game_manager
{
spawn
{
//docs
// Set scenario information
// wm_mapdescription "docs"
wm_axis_respawntime 15
wm_allied_respawntime 15
wm_number_of_objectives 2
wm_set_round_timelimit 15
//we have 2 objectives, taking the documents and transmitting them:
wm_objective_status 1 0 0
wm_objective_status 2 0 0
wm_set_defending_team 0
wm_setwinner 0
accum 1 set 0
accum 2 set 0
}
trigger objective1
{
wm_objective_status 2 1 0
accum 2 set 1
wm_announce "Allied team has transported the documents!"
trigger game_manager checkgame
}
trigger axis_object_stolen
{
wm_objective_status 1 1 0
}
trigger axis_object_returned
{
wm_objective_status 1 0 0
}
trigger checkgame
{
accum 2 abort_if_not_equal 1
wm_setwinner 1
wait 1500
wm_endround
}
}
transmitter_obj
{
spawn
{
}
death
{
trigger game_manager objective1
}
}
//theend
remapshaderflush
// Game rules
wm_axis_respawntime 1
wm_allied_respawntime 1
wm_number_of_objectives 3
wm_set_round_timelimit 30
//Accum values
accum 1 set 0 //Overall Allied status
accum 2 set 2 //set 2 = null value
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 1
// Winner on expiration of round timer (0=Axis, 1=Allies, -1=no winner at
expiration)
wm_setwinner 1 //Assumes allies defending
wait 2000
setautospawn "Forward Spawn" 1 //Uses name from description field of
team_WOLF_objective
setautospawn "Forward Spawn" 0
}
//Objective Flags
trigger objectivecounter //Destruction of Allied Doors
{
//Set to objective accum to 1 so we know that the
objective has been completed
accum 1 inc 1
//Call function called checkgame in game_manager to check
if the round has been won
trigger game_manager checkgame
}
trigger checkgame // checks to see if win requirements have been met
{
accum 1 abort_if_not_equal 2
wm_setwinner 0
wait 1500
wm_endround
}
trigger forwardflagblue
{
// Change the objective state internally, so UI can update, etc.
// Allied takes control of forward flag
// Some kind of UI pop-up to alert players
wm_announce "Allies capture the forward spawn!"
wm_objective_status 3 1 1
wm_objective_status 3 0 2
}
trigger forwardflagred
{
// Change the objective state internally, so UI can update, etc.
// Axis takes control of forward flag
// Some kind of UI pop-up to alert players
wm_announce "Axis capture the forward spawn!"
wm_objective_status 3 1 2
wm_objective_status 3 0 1
}
}
//End of Game_manager section
// FORWARD SPAWN POINT ================================================
forward_spawn
{
spawn
{
wait 200
setstate forwardflag_wobj invisible
accum 0 set 0
}
trigger axis_capture
{
trigger game_manager forwardflagred
trigger forward_spawn setaxis
}
trigger allied_capture
{
trigger game_manager forwardflagblue
trigger forward_spawn setallies
}
trigger setaxis
{
setstate forwardflag_wobj default
accum 0 abort_if_equal 0
accum 0 set 0
alertentity forwardflag_wobj
}
trigger setallies
{
setstate forwardflag_wobj default
accum 0 abort_if_equal 1
accum 0 set 1
alertentity forwardflag_wobj
}
}
//coffe
ark
{
spawn // this is called when the game starts and the entity is spawned
{
wait 200
constructible_class 3 // this indicated that the oasis_wall entity is a dynamitable-only
entity...
}
death // this is called when the entity is destroyed...
{
wm_announce "Allies have breached the Ark of the Covenant!" // ... when the entity is
destroyed, you annouce the message to all players in game with this
}
}
error on line 199 pleas help!