Yeah… Could someone please help me with the script file for the map?
I have no idea about the syntax of the scripts in ET, and this was taken from Loffy’s topic “ctf-prefab 2”.
game_manager
{
spawn
{
wait 500
wm_set_round_timelimit 20
wm_axis_respawntime 15
wm_allied_respawntime 15
wm_setwinner 0
alertentity allied_flag // reveal the flags to start with, setstate invisble and default
alertentity axis_flag // should work from here on.
accum 1 set 0 // allies flag captured counter.
accum 2 set 0 // axis flag captured counter.
}
trigger allies_captd // update allies captured, just 4 flags for this test
{
accum 2 inc 1
accum 2 trigger_if_equal 4 game_manager allies_win
}
trigger axis_captd // update axis captured, just 4 flags for this test
{
accum 1 inc 1
accum 1 trigger_if_equal 4 game_manager axis_win
}
trigger allies_win
{
wm_announce "Allies have Captured all 4 Flags!!!!"
wm_setwinner 1 // allies win.
wm_endround // end game.
}
trigger axis_win
{
wm_announce "Axis have Captured all 4 Flags!!!!"
wm_setwinner 0 // axis win.
wm_endround // end game.
}
trigger timelimit_hit // who has more captures or if they broke even
{
wm_setwinner -1
trigger game_manager parse_allies
trigger game_manager parse_axis
wm_announce "Both teams have Tied!!"
wait 250
}
}
//
// flag control as per madmaximus script...
//
allied_flag
{
trigger stolen // axis stole a flag
{
setstate allied_flag invisible // hide the team_CTF_blueflag entity
setstate allies_cap_flag invisible // hide the allies trigger_flagonly_multiple in case the allies
} // have the axis flag, they can't cap it.
trigger returned // flag was dropped and timed out or an allied player touched it
{
setstate allied_flag default // axis lost the flag, so setstate the team_CTF_blueflag and
setstate allies_cap_flag default // their trigger_flagonly_multiple back.
}
}
axis_flag
{
trigger stolen
{
setstate axis_flag invisible
setstate axis_cap_flag invisible
}
trigger returned
{
setstate axis_flag default
setstate axis_cap_flag default
}
}
allies_cap_flag // allies have transported the axis flag and made it back to their flagpole.
{
death
{
setstate axis_flag default // flag comes back minus 1 count,
setstate axis_cap_flag default // trigger_flagonly_multiple back also.
wm_announce "the Allies have Captured the Flag!!!"
trigger game_manager allies_captd // go update the allies flag captured counter.
}
}
axis_cap_flag
{
death
{
setstate allied_flag default
setstate allies_cap_flag default
wm_announce "the Axis have Captured the Flag!!!"
trigger game_manager axis_captd
}
}
I do not know how to do parse_allies/axis part, where it has to compare 2 accum values and judge the winner.
Could you also please include the sound for flag dropped/captured? As it works only for flag returned and taken.
Could you also please include an announcement of the score after each capture, the score not in event (console) but in announcement in the middle bottom of the screen 
Thank you very much! The script file is the only thing which is holding me from releasing fp1 



