Endgame music? So close..


(shadrach) #1

Hey mapping peeps, it’s good to be back. I’ve been working on my map Canyon2 these past few and I’m much further along with a new version that’s actually playable. I admit the first one sucked but I was so happy to finally get working objectives that I didn’t develop the gameplay as I should have and just released it. The brushwork alone took the better part of a year. In retrospect I should have released it as a first playable instead of a beta.

At any rate it’s hopefully much better now, but there’s this one thing that I cannot fricken figure out…the endgame music is reversed, if Allies win it says “Allies Win” but plays the Axis music and vice-versa. It was kind of amusing at first but I’ve tried to suss it out and no luck, the game won’t end when the objectives are completed. It’s a dual-objective smash-and-grab, you blow the vault door, steal docs, deliver em, game over. When a player with the docs hits the trigger_flagonly_multiple, it calls either axis_objectives or allied_objectives, depending on which team is delivering the docs, which calls the objective counting routine…if anyone can see anything wrong with the script here please enlighten me.

from game_manager:


//Accum values
		accum 0 set 2 //status of forward flag
		accum 1 set 0 //Overall Allied status
		accum 2 set 0 //Overall Axis status

//Objective Flags

	trigger alliedobjectivecounter  //Destruction of Allied objectives
           	 	{
                 		accum 1 inc 1
                       	trigger game_manager alliedcheckgame
           		}

	trigger axisobjectivecounter  //Destruction of Axis objectives
           	 	{
                       	accum 2 inc 1
                       	trigger game_manager axischeckgame
           		}

	trigger alliedcheckgame // Allied win requirements met?
            	{
                       	accum 1 abort_if_not_equal 2
                       	wm_setwinner 1
				wait 1500
                       	wm_endround
           		}

	trigger axischeckgame // Axis win requirements met?
            	{
                       	accum 2 abort_if_not_equal 2
                       	wm_setwinner 0
				wait 1500
                       	wm_endround
           		}

script sections for vault door/doc delivery:


//Allied Door
southdoor_script
{
	spawn 
	{
		wait 200
		constructible_class 3 
	}

	death 
	{
		wm_announce "Axis have destroyed the Allied Vault Door!"

		wm_objective_status 1 0 1
		wm_objective_status 1 1 2

            trigger game_manager axisobjectivecounter
	}
}

//Axis Door
eastdoor_script
{
	spawn 
	{
		wait 200
		constructible_class 3 
	}

	death 
	{
		wm_announce "Allies have destroyed the Axis Vault Door!"

		wm_objective_status 6 0 2
		wm_objective_status 6 1 1

            trigger game_manager alliedobjectivecounter
	}
}

//Axis Docs. Allied team must capture and secure an Axis docs module containing critical codes
axis_docs //enter this as the scriptname value for the team_CTF_red/blueflag entity
{
	spawn
	{
	wait 200
	setstate axis_docs_captured invisible
	}

	trigger stolen

	{
	wm_announce "Allies have the docs! Allies have the docs!"
	setstate axis_docs_cm_marker invisible
	
	// *----------------------------------- vo ----*
		wm_teamvoiceannounce 0 "axis_obj_taken"
		wm_teamvoiceannounce 1 "allied_obj_taken"
	// *----------------------------------- vo ----*

	}

	trigger returned

	{
	wm_announce "The Axis have retrieved the docs"
	setstate axis_docs_cm_marker default
	
	// *----------------------------------- vo ----*
		wm_teamvoiceannounce 0 "axis_obj_returned"
		wm_teamvoiceannounce 1 "allied_obj_returned"
	// *----------------------------------- vo ----*

	}

	trigger captured

	{
	wm_announce "The Allies have secured the Axis docs!"
	setstate axis_docs_red invisible
	setstate axis_docs_captured default

	wm_objective_status 7 0 2
	wm_objective_status 7 1 1
	
	// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_obj_lost"
		wm_teamvoiceannounce 1 "allied_obj_secured"
	// *----------------------------------- vo ------------------------------------------*
	

	}

}

//Allied Docs. Axis team must capture and secure an Allied docs module containing critical codes
allied_docs //enter this as the scriptname value for the team_CTF_red/blueflag entity
{
	spawn
	{
	wait 200
	setstate allied_docs_captured invisible
	}

	trigger stolen

	{
	wm_announce "Axis have the docs! Axis have the docs!"
	setstate allied_docs_cm_marker invisible
	
	// *----------------------------------- vo ----*
		wm_teamvoiceannounce 0 "allied_obj_taken"
		wm_teamvoiceannounce 1 "axis_obj_taken"
	// *----------------------------------- vo ----*

	}

	trigger returned

	{
	wm_announce "The Allies have retrieved the docs"
	setstate allied_docs_cm_marker default
	
	// *----------------------------------- vo ----*
		wm_teamvoiceannounce 0 "allied_obj_returned"
		wm_teamvoiceannounce 1 "axis_obj_returned"
	// *----------------------------------- vo ----*

	}

	trigger captured

	{
	wm_announce "The Axis have secured the Allied docs!"
	setstate allied_docs_red invisible
	setstate allied_docs_captured default

	wm_objective_status 2 0 1
	wm_objective_status 2 1 2
	
	// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "allied_obj_lost"
		wm_teamvoiceannounce 0 "axis_obj_secured"
	// *----------------------------------- vo ------------------------------------------*


	}

}

axis_objectives //enter this as the scriptname value for the single trigger_flagonly_multiples entity 
{

death
	{
		trigger game_manager alliedobjectivecounter
	}
}

allied_objectives //enter this as the scriptname value for the single trigger_flagonly_multiples entity 
{

death
	{
		trigger game_manager axisobjectivecounter
	}
}

Thanks to anyone who can help me out, soon as this is solved I can release it. :clap: