------------
trigger turn3
{
wait 1000
trigger tank_turret2 spin_start
trigger tank_turret2 turn3
faceangles 0 35 0 3000
trigger tank_turret2 spin_stop
wait 500
trigger tank startfire
trigger tank_turret2 avre_fire
trigger tank_flash run3
trigger tank script_lockout_stop
}
trigger blow_door3
{
setstate tank_flash invisible
wait 200
trigger tank stopfire
trigger basewall_solid switch
trigger game_manager objective5
wm_objective_status 5 1 1
wm_objective_status 5 0 2
wait 200
trigger tank_turret2 spin_start
trigger tank_turret2 turn3_back
faceangles 0 0 0 3000
trigger tank_turret2 spin_stop
}
//-----------------------------------------------------------------------
// FROZEN STREAM - GRATE ENTRANCE
//-----------------------------------------------------------------------
trigger turn4
{
wait 1000
trigger tank_turret2 spin_start
trigger tank_turret2 turn4
faceangles 0 45 0 4000 //+20
trigger tank_turret2 spin_stop
wait 500
trigger tank startfire
trigger tank_turret2 avre_fire
trigger tank_flash run4
}
trigger blow_door4
{
setstate tank_flash invisible
wait 200
trigger tank stopfire
trigger tunnelgrate_solid switch
wait 200
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "fueldump_axis_grate_destroyed"
wm_teamvoiceannounce 1 "fueldump_allies_grate_destroyed"
// *---------------------------------------------------------------------------------*
trigger tank_turret2 spin_start
trigger tank_turret2 turn4_back
faceangles 0 0 0 4000
trigger tank_turret2 spin_stop
trigger tank script_lockout_stop
}
}
//================================================================================
// Test brushage for the tank turret
//================================================================================
tank_turret2solid
{
spawn
{
remove
}
}
//================================================================================
// Metal CLIP brush tank turret
//================================================================================
tank_turret2
{
spawn
{
wait 50
// Reset the tank+turret into correct position
followspline 0 spln0 10000 wait length -64
followspline 1 spln0 10000 wait length -64
}
trigger avre_fire
{
playsound sound/vehicles/tank/tank_fire.wav volume 300
}
trigger spin_start
{
stopsound
playsound sound/vehicles/tank/turret_spin.wav looping volume 127
}
trigger spin_stop
{
stopsound
playsound sound/vehicles/tank/turret_end.wav volume 96
}
//-----------------------------------------------------------------------
// CAVE FRONT DOOR
//-----------------------------------------------------------------------
trigger turn
{
faceangles 0 170 0 3000
}
trigger turn_back
{
faceangles 0 90 0 3000
}
//-----------------------------------------------------------------------
// AXIS BASE FRONT GATE sequence
//-----------------------------------------------------------------------
trigger turn2
{
faceangles 0 255 0 3000 //225
}
trigger turn2_back
{
faceangles 0 270 0 3000
}
//-----------------------------------------------------------------------
// AXIS BASE SIDE WALL
//-----------------------------------------------------------------------
trigger turn3
{
faceangles 14 305 0 3000
}
trigger turn3_back
{
faceangles 8 270 0 3000
followspline 0 spln2_39 10000 wait length -64
}
//-----------------------------------------------------------------------
// FROZEN STREAM - GRATE ENTRANCE
//-----------------------------------------------------------------------
trigger turn4
{
faceangles 0 145 0 4000 //160
}
trigger turn4_back
{
faceangles 0 100 0 4000 //115
}
//-----------------------------------------------------------------------
trigger run_0
{
followspline 0 spln0 80 wait length -64
}
trigger run_1
{
followspline 0 spln1 80 wait length -64
}
trigger run_2
{
followspline 0 spln2 80 wait length -64
}
trigger run_3
{
followspline 0 spln3 80 wait length -64
}
trigger run_4
{
followspline 0 spln4 80 wait length -64
}
trigger run_5
{
followspline 0 spln5 80 wait length -64
}
trigger run_6
{
followspline 0 spln6 80 wait length -64
}
trigger run_7
{
followspline 0 spln7 80 wait length -64
}
trigger run_8
{
followspline 0 spln8 80 wait length -64
}
trigger run_9
{
followspline 0 spln9 80 wait length -64
}
trigger run_10
{
followspline 0 spln10 80 wait length -64
}
trigger run_11
{
followspline 0 spln11 80 wait length -64
}
trigger run_12
{
followspline 0 spln12 80 wait length -64
}
trigger run_13
{
followspline 0 spln13 80 wait length -64
followspline 0 spln14 80 wait length -64
}
trigger run_15
{
followspline 0 spln15 80 wait length -64
}
trigger run_16
{
followspline 0 spln16 80 wait length -64
}
trigger run_17
{
followspline 0 spln17 80 wait length -64
}
trigger run_18
{
followspline 0 spln18 80 wait length -64
}
trigger run_19
{
followspline 0 spln19 80 wait length -64
}
trigger run_20
{
followspline 0 spln20 80 wait length -64
}
trigger run_21
{
followspline 0 spln21 80 wait length -64
}
trigger run_22
{
followspline 0 spln22 80 wait length -64
}
trigger run_23
{
followspline 0 spln23 80 wait length -64
}
trigger run_24
{
followspline 0 spln24 80 wait length -64
}
trigger run_25
{
followspline 0 spln25 80 wait length -64
}
trigger run_26
{
followspline 0 spln26 80 wait length -64
}
trigger run_27
{
followspline 0 spln27 80 wait length -64
}
trigger run_28
{
followspline 0 spln28 80 wait length -64
}
trigger run_29
{
followspline 0 spln29 80 wait length -64
}
trigger run_30
{
followspline 0 spln30 80 wait length -64
}
trigger run_31
{
followspline 0 spln31 80 wait length -64
}
trigger run_32
{
followspline 0 spln32 80 wait length -64
}
trigger run_33
{
followspline 0 spln33 80 wait length -64
}
trigger run_34
{
followspline 0 spln34 80 wait length -64
}
//-----------------------------------------------------------------------
// River bridge
//-----------------------------------------------------------------------
trigger run_35
{
followspline 0 spln35 80 wait length -64
followspline 0 spln36 80 wait length -64
followspline 0 spln37 80 wait length -64
followspline 0 spln38 80 wait length -64
followspline 0 spln39 80 wait length -64
followspline 0 spln40 80 wait length -64
}
trigger run_36
{
followspline 0 spln41 80 wait length -64
}
trigger run_37
{
followspline 0 spln42 80 wait length -64
}
trigger run_38
{
followspline 0 spln43 80 wait length -64
}
trigger run_39
{
followspline 0 spln44 80 wait length -64
}
trigger run_40
{
followspline 0 spln45 80 wait length -64
}
trigger run_41
{
followspline 0 spln46 80 wait length -64
}
trigger run_42
{
followspline 0 spln47 80 wait length -64
followspline 0 spln48 80 wait length -64
}
trigger run_44
{
followspline 0 spln49 80 wait length -64
}
trigger run_45
{
followspline 0 spln50 80 wait length -64
}
trigger run_46
{
followspline 0 spln51 80 wait length -64
}
trigger run_47
{
followspline 0 spln52 80 wait length -64
}
trigger run_48
{
followspline 0 spln53 80 wait length -64
}
trigger run_49
{
followspline 0 spln54 80 wait length -64
}
trigger run_50
{
followspline 0 spln55 80 wait length -64
}
trigger run_51
{
followspline 0 spln56 80 wait length -64
}
trigger run_52
{
followspline 0 spln57 80 wait length -64
}
trigger run_53
{
followspline 0 spln58 80 wait length -64
}
trigger run_54
{
followspline 0 spln59 80 wait length -64
}
trigger run_55
{
followspline 0 spln60 80 wait length -64
}
trigger run_56
{
followspline 0 spln61 80 wait length -64
}
trigger run_57
{
followspline 0 spln62 80 wait length -64
}
trigger run_58
{
followspline 0 spln63 80 wait length -64
}
trigger run_59
{
followspline 0 spln64 80 wait length -64
}
trigger run_60
{
followspline 0 spln65 80 wait length -64 roll 0 -1 dampout
followspline 0 tunnel1 80 wait length -64 roll -1 5 dampin dampout
}
trigger run_62
{
followspline 0 tunnel2 80 wait length -64 roll 4 1 dampout
followspline 0 tunnel3 80 wait length -64 roll 5 -5 dampin
}
trigger run_64
{
followspline 0 tunnel4 80 wait length -64
}
trigger run_65
{
followspline 0 tunnel5 80 wait length -64
}
trigger run_66
{
followspline 0 tunnel6 80 wait length -64
}
trigger run_67
{
followspline 0 tunnel7 80 wait length -64
}
trigger run_68
{
followspline 0 tunnel8 80 wait length -64
}
trigger run_69
{
followspline 0 tunnel9 80 wait length -64 roll 0 1 dampout
}
trigger run_70
{
followspline 0 tunnel10 80 wait length -64 roll 1 4 dampin
}
trigger run_71
{
followspline 0 tunnel11 80 wait length -64 roll 5 1 dampin
}
trigger run_72
{
followspline 0 tunnel12 80 wait length -64 roll 6 -4 dampin
followspline 0 spln66 80 wait length -64 roll -2 2 dampin dampout
}
trigger run_74
{
followspline 0 spln67 80 wait length -64
}
trigger run_75
{
followspline 0 spln68 80 wait length -64
}
trigger run_76
{
followspline 0 spln69 80 wait length -64
}
trigger run_77
{
followspline 0 spln70 80 wait length -64
}
trigger run_78
{
followspline 0 spln71 80 wait length -64
}
trigger run_79
{
followspline 0 spln72 80 wait length -64
}
trigger run_80
{
followspline 0 spln73 80 wait length -64
}
trigger run_81
{
followspline 0 spln74 80 wait length -64
}
trigger run_82
{
followspline 0 spln75 80 wait length -64
}
trigger run_83
{
followspline 0 spln76 80 wait length -64
}
trigger run_84
{
followspline 0 spln77 80 wait length -64
}
trigger run_85
{
followspline 0 spln78 80 wait length -64
}
trigger run_86
{
followspline 0 spln79 80 wait length -64
}
trigger run_87
{
followspline 0 spln80 80 wait length -64
}
trigger run_88
{
followspline 0 spln81 80 wait length -64
}
trigger run_89
{
followspline 0 spln82 80 wait length -64
}
trigger run_90
{
followspline 0 spln83 80 wait length -64
}
trigger run_91
{
followspline 0 spln84 80 wait length -64
}
trigger run_92
{
followspline 0 spln85 80 wait length -64
}
//-----------------------------------------------------------------------
// Front of AXIS base
//-----------------------------------------------------------------------
trigger run_93
{
followspline 0 spln86 80 wait length -64
}
//-----------------------------------------------------------------------
// Turning round for the next route
//-----------------------------------------------------------------------
trigger run_94
{
faceangles 0 105 0 8000 // pitch yaw roll time(ms)
}
trigger run_95
{
followspline 0 spln2_0 80 wait length -64
}
trigger run_96
{
followspline 0 spln2_1 80 wait length -64
}
trigger run_97
{
followspline 0 spln2_2 80 wait length -64
}
trigger run_98
{
followspline 0 spln2_3 80 wait length -64
}
trigger run_99
{
followspline 0 spln2_4 80 wait length -64
}
trigger run_100
{
followspline 0 spln2_5 80 wait length -64
}
trigger run_101
{
followspline 0 spln2_6 80 wait length -64
}
trigger run_102
{
followspline 0 spln2_7 80 wait length -64
}
trigger run_103
{
followspline 0 spln2_8 80 wait length -64
}
trigger run_104
{
followspline 0 spln2_9 80 wait length -64
}
trigger run_105
{
followspline 0 spln2_10 80 wait length -64
}
trigger run_106
{
followspline 0 spln2_11 80 wait length -64
}
trigger run_107
{
followspline 0 spln2_12 80 wait length -64
}
trigger run_108
{
followspline 0 spln2_13 80 wait length -64
}
trigger run_109
{
followspline 0 spln2_14 80 wait length -64
}
trigger run_110
{
followspline 0 spln2_15 80 wait length -64
}
trigger run_111
{
followspline 0 spln2_16 80 wait length -64
}
trigger run_112
{
followspline 0 spln2_17 80 wait length -64
}
trigger run_113
{
followspline 0 spln2_18 80 wait length -64
}
trigger run_114
{
followspline 0 spln2_19 80 wait length -64
}
trigger run_115
{
followspline 0 spln2_20 80 wait length -64
}
trigger run_116
{
followspline 0 spln2_21 80 wait length -64
}
trigger run_117
{
followspline 0 spln2_22 80 wait length -64
}
trigger run_118
{
followspline 0 spln2_23 80 wait length -64
}
trigger run_119
{
followspline 0 spln2_24 80 wait length -64
}
trigger run_120
{
followspline 0 spln2_25 80 wait length -64
}
trigger run_121
{
followspline 0 spln2_26 80 wait length -64
}
trigger run_122
{
followspline 0 spln2_27 80 wait length -64
}
trigger run_123
{
followspline 0 spln2_28 80 wait length -64
}
trigger run_124
{
followspline 0 spln2_29 80 wait length -64
}
trigger run_125
{
followspline 0 spln2_30 80 wait length -64
}
trigger run_126
{
followspline 0 spln2_31 80 wait length -64
}
trigger run_127
{
followspline 0 spln2_32 80 wait length -64
}
trigger run_128
{
followspline 0 spln2_33 80 wait length -64
}
trigger run_129
{
followspline 0 spln2_35 80 wait length -64
}
trigger run_130
{
followspline 0 spln2_36 80 wait length -64
}
trigger run_131
{
followspline 0 spln2_37 80 wait length -64
}
trigger run_132
{
followspline 0 spln2_38 80 wait length -64
}
trigger run_133
{
followspline 0 spln2_39 80 wait length -64 roll 0 -1 dampin dampout
}
}
tank_smoke
{
spawn
{
wait 300
attachtotag tank tag_turret
setstate tank_smoke invisible
}
}
tank_flash
{
spawn
{
setstate tank_flash invisible
}
trigger run
{
setstate tank_flash default
attachtotag tank_turret tag_flash
faceangles 0 90 0 50
wait 50
trigger tank_turret blow_door
}
trigger run2
{
setstate tank_flash default
attachtotag tank_turret tag_flash
faceangles 0 90 0 50
wait 50
trigger tank_turret blow_door2
}
trigger run3
{
setstate tank_flash default
attachtotag tank_turret tag_flash
faceangles 0 90 0 50
wait 50
trigger tank_turret blow_door3
}
trigger run4
{
setstate tank_flash default
attachtotag tank_turret tag_flash
faceangles 0 90 0 50
wait 50
trigger tank_turret blow_door4
}
}
// ===========================================================================================
// Axis Base team door trigger
// for Allied engineers ONLY
// ===========================================================================================
axisbasedoor_trigger
{
// activate
// {
// Trigger klaxon sound for 10s
// alertentity axisbase_alert
// }
}
// ===========================================================================================
// Garage Doors for Tank
// ===========================================================================================
tbdoor1_trigger1
{
spawn
{
accum 3 set 0 // Initial state of lever. (0=down, 1=up)
}
trigger main
{
trigger tbdoor1_trigger1 up
trigger tbdoor1_trigger1 down
}
trigger up
{
accum 3 abort_if_not_equal 0 // Lever up already ?
globalaccum 4 abort_if_not_equal 0 // Flexible Door moving ?
resetscript
globalaccum 4 set 1 // Door is opening ...
accum 3 set 1 // Lever is in up position
trigger tbflywheel1 start // Set flywheel moving
trigger tbflywheel1 clockwise // Start turning
trigger tbflywheel1_sound wheel1_run
trigger tbdoor1_lever1 up // Move lever
trigger tbdoor1-9 open // Start moving all the door sections
}
trigger down
{
accum 3 abort_if_not_equal 1 // Lever down already ?
globalaccum 4 abort_if_not_equal 0 // Flexible Door moving ?
resetscript
globalaccum 4 set 1 // Door is opening ...
accum 3 set 0 // Lever is in up position
trigger tbflywheel1 start // Set flywheel moving
trigger tbflywheel1 anticlockwise // Start turning
trigger tbflywheel1_sound wheel1_run
trigger tbdoor1_lever1 down // Move lever
trigger tbdoor1-9 close // Start moving all the door sections
}
}
tbdoor1_lever1
{
trigger down
{
gotomarker tbdoor1_lever1_downpos 16
playsound sound/movers/switches/butn2.wav
}
trigger up
{
gotomarker tbdoor1_lever1_uppos 16
playsound sound/movers/switches/switch.wav
}
}
tbflywheel1_sound
{
trigger wheel1_run
{
trigger tbflywheel1 sound_start
wait 400
trigger tbflywheel1 sound_run
}
}
tbflywheel1
{
spawn
{
accum 3 set 0 // Flywheel moving (0=No, 1=Yes)
}
trigger sound_start
{
stopsound
playsound sound/movers/motors/motor_start_01.wav volume 127
}
trigger sound_run
{
playsound sound/movers/motors/motor_loop_01.wav looping volume 512
}
trigger sound_stop
{
stopsound
playsound sound/movers/motors/motor_end_01.wav volume 127
}
trigger clockwise
{
accum 3 abort_if_not_equal 1 // Flywheel moving ?
faceangles 90 0 0 250 wait
accum 3 abort_if_not_equal 1 // Flywheel moving ?
faceangles 180 0 0 250 wait
accum 3 abort_if_not_equal 1 // Flywheel moving ?
faceangles 270 0 0 250 wait
accum 3 abort_if_not_equal 1 // Flywheel moving ?
faceangles 0 0 0 250 wait
trigger tbflywheel1 clockwise
}
trigger anticlockwise
{
accum 3 abort_if_not_equal 1 // Flywheel moving ?
faceangles 270 0 0 250 wait
accum 3 abort_if_not_equal 1 // Flywheel moving ?
faceangles 180 0 0 250 wait
accum 3 abort_if_not_equal 1 // Flywheel moving ?
faceangles 90 0 0 250 wait
accum 3 abort_if_not_equal 1 // Flywheel moving ?
faceangles 0 0 0 250 wait
trigger tbflywheel1 anticlockwise
}
trigger start
{
accum 3 set 1 // Start wheel moving
}
trigger stop
{
accum 3 set 0 // Stop wheel moving
trigger self sound_stop
}
}
tbdoor1-9
{
spawn
{
wait 200
trigger tbdoor1_trigger1 up
}
trigger open
{
stopsound // Kill all currently playing sounds belonging to this entity only
playsound sound/movers/misc/garage_door_start_01.wav volume 96
wait 50
playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512
followpath 1 tbdrspln1-3 50 wait length 16
followpath 1 tbdrspln1-4 50 wait length 16
trigger tbflywheel1 stop // Turn off flywheel
globalaccum 4 set 0 // Flexible door 1 has stopped moving
stopsound // Kill all currently playing sounds belonging to this entity only
playsound sound/movers/misc/garage_door_end_01.wav volume 96
}
trigger close
{
stopsound // Kill all currently playing sounds belonging to this entity only
playsound sound/movers/misc/garage_door_start_01.wav volume 96
wait 50
playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512
followpath 0 tbdrspln1-4 50 wait length 16
followpath 0 tbdrspln1-3 50 wait length 16
trigger tbflywheel1 stop // Turn off flywheel
globalaccum 4 set 0 // Flexible door 1 has stopped moving
stopsound // Kill all currently playing sounds belonging to this entity only
playsound sound/movers/misc/garage_door_end_01.wav volume 96
}
}
tbdoor1-8
{
spawn
{
wait 100
attatchtotrain tbdoor1-9 16
}
}
tbdoor1-7
{
spawn
{
wait 100
attatchtotrain tbdoor1-8 16
}
}
tbdoor1-6
{
spawn
{
wait 100
attatchtotrain tbdoor1-7 16
}
}
tbdoor1-5
{
spawn
{
wait 100
attatchtotrain tbdoor1-6 16
}
}
tbdoor1-4
{
spawn
{
wait 100
attatchtotrain tbdoor1-5 16
}
}
tbdoor1-3
{
spawn
{
wait 100
attatchtotrain tbdoor1-4 16
}
}
tbdoor1-2
{
spawn
{
wait 100
attatchtotrain tbdoor1-3 16
}
}
tbdoor1-1
{
spawn
{
wait 100
attatchtotrain tbdoor1-2 16
}
}
// ===========================================================================================
// Garage Doors for Tank
// ===========================================================================================
tbdoor2_trigger1
{
spawn
{
accum 3 set 0 // Initial state of lever. (0=down, 1=up)
}
trigger main
{
trigger tbdoor2_trigger1 up
trigger tbdoor2_trigger1 down
}
trigger up
{
accum 3 abort_if_not_equal 0 // Lever up already ?
globalaccum 5 abort_if_not_equal 0 // Flexible Door moving ?
resetscript
globalaccum 5 set 1 // Door is opening ...
accum 3 set 1 // Lever is in up position
trigger tbflywheel2 start // Set flywheel moving
trigger tbflywheel2 clockwise // Start turning
trigger tbflywheel2_sound wheel2_run
trigger tbdoor2_lever1 up // Move lever
trigger tbdoor2-9 open // Start moving all the door sections
}
trigger down
{
accum 3 abort_if_not_equal 1 // Lever down already ?
globalaccum 5 abort_if_not_equal 0 // Flexible Door moving ?
resetscript
globalaccum 5 set 1 // Door is opening ...
accum 3 set 0 // Lever is in up position
trigger tbflywheel2 start // Set flywheel moving
trigger tbflywheel2 anticlockwise // Start turning
trigger tbflywheel2_sound wheel2_run
trigger tbdoor2_lever1 down // Move lever
trigger tbdoor2-9 close // Start moving all the door sections
}
}
tbdoor2_lever1
{
trigger down
{
gotomarker tbdoor2_lever1_downpos 16
playsound sound/movers/switches/butn2.wav
}
trigger up
{
gotomarker tbdoor2_lever1_uppos 16
playsound sound/movers/switches/switch.wav
}
}
tbflywheel2_sound
{
trigger wheel2_run
{
trigger tbflywheel2 sound_start
wait 400
trigger tbflywheel2 sound_run
}
}
tbflywheel2
{
spawn
{
accum 3 set 0 // Flywheel moving (0=No, 1=Yes)
}
trigger sound_start
{
stopsound
playsound sound/movers/motors/motor_start_01.wav volume 127
}
trigger sound_run
{
playsound sound/movers/motors/motor_loop_01.wav looping volume 512
}
trigger sound_stop
{
stopsound
playsound sound/movers/motors/motor_end_01.wav volume 127
}
trigger clockwise
{
accum 3 abort_if_not_equal 1 // Flywheel moving ?
faceangles 90 0 0 250 wait
accum 3 abort_if_not_equal 1 // Flywheel moving ?
faceangles 180 0 0 250 wait
accum 3 abort_if_not_equal 1 // Flywheel moving ?
faceangles 270 0 0 250 wait
accum 3 abort_if_not_equal 1 // Flywheel moving ?
faceangles 0 0 0 250 wait
trigger tbflywheel2 clockwise
}
trigger anticlockwise
{
accum 3 abort_if_not_equal 1 // Flywheel moving ?
faceangles 270 0 0 250 wait
accum 3 abort_if_not_equal 1 // Flywheel moving ?
faceangles 180 0 0 250 wait
accum 3 abort_if_not_equal 1 // Flywheel moving ?
faceangles 90 0 0 250 wait
accum 3 abort_if_not_equal 1 // Flywheel moving ?
faceangles 0 0 0 250 wait
trigger tbflywheel2 anticlockwise
}
trigger start
{
accum 3 set 1 // Start wheel moving
}
trigger stop
{
accum 3 set 0 // Stop wheel moving
trigger self sound_stop
}
}
tbdoor2-9
{
spawn
{
wait 200
trigger tbdoor2_trigger1 up
}
trigger open
{
stopsound // Kill all currently playing sounds belonging to this entity only
playsound sound/movers/misc/garage_door_start_01.wav volume 96
wait 50
playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512
followpath 1 tbdrspln2-3 50 wait length 16
followpath 1 tbdrspln2-4 50 wait length 16
trigger tbflywheel2 stop // Turn off flywheel
globalaccum 5 set 0 // Flexible door 1 has stopped moving
stopsound // Kill all currently playing sounds belonging to this entity only
playsound sound/movers/misc/garage_door_end_01.wav volume 96
}
trigger close
{
stopsound // Kill all currently playing sounds belonging to this entity only
playsound sound/movers/misc/garage_door_start_01.wav volume 96
wait 50
playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512
followpath 0 tbdrspln2-4 50 wait length 16
followpath 0 tbdrspln2-3 50 wait length 16
trigger tbflywheel2 stop // Turn off flywheel
globalaccum 5 set 0 // Flexible door 1 has stopped moving
stopsound // Kill all currently playing sounds belonging to this entity only
playsound sound/movers/misc/garage_door_end_01.wav volume 96
}
}
tbdoor2-8
{
spawn
{
wait 100
attatchtotrain tbdoor2-9 16
}
}
tbdoor2-7
{
spawn
{
wait 100
attatchtotrain tbdoor2-8 16
}
}
tbdoor2-6
{
spawn
{
wait 100
attatchtotrain tbdoor2-7 16
}
}
tbdoor2-5
{
spawn
{
wait 100
attatchtotrain tbdoor2-6 16
}
}
tbdoor2-4
{
spawn
{
wait 100
attatchtotrain tbdoor2-5 16
}
}
tbdoor2-3
{
spawn
{
wait 100
attatchtotrain tbdoor2-4 16
}
}
tbdoor2-2
{
spawn
{
wait 100
attatchtotrain tbdoor2-3 16
}
}
tbdoor2-1
{
spawn
{
wait 100
attatchtotrain tbdoor2-2 16
}
}
// ===========================================================================================
// Tank destruction entities
// ===========================================================================================
// ----------------------------------------------------------------------------
// Water grate entrance on Allied side of map
// ----------------------------------------------------------------------------
tunnelgrate_solid
{
spawn
{
wait 200
setstate tunnelgrate_solid default
setstate tunnelgrate_dmg invisible
}
trigger switch
{
// Some kind of UI pop-up to alert players
wm_announce "Allied team has breached the Tunnel Grate!"
alertentity tunnelgrate_explo
trigger hurt_tunnelgrateblast boom
setstate tunnelgrate_solid invisible
setstate tunnelgrate_dmg default
alertentity tunnelgrate_rubble1
}
}
hurt_tunnelgrateblast
{
spawn
{
wait 200
setstate hurt_tunnelgrateblast invisible
}
trigger boom
{
setstate hurt_tunnelgrateblast default
wait 100
remove
}
}
// ----------------------------------------------------------------------------
// Cave door on Allied side of map
// ----------------------------------------------------------------------------
cavedoor_solid
{
spawn
{
wait 200
setstate cavedoor_solid default
setstate cavedoor_dmg invisible
}
trigger switch
{
alertentity cavedoor_explo
trigger hurt_cavedoorblast boom
setstate cavedoor_solid invisible
setstate cavedoor_dmg default
alertentity cavedoor_rubble1
}
}
hurt_cavedoorblast
{
spawn
{
wait 200
setstate hurt_cavedoorblast invisible
}
trigger boom
{
setstate hurt_cavedoorblast default
wait 100
remove
}
}
// ----------------------------------------------------------------------------
// Front gate of axis complex
// ----------------------------------------------------------------------------
basedoor_solid
{
spawn
{
wait 200
setstate basedoor_solid default
setstate basedoor_dmg invisible
}
trigger switch
{
alertentity basedoor_explo
trigger hurt_basedoorblast boom
setstate basedoor_solid invisible
setstate basedoor_dmg default
alertentity basedoor_rubble1
}
}
hurt_basedoorblast
{
spawn
{
wait 200
setstate hurt_basedoorblast invisible
}
trigger boom
{
setstate hurt_basedoorblast default
wait 100
remove
}
}
// ----------------------------------------------------------------------------
// Side wall of axis complex
// ----------------------------------------------------------------------------
basewall_solid
{
spawn
{
wait 200
setstate basewall_solid default
setstate basewall_trighurt default
}
trigger switch
{
alertentity basewall_explo
trigger hurt_basewallblast boom
setstate basewall_solid invisible
alertentity basewall_rubble1
setstate basewall_trighurt invisible
}
}
hurt_basewallblast
{
spawn
{
wait 200
setstate hurt_basewallblast invisible
}
trigger boom
{
setstate hurt_basewallblast default
wait 100
remove
}
}
game_manager
{
spawn
{
create
{
classname "misc_cabinet_supply"
origin "2400 -2688 5316"
mins "0 0 0"
maxs "90 90 50"
angle "90"
scriptname "main_ammocabinet"
targetname "main_ammocabinet"
}
create
{
classname "misc_cabinet_health"
origin "2480 -2688 5316"
mins "0 0 0"
maxs "90 90 50"
angle "90"
scriptname "main_healthcabinet"
targetname "main_healthcabinet"
}
create
{
classname "trigger_ammo"
origin "2400 -2688 5316"
mins "-20 0 0"
maxs "90 90 50"
ammototal "20"
scriptname "main_trigger_ammo"
targetname "main_trigger_ammo"
target "main_ammocabinet"
}
create
{
classname "trigger_heal"
origin "2480 -2688 5316"
mins "-20 0 0"
maxs "90 90 50"
healtotal "400"
scriptname "main_trigger_heal"
targetname "main_trigger_heal"
target "main_healthcabinet"
}
create
{
classname "misc_commandmap_marker"
origin "2440 -2688 5316"
scriptname "main_hacabinet_cm_marker"
targetname "main_hacabinet_cm_marker"
}
create
{
classname "trigger_objective_info"
customimage "gfx/limbo/cm_healthammo"
infoAllied "Health and Ammo cabinets"
infoAxis "Health and Ammo cabinets"
origin "2480 -2688 5316"
mins "0 0 0"
maxs "110 110 100"
scriptname "main_hacabinet_toi"
shortname "Health and Ammo Cabinets"
spawnflags "35"
target "main_hacabinet_cm_marker"
targetname "main_hacabinet_toi"
track "the Health and Ammo Cabinets"
}
}
There error is G_Script_Scriptparse error ending of line “}” hmmm dafug is that?
THIS IS WITHOUT THE VIEWPOS AND STUFF IN, I Will edit that after the problem…