with pleasure. Map is otherwise fully functional, means I can capture the tank, escord him to the main building thereby clearing the barrier, blow up the doors, steal the gold, escor the truck home. All whatâs missing is this spawn thing.
here the script Iâm running, (also as download if preferred). I included the âalertentity axisspawnâ below the âsetautospawnâ and skipped the rubble as I donât need it. Axisspawn is the targetname of the wolf_team bluespawn icons of the 2nd spawn.
thanks for taking the time to help.
script for download:
https://dl.dropboxusercontent.com/u/49813220/Teuthonia.script
or here:
game_manager
{
spawn
{
remapshader âmodels/mapobjects/tanks_sd/mg42turretâ âmodels/mapobjects/tanks_sd/mg42turret_2â
remapshaderflush
// Game rules
wm_axis_respawntime 30
wm_allied_respawntime 20
wm_number_of_objectives 7
wm_set_round_timelimit 30
// Objectives
// 1: Steal Tank
// 2: EscortTank
// 3: Blow up main building doors
// 4: Steal Gold
// 5: Escape with gold
// 6: Allied command post
// 7: Axis command post
// Current main objectives for each team (0=Axis, 1=Allies)
wm_set_main_objective 1 0
wm_set_main_objective 1 1
wm_objective_status 1 0 0
wm_objective_status 1 1 0
wm_objective_status 2 0 0
wm_objective_status 2 1 0
wm_objective_status 3 0 0
wm_objective_status 3 1 0
wm_objective_status 4 0 0
wm_objective_status 4 1 0
wm_objective_status 5 0 0
wm_objective_status 5 1 0
wm_objective_status 6 0 0
wm_objective_status 6 1 0
wm_objective_status 7 0 0
wm_objective_status 7 1 0
wm_set_main_objective 1 0
wm_set_main_objective 1 1
// 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
wait 500
setautospawn "Tank Depot" 0
setautospawn "Allied Spawn" 1
alertentity axisspawn
accum 4 set 0 // have the Allies stolen the tank?
// start triggered loops on/off as required (eg: command post radio sounds)
disablespeaker allies_compost_sound
disablespeaker axis_compost_sound
disablespeaker allies_compost_sound_lms
disablespeaker axis_compost_sound_lms
wait 2000
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "goldrush_axis_tank_steal"
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_addteamvoiceannounce 1 "goldrush_allies_tank_steal"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
wm_teamvoiceannounce 0 "goldrush_axis_tank_steal"
wm_teamvoiceannounce 0 "axis_hq_compost_construct"
wm_teamvoiceannounce 1 "goldrush_allies_tank_steal"
wm_teamvoiceannounce 1 "allies_hq_compost_construct"
// *---------------------------------------------------------------------------------*
}
trigger allies_win
{
wm_setwinner 1
wm_announce "Allied team escaped with the Gold Crates!"
wm_objective_status 5 0 2
wm_objective_status 5 1 1
wait 1500
wm_endround
}
trigger allies_steal_tank
{
accum 4 abort_if_not_equal 0
wm_announce "Allied team has stolen the Tank!"
wm_objective_status 1 0 2
wm_objective_status 1 1 1
alertentity tankdepot_axis_spawns
alertentity tankdepot_allied_spawns
alertentity tankdepotblob // Tank Depot team_WOLF_objective
setautospawn "Axis Spawn" 0
setautospawn "Tank Depot" 1
accum 4 set 1
wm_set_main_objective 2 0
wm_set_main_objective 2 1
trigger game_manager allies_steal_tank_allied_msg
trigger game_manager allies_steal_tank_axis_msg
}
trigger allies_steal_tank_allied_msg
{
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 1 "goldrush_allies_tank_courtyard"
wm_teamvoiceannounce 1 "goldrush_allies_tank_stolen"
wm_teamvoiceannounce 1 "goldrush_allies_tankbars_destroy"
wm_teamvoiceannounce 1 "goldrush_allies_tank_courtyard"
wm_removeteamvoiceannounce 1 "goldrush_allies_tank_steal"
// *---------------------------------------------------------------------------------*
}
trigger allies_steal_tank_axis_msg
{
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_tank_stop"
wm_addteamvoiceannounce 0 "goldrush_axis_tankbars_construct"
wm_teamvoiceannounce 0 "goldrush_axis_tank_stolen"
wm_teamvoiceannounce 0 "goldrush_axis_tankbars_construct"
wm_removeteamvoiceannounce 0 "goldrush_axis_tank_steal"
// *---------------------------------------------------------------------------------*
}
}
ceilingfan
{
spawn
{
wait 100
setrotation 0 300 0
}
}
// *************************************************
// ***************** TANK STUFF ********************
// *************************************************
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 overâŚ
// ============================================================================
// accum 0, track state
// accum 1
// - bit 0: barrier1 state ( 0 = not built, 1 = built )
// - bit 1: barrier2 state ( 0 = not built, 1 = built )
// - bit 2: spline status ( 0 = not moving, 1 = moving )
// - bit 3: stuck check flag ( 0 = not stuck, 1 = stuck )
// - bit 4: flag for message ( 0 = dont display, 1= display )
// - bit 5: blank ( )
// - 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 spln2 -> spln78
// ===========================================================================================
// track events:
// - tracks_forward
// - tracks_stop
// - tracks_turn_left
// - tracks_turn_right
tank
{
spawn
{
wait 400
followspline 0 spln1 50000 length 32 wait
trigger tank sound_idle
trigger tank tracks_stop
}
// ========================================
// sound stuff
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 0 abort_if_equal 1
accum 0 set 1
remapshader models/mapobjects/tanks_sd/jag_tracks_left models/mapobjects/tanks_sd/jag_tracks_alt_forward
remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_alt_forward
remapshader models/mapobjects/tanks_sd/jag_wheels_left models/mapobjects/tanks_sd/jag_wheels_alt_forward
remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_alt_forward
remapshader models/mapobjects/tanks_sd/jag_cogs_left models/mapobjects/tanks_sd/jag_cogs_alt_forward
remapshader models/mapobjects/tanks_sd/jag_cogs_right models/mapobjects/tanks_sd/jag_cogs_alt_forward
remapshaderflush
}
trigger tracks_stop
{
accum 0 abort_if_equal 0
accum 0 set 0
remapshader models/mapobjects/tanks_sd/jag_tracks_left models/mapobjects/tanks_sd/jag_tracks_left
remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_right
remapshader models/mapobjects/tanks_sd/jag_wheels_left models/mapobjects/tanks_sd/jag_wheels_left
remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_right
remapshader models/mapobjects/tanks_sd/jag_cogs_left models/mapobjects/tanks_sd/jag_cogs_left
remapshader models/mapobjects/tanks_sd/jag_cogs_right models/mapobjects/tanks_sd/jag_cogs_right
remapshaderflush
}
trigger tracks_turn_left
{
accum 0 abort_if_equal 2
accum 0 set 2
remapshader models/mapobjects/tanks_sd/jag_tracks_left models/mapobjects/tanks_sd/jag_tracks_alt_backward
remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_alt_forward
remapshader models/mapobjects/tanks_sd/jag_wheels_left models/mapobjects/tanks_sd/jag_wheels_alt_backward
remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_alt_forward
remapshader models/mapobjects/tanks_sd/jag_cogs_left models/mapobjects/tanks_sd/jag_cogs_alt_backward
remapshader models/mapobjects/tanks_sd/jag_cogs_right models/mapobjects/tanks_sd/jag_cogs_alt_forward
remapshaderflush
}
trigger tracks_turn_right
{
accum 0 abort_if_equal 3
accum 0 set 3
remapshader models/mapobjects/tanks_sd/jag_tracks_left models/mapobjects/tanks_sd/jag_tracks_alt_forward
remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_alt_backward
remapshader models/mapobjects/tanks_sd/jag_wheels_left models/mapobjects/tanks_sd/jag_wheels_alt_forward
remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_alt_backward
remapshader models/mapobjects/tanks_sd/jag_cogs_left models/mapobjects/tanks_sd/jag_cogs_alt_forward
remapshader models/mapobjects/tanks_sd/jag_cogs_right models/mapobjects/tanks_sd/jag_cogs_alt_backward
remapshaderflush
}
// ===========================================================================================
// ===========================================================================================
trigger run_continue
{
accum 3 inc 1
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
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
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
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
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
}
trigger run_0
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln2 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_1
{
trigger self tracks_forward
trigger game_manager allies_steal_tank
accum 1 bitset 2
followspline 0 spln3 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_2
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln4 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_3
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln5 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_4
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln6 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_5
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln7 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_6
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln8 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_7
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln9 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_8
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln10 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_9
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln11 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_10
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln12 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_11
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln13 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_12
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln14 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_13
{
trigger self tracks_turn_right
accum 1 bitset 2
followspline 0 spln15 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_14
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln16 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_15
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln17 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_16
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln18 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_17
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln19 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_18
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln20 50 wait length 32
accum 1 bitreset 2
trigger tank stuck_check_barrier1_built_msg
trigger self run_continue
}
trigger run_19
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln21 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_20
{
trigger self tracks_forward
// Old location of defense1 remove
accum 1 bitset 2
followspline 0 spln22 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_21
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln23 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_22
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln24 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_23
{
trigger self tracks_forward
// **********************************
trigger defense1 remove
// **********************************
accum 1 bitset 2
followspline 0 spln25 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_24
{
trigger self tracks_forward
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "goldrush_axis_tank_barrier1"
wm_teamvoiceannounce 1 "goldrush_allies_tank_barrier1"
// *---------------------------------------------------------------------------------*
accum 1 bitset 2
followspline 0 spln26 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_25
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln27 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_26
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln28 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_27
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln29 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_28
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln30 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_29
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln31 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_30
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln32 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_31
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln33 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_32
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln34 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_33
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln35 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_34
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln36 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_35
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln37 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_36
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln38 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_37
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln39 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_38
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln40 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_39
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln41 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_40
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln42 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_41
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln43 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_42
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln44 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_43
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln45 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_44
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln46 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_45
{
trigger self tracks_turn_left
accum 1 bitset 2
followspline 0 spln47 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_46
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln48 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_47
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln49 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_48
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln50 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_49
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln51 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_50
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln52 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_51
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln53 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_52
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln54 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_53
{
trigger self tracks_turn_left
accum 1 bitset 2
followspline 0 spln55 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_54
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln56 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_55
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln57 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_56
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln58 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_57
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln59 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_58
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln60 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_59
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln61 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_60
{
trigger self tracks_turn_left
accum 1 bitset 2
followspline 0 spln62 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_61
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln63 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_62
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln64 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_63
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln65 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_64
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln66 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_65
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln67 50 wait length 32
accum 1 bitreset 2
trigger tank stuck_check_barrier2_built_msg
trigger self run_continue
}
trigger run_66
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln68 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_67
{
trigger self tracks_forward
// **********************************
trigger defense2 remove
// **********************************
accum 1 bitset 2
followspline 0 spln69 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_68
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln70 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_69
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln71 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_70
{
trigger self tracks_forward
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "goldrush_axis_tank_barrier2"
wm_teamvoiceannounce 1 "goldrush_allies_tank_barrier2"
// *---------------------------------------------------------------------------------*
accum 1 bitset 2
followspline 0 spln72 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_71
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln73 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_72
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln74 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_73
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln75 50 wait length 32
accum 1 bitreset 2
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "goldrush_axis_bank_courtyard"
wm_addteamvoiceannounce 1 "goldrush_allies_bank_courtyard"
wm_teamvoiceannounce 0 "goldrush_axis_bank_courtyard"
wm_teamvoiceannounce 1 "goldrush_allies_bank_courtyard"
wm_removeteamvoiceannounce 1 "goldrush_allies_tank_courtyard"
// *---------------------------------------------------------------------------------*
trigger self run_continue
}
trigger run_74
{
trigger self tracks_turn_left
accum 1 bitset 2
followspline 0 spln76 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_75
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln77 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_76
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln78 50 wait length 32
accum 1 bitreset 2
trigger self script_lockout
trigger self tracks_stop
trigger tank_sound stop
wm_objective_status 2 0 2
wm_objective_status 2 1 1
startanimation 45 10 15 nolerp norandom
wait 666
startanimation 0 1 15 nolerp norandom
wait 900
trigger tank_turret turn
accum 3 inc 1
}
// ===========================================================================================
// ===========================================================================================
// ===========================================================================================
// stuck checking
// digibob: since we cant return variables, just use bit 3 of accum 1 as a register⌠mmmm assemblyâŚ
trigger stuck_check
{
accum 1 bitreset 3
trigger self stuck_check_barrier1_built
trigger self stuck_check_barrier2_built
trigger self stuck_check_scriptlockout
trigger self stuck_check_finished
}
trigger stuck_check_finished
{
accum 3 abort_if_less_than 77
accum 1 bitset 3
}
trigger stuck_check_scriptlockout
{
accum 5 abort_if_equal 0
accum 1 bitset 3
}
trigger stuck_check_barrier1_built
{
accum 3 abort_if_not_equal 23
accum 1 abort_if_not_bitset 0
accum 1 bitset 3
}
trigger stuck_check_barrier1_built_msg
{
accum 1 abort_if_not_bitset 0
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 1 "goldrush_allies_tankbar_destroy"
// *---------------------------------------------------------------------------------*
}
trigger stuck_check_barrier2_built
{
accum 3 abort_if_not_equal 67
accum 1 abort_if_not_bitset 1
accum 1 bitset 3
}
trigger stuck_check_barrier2_built_msg
{
accum 1 abort_if_not_bitset 1
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 1 "goldrush_allies_tankbar_destroy"
// *---------------------------------------------------------------------------------*
}
// ===========================================================================================
// 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
changemodel models/mapobjects/tanks_sd/jagdpanther_africa_tracks.md3
setstate tank_smoke invisible
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_tank_stop"
wm_teamvoiceannounce 0 "axis_hq_tank_repaired_allies"
wm_teamvoiceannounce 1 "allies_hq_tank_repaired"
wm_removeteamvoiceannounce 1 "allies_hq_tank_damaged_axis"
// *---------------------------------------------------------------------------------*
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
trigger self deathcheck_message
accum 1 bitset 4
changemodel models/mapobjects/tanks_sd/jagdpanther_africa_tracks2.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 deathcheck_message
{
accum 1 abort_if_not_bitset 4
wm_announce "The Tank has been damaged!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 1 "allies_hq_tank_damaged_axis"
wm_teamvoiceannounce 0 "axis_hq_tank_damaged"
wm_teamvoiceannounce 1 "allies_hq_tank_damaged_axis"
wm_removeteamvoiceannounce 0 "axis_hq_tank_stop"
// *---------------------------------------------------------------------------------*
}
trigger startfire
{
startanimation 67 8 10 nolerp norandom noloop
}
trigger stopfire
{
startanimation 0 1 15 nolerp norandom
}
trigger enable_stage2
{
accum 1 bitreset 0
}
trigger disable_stage2
{
accum 1 bitset 0
}
trigger enable_stage4
{
accum 1 bitreset 1
}
trigger disable_stage4
{
accum 1 bitset 1
}
}
tank_trigger
{
spawn
{
wait 500
attachtotag tank_shell tag_turret
trigger tank_trigger bot_goal_loop
}
trigger bot_goal_loop
{
wait 4000 // check every 4 seconds
trigger tank bot_active_check
trigger tank_trigger bot_goal_loop
}
}
tank_build
{
spawn
{
wait 500
attachtotag tank_shell tag_turret
}
}
tank_construct
{
spawn
{
wait 1000
kill tank
constructible_class 2
constructible_health 1200
constructible_constructxpbonus 10
constructible_destructxpbonus 10
}
built final
{
alertentity tank
wm_announce "The Tank has been repaired!"
}
}
tank_shell
{
spawn
{
wait 400
attachtotag tank tag_tank
}
}
tank_turret
{
spawn
{
wait 500
attachtotag tank_shell tag_turret
}
trigger turn
{
wait 1000
playsound sound/vehicles/tank/turret_spin.wav looping
faceangles 0 340 0 3000
stopsound
playsound sound/vehicles/tank/turret_end.wav
wait 500
trigger tank startfire
playsound sound/vehicles/tank/tank_fire.wav
trigger boomtrigger boom_all // triggers the hurts around bank explosions (each has its own wait for timing)
trigger tank_flash run
}
trigger blow_doors
{
setstate tank_flash invisible
wait 200
trigger tank stopfire
alertentity bank_door1
setstate doorframe invisible
setstate doorframe_damaged default
wm_announce "Allied team has destroyed the Bank Doors!"
wm_objective_status 3 0 2
wm_objective_status 3 1 1
wm_set_main_objective 4 0
wm_set_main_objective 4 1
wait 100
trigger bank_door2_damaged bankbackboom
playsound sound/vehicles/tank/turret_spin.wav looping
faceangles 0 0 0 3000
stopsound
playsound sound/vehicles/tank/turret_end.wav
trigger tank sound_death
trigger tank script_lockout_stop
}
}
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_doors
}
}
tank_disabler
{
trigger run
{
trigger tank tank_disable
}
}
tank_enabler
{
trigger run
{
trigger tank tank_enable
}
}
tank_smoke
{
spawn
{
wait 300
attachtotag tank_shell tag_smoke
setstate tank_smoke invisible
}
}
// *******************************
// ******* BANK EXPLOSION ********
// *******************************
doorframe
{
spawn
{
setstate doorframe_damaged invisible
}
}
bank_door2_damaged
{
spawn
{
wait 200
setstate bank_door2_damaged invisible
}
trigger bankbackboom
{
alertentity bank_door2
setstate bank_door2_damaged default
wait 2000
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "goldrush_axis_gold_defend"
wm_addteamvoiceannounce 1 "goldrush_allies_gold_get"
wm_teamvoiceannounce 0 "goldrush_axis_bank_broken"
wm_teamvoiceannounce 0 "goldrush_axis_gold_defend"
wm_teamvoiceannounce 1 "goldrush_allies_gold_get"
wm_removeteamvoiceannounce 0 "axis_hq_tank_stop"
// *---------------------------------------------------------------------------------*
}
}
// these cause timed damage from the tank barrel to the bank explosion
boomtrigger
{
trigger boom_all // this is called from the tank to trigger all hurts
{
trigger hurt_barrelblast1 boom
trigger hurt_barrelblast2 boom
trigger hurt_barrelblast3 boom
trigger hurt_bankblast boom
wait 450
setstate bankdoors_toi invisible
setstate bankdoors_cm_marker invisible
}
}
hurt_barrelblast1
{
spawn
{
wait 200
setstate hurt_barrelblast1 invisible
}
trigger boom
{
setstate hurt_barrelblast1 default
wait 100
remove
}
}
hurt_barrelblast2
{
spawn
{
wait 200
setstate hurt_barrelblast2 invisible
}
trigger boom
{
wait 165
setstate hurt_barrelblast2 default
wait 100
remove
}
}
hurt_barrelblast3
{
spawn
{
wait 200
setstate hurt_barrelblast3 invisible
}
trigger boom
{
wait 325
setstate hurt_barrelblast3 default
wait 100
remove
}
}
hurt_bankblast
{
spawn
{
wait 200
setstate hurt_bankblast invisible
setstate hurt_barrelblast2 invisible
setstate hurt_barrelblast3 invisible
}
trigger boom
{
wait 400
setstate hurt_bankblast default
wait 100
remove
}
}
// **********************************************
// ****************** TRUCK STUFF ***************
// **********************************************
truck_smoke
{
spawn
{
wait 300
attachtotag truck tag_wfront
setstate truck_smoke invisible
}
}
// sound âthreadâ
truck_engine
{
spawn
{
wait 200
attachtotag truck tag_wfront
trigger truck_engine sound_idle
}
trigger start
{
trigger truck_engine sound_start
wait 950
trigger truck_engine sound_move
}
trigger stop
{
trigger truck_engine sound_stop
wait 950
trigger truck_engine sound_idle
}
// ========================================
// sound events
trigger sound_idle
{
playsound sound/vehicles/truck/truck_idle.wav looping
}
trigger sound_start
{
stopsound
playsound sound/vehicles/truck/truck_revup.wav volume 96
}
trigger sound_move
{
playsound sound/vehicles/truck/truck_move.wav looping
}
trigger sound_stop
{
stopsound
playsound sound/vehicles/truck/truck_revdown.wav volume 96
}
trigger sound_death
{
stopsound
playsound sound/vehicles/truck/truck_stop.wav volume 96
}
// ========================================
// ========================================
}
truck_build
{
spawn
{
wait 500
attachtotag truck tag_wback
}
}
truck_construct
{
spawn
{
constructible_class 2
constructible_health 1050
constructible_constructxpbonus 10
constructible_destructxpbonus 10
}
built final
{
alertentity truck
wm_announce "The Truck has been repaired!"
}
}
// digibob: ok, for once iâm gonna PLAN this one, so NOTHING WILL BREAK EVAR
// ============================================================================
// accum 0, gold bars collected
// accum 1
// - bit 0: barrier 1 status ( 0 = destroyed, 1 = built )
// - bit 1: barrier 2 status ( 0 = destroyed, 1 = built )
// - bit 2: spline status ( 0 = not moving, 1 = moving )
// - bit 3: stuck check flag ( 0 = not stuck, 1 = stuck )
// - bit 4: script lockout ( 0 = no lockout, 1 = lockout )
// - bit 5: blank ( )
// - 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, blank
// accum 6, blank
// accum 7, blank
// ============================================================================
// spline points are tspln_X with X = 1 to 23
// ============================================================================
// wheel events:
// - wheels_forward
// - wheels_backward
// - wheels_stop
truck
{
spawn
{
faceangles 0 90 0 50
}
// ========================================
// wheeeeeeeeeeeeeeels. eeels. ls.
trigger wheels_forward
{
trigger truck_bwheel2 forward
trigger truck_fwheel forward
}
trigger wheels_backward
{
trigger truck_bwheel2 backward
trigger truck_fwheel backward
}
trigger wheels_stop
{
trigger truck_bwheel2 stop
trigger truck_fwheel stop
}
// ========================================
// ========================================
trigger add_goldbar
{
accum 0 inc 1
trigger gold_full_0 show
trigger gold_trans_0 hide
trigger gold_crate secured
accum 0 abort_if_less_than 2
trigger gold_full_1 show
trigger gold_trans_1 hide
trigger self truck_escape_msg
wm_announce "Allied team is escaping with the Gold Crates!"
wm_objective_status 4 0 2
wm_objective_status 4 1 1
wm_set_main_objective 5 0
wm_set_main_objective 5 1
setstate goldbars_toi invisible
setstate goldbars_cm_marker invisible
}
trigger truck_escape_msg
{
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_truck_stop"
wm_addteamvoiceannounce 1 "allies_hq_truck_escort"
wm_teamvoiceannounce 0 "goldrush_axis_truck_stolen"
wm_teamvoiceannounce 1 "goldrush_allies_truck_stolen"
wm_removeteamvoiceannounce 0 "goldrush_axis_bank_courtyard"
wm_removeteamvoiceannounce 0 "goldrush_axis_gold_defend"
wm_removeteamvoiceannounce 1 "goldrush_allies_bank_courtyard"
wm_removeteamvoiceannounce 1 "goldrush_allies_gold_get"
// *---------------------------------------------------------------------------------*
}
// ========================================
// movement
trigger move_check
{
trigger truck stuck_check
accum 1 abort_if_bitset 3
trigger truck dispatch
}
trigger move
{
trigger truck move_check
wait 500
trigger truck move
}
// ========================================
// ========================================
trigger run_continue
{
trigger truck deathcheck
trigger truck stopcheck
trigger truck move
}
trigger run_1
{
accum 1 bitset 2
followspline 0 tspln_1 125 wait length 304 wait roll 0 2 dampin
accum 1 bitreset 2
accum 3 set 1
trigger truck run_continue
}
trigger run_2
{
accum 1 bitset 2
followspline 0 tspln_2 125 wait length 304 wait roll 2 -1 dampout
accum 1 bitreset 2
accum 3 set 2
trigger truck run_continue
}
trigger run_3
{
accum 1 bitset 2
followspline 0 tspln_3 125 wait length 304 wait roll 1 -1 dampout
accum 1 bitreset 2
accum 3 set 3
trigger truck stuck_check_barrier3_built_msg
trigger truck run_continue
}
trigger run_4
{
accum 1 bitset 2
followspline 0 tspln_4 125 wait length 304
accum 1 bitreset 2
accum 3 set 4
trigger truck run_continue
}
trigger run_5
{
// **************************
trigger defense3 remove
// **************************
accum 1 bitset 2
followspline 0 tspln_5 125 wait length 304
accum 1 bitreset 2
accum 3 set 5
trigger truck run_continue
}
trigger run_6
{
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "goldrush_axis_truck_barrier1"
wm_teamvoiceannounce 1 "goldrush_allies_truck_barrier1"
// *---------------------------------------------------------------------------------*
accum 1 bitset 2
followspline 0 tspln_6 125 wait length 304
accum 1 bitreset 2
accum 3 set 6
trigger truck run_continue
}
trigger run_7
{
accum 1 bitset 2
followspline 0 tspln_7 125 wait length 304
accum 1 bitreset 2
accum 3 set 7
trigger truck run_continue
}
trigger run_8
{
accum 1 bitset 2
followspline 0 tspln_8 125 wait length 304
accum 1 bitreset 2
accum 3 set 8
trigger truck run_continue
}
trigger run_9
{
accum 1 bitset 2
followspline 0 tspln_9 125 wait length 304
accum 1 bitreset 2
accum 3 set 9
trigger truck run_continue
}
trigger run_10
{
accum 1 bitset 2
followspline 0 tspln_10 125 wait length 304 wait roll 0 -2 dampin
accum 1 bitreset 2
accum 3 set 10
trigger truck run_continue
}
trigger run_11
{
accum 1 bitset 2
followspline 0 tspln_11 125 wait length 304 wait roll -2 0
accum 1 bitreset 2
accum 3 set 11
trigger truck run_continue
}
trigger run_12
{
accum 1 bitset 2
followspline 0 tspln_12 125 wait length 304 wait roll -2 -1 dampin
accum 1 bitreset 2
accum 3 set 12
trigger truck run_continue
}
trigger run_13
{
accum 1 bitset 2
followspline 0 tspln_13 125 wait length 304 wait roll -3 0 dampout
accum 1 bitreset 2
accum 3 set 13
trigger truck run_continue
}
trigger run_14
{
accum 1 bitset 2
followspline 0 tspln_14 125 wait length 304 wait roll -3 +3 dampout
accum 1 bitreset 2
accum 3 set 14
trigger truck run_continue
}
trigger run_15
{
accum 1 bitset 2
followspline 0 tspln_15 125 wait length 304
accum 1 bitreset 2
accum 3 set 15
trigger truck run_continue
}
trigger run_16
{
accum 1 bitset 2
followspline 0 tspln_16 125 wait length 304
accum 1 bitreset 2
accum 3 set 16
trigger truck run_continue
}
trigger run_17
{
accum 1 bitset 2
followspline 0 tspln_17 125 wait length 304
accum 1 bitreset 2
accum 3 set 17
trigger truck stuck_check_barrier4_built_msg
trigger truck run_continue
}
trigger run_18
{
accum 1 bitset 2
followspline 0 tspln_18 125 wait length 304
accum 1 bitreset 2
accum 3 set 18
trigger truck run_continue
}
trigger run_19
{
// **************************
trigger defense4 remove
// **************************
accum 1 bitset 2
followspline 0 tspln_19 125 wait length 304
accum 1 bitreset 2
accum 3 set 19
trigger truck run_continue
}
trigger run_20
{
accum 1 bitset 2
followspline 0 tspln_20 125 wait length 304
accum 1 bitreset 2
accum 3 set 20
trigger truck run_continue
}
trigger run_21
{
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "goldrush_axis_truck_barrier2"
wm_teamvoiceannounce 1 "goldrush_allies_truck_barrier2"
// *---------------------------------------------------------------------------------*
accum 1 bitset 2
followspline 0 tspln_21 125 wait length 304
accum 1 bitreset 2
accum 3 set 21
trigger truck run_continue
}
trigger run_22
{
accum 1 bitset 2
followspline 0 tspln_22 125 wait length 304
accum 1 bitreset 2
accum 3 set 22
trigger truck run_continue
}
trigger run_23
{
accum 1 bitset 2
followspline 0 tspln_23 125 wait length 304
accum 1 bitreset 2
accum 3 set 23
trigger truck run_continue
}
trigger run_24
{
accum 1 bitset 2
followspline 0 tspln_24 125 wait length 304
accum 1 bitreset 2
accum 3 set 24
trigger truck wheels_stop
trigger game_manager allies_win
}
trigger dispatch
{
accum 3 trigger_if_equal 0 truck run_1
accum 3 trigger_if_equal 1 truck run_2
accum 3 trigger_if_equal 2 truck run_3
accum 3 trigger_if_equal 3 truck run_4
accum 3 trigger_if_equal 4 truck run_5
accum 3 trigger_if_equal 5 truck run_6
accum 3 trigger_if_equal 6 truck run_7
accum 3 trigger_if_equal 7 truck run_8
accum 3 trigger_if_equal 8 truck run_9
accum 3 trigger_if_equal 9 truck run_10
accum 3 trigger_if_equal 10 truck run_11
accum 3 trigger_if_equal 11 truck run_12
accum 3 trigger_if_equal 12 truck run_13
accum 3 trigger_if_equal 13 truck run_14
accum 3 trigger_if_equal 14 truck run_15
accum 3 trigger_if_equal 15 truck run_16
accum 3 trigger_if_equal 16 truck run_17
accum 3 trigger_if_equal 17 truck run_18
accum 3 trigger_if_equal 18 truck run_19
accum 3 trigger_if_equal 19 truck run_20
accum 3 trigger_if_equal 20 truck run_21
accum 3 trigger_if_equal 21 truck run_22
accum 3 trigger_if_equal 22 truck run_23
accum 3 trigger_if_equal 23 truck run_24
}
// ========================================
// barrier 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 truck stuck_check_gold
trigger truck stuck_check_barrier3
trigger truck stuck_check_barrier4
trigger truck stuck_check_scriptlockout
trigger truck stuck_check_finished
}
trigger stuck_check_finished
{
accum 3 abort_if_not_equal 24
accum 1 bitset 3
}
trigger stuck_check_scriptlockout
{
accum 1 abort_if_not_bitset 4
accum 1 bitset 3
}
trigger stuck_check_gold
{
accum 3 abort_if_not_equal 0
accum 0 abort_if_greater_than 1
accum 1 bitset 3
}
trigger stuck_check_barrier3
{
accum 3 abort_if_not_equal 4
accum 1 abort_if_not_bitset 0
accum 1 bitset 3
}
trigger stuck_check_barrier3_built_msg
{
accum 1 abort_if_not_bitset 0
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroy"
// *---------------------------------------------------------------------------------*
}
trigger stuck_check_barrier4
{
accum 3 abort_if_not_equal 18
accum 1 abort_if_not_bitset 1
accum 1 bitset 3
}
trigger stuck_check_barrier4_built_msg
{
accum 1 abort_if_not_bitset 1
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroy"
// *---------------------------------------------------------------------------------*
}
// ========================================
// ========================================
// ========================================
// 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 truck 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 keep going
}
trigger stopcheck
{
trigger truck stopcheck_setup
accum 1 abort_if_not_bitset 6
trigger truck script_lockout
// Any just stopped moving stuff goes here
trigger truck_engine stop
trigger truck wheels_stop
// <<<<< stop animation goes here
trigger truck script_lockout_stop
resetscript
}
// ========================================
// ========================================
// ========================================
// script lockouts
trigger script_lockout
{
accum 1 bitset 4
}
trigger script_lockout_stop
{
accum 1 bitreset 4
}
// ========================================
// ========================================
// ========================================
// enable/disable
trigger truck_enable
{
trigger truck 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 1 abort_if_bitset 4 // script lockout
accum 1 abort_if_bitset 7 // death check
// Any just started moving stuff goes here
trigger truck_engine start
trigger truck wheels_forward
// <<<<< start animation goes here
trigger truck move
}
trigger truck_disable
{
accum 4 inc 1 // up the stop counter
accum 4 abort_if_less_than 2
accum 1 bitset 8 // set stop check
trigger truck deathcheck
}
// ========================================
// ========================================
// ========================================
// death / rebirth
rebirth
{
accum 1 bitreset 7 // we're alive again
accum 1 bitreset 9 // we're visibly alive
changemodel models/mapobjects/blitz_sd/blitzbody.md3
setstate truck_smoke invisible
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_truck_repaired_allies"
wm_teamvoiceannounce 1 "allies_hq_truck_repaired"
// *---------------------------------------------------------------------------------*
trigger truck move
}
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 1 abort_if_bitset 4 // are we not in a script lockout?
accum 1 bitset 9 // we're now visibly dead
wm_announce "The Truck has been damaged!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_truck_damaged"
wm_teamvoiceannounce 1 "allies_hq_truck_damaged_axis"
// *---------------------------------------------------------------------------------*
setstate truck_smoke default
kill truck_construct
trigger truck_engine sound_death
//trigger truck tracks_stop // truck with tracks? i don't think so
trigger truck wheels_stop
// <<<< stop anim goes here
changemodel models/mapobjects/blitz_sd/blitzbody_damaged.md3
resetscript
}
// ========================================
// ========================================
// ========================================
// barriers
trigger enable_stage1
{
accum 1 bitreset 0
}
trigger disable_stage1
{
accum 1 bitset 0
}
trigger enable_stage2
{
accum 1 bitreset 1
}
trigger disable_stage2
{
accum 1 bitset 1
}
// ========================================
// ========================================
}
truck_bwheel2
{
spawn
{
wait 500
attachtotag truck tag_wback
}
trigger forward
{
setrotation 130 0 0
}
trigger backward
{
setrotation -130 0 0
}
trigger stop
{
stoprotation
}
}
truck_fwheel
{
spawn
{
wait 500
attachtotag truck tag_wfront
}
trigger forward
{
setrotation 130 0 0
}
trigger backward
{
setrotation -130 0 0
}
trigger stop
{
stoprotation
}
}
truck_trigger
{
spawn
{
wait 500
attachtotag truck tag_wback
}
}
truck_disabler
{
trigger run
{
trigger truck truck_disable
}
}
truck_enabler
{
trigger run
{
trigger truck truck_enable
}
}
// *********************************************
// **************** CONSTRUCTIBLES *************
// *********************************************
defense1
{
spawn
{
wait 400
trigger defense1 setup
constructible_class 3
}
trigger setup
{
setstate defense1_materials default
setstate defense1_materials_clip default
setstate defense1_flag default
setstate defense1_teeth invisible
}
buildstart final
{
setstate defense1_materials default
setstate defense1_materials_clip default
setstate defense1_flag default
setstate defense1_teeth underconstruction
}
built final
{
setstate defense1_materials invisible
setstate defense1_materials_clip invisible
setstate defense1_flag invisible
setstate defense1_teeth default
trigger tank disable_stage2
wm_announce "Tank Barrier #1 has been constructed."
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "goldrush_axis_tankbar_constructed"
wm_removeteamvoiceannounce 0 "goldrush_axis_tankbar_construct"
wm_removeteamvoiceannounce 0 "goldrush_axis_tankbars_construct"
// *---------------------------------------------------------------------------------*
}
decayed final
{
setstate defense1_materials default
setstate defense1_materials_clip default
setstate defense1_flag default
setstate defense1_teeth invisible
}
death
{
setstate defense1_materials default
setstate defense1_materials_clip default
setstate defense1_flag default
setstate defense1_teeth invisible
trigger tank enable_stage2
wm_announce "Tank Barrier #1 has been destroyed."
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "goldrush_axis_tankbar_construct"
wm_teamvoiceannounce 0 "goldrush_axis_tankbar_destroyed"
wm_teamvoiceannounce 1 "goldrush_allies_tankbar_destroyed"
// *---------------------------------------------------------------------------------*
}
trigger remove
{
setstate defense1_toi invisible
setstate defense1_materials invisible
setstate defense1_materials_clip invisible
setstate defense1_flag invisible
setstate defense1_teeth invisible
remove
}
}
defense2
{
spawn
{
wait 400
trigger defense2 setup
constructible_class 3
}
trigger setup
{
setstate defense2_materials default
setstate defense2_materials_clip default
setstate defense2_flag default
setstate defense2_teeth invisible
}
buildstart final
{
setstate defense2_materials default
setstate defense2_materials_clip default
setstate defense2_flag default
setstate defense2_teeth underconstruction
}
built final
{
setstate defense2_materials invisible
setstate defense2_materials_clip invisible
setstate defense2_flag invisible
setstate defense2_teeth default
trigger tank disable_stage4
wm_announce "Tank Barrier #2 has been constructed."
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "goldrush_axis_tankbar_constructed"
wm_removeteamvoiceannounce 0 "goldrush_axis_tankbar_construct"
wm_removeteamvoiceannounce 0 "goldrush_axis_tankbars_construct"
// *---------------------------------------------------------------------------------*
}
decayed final
{
setstate defense2_materials default
setstate defense2_materials_clip default
setstate defense2_flag default
setstate defense2_teeth invisible
}
death
{
setstate defense2_materials default
setstate defense2_materials_clip default
setstate defense2_flag default
setstate defense2_teeth invisible
trigger tank enable_stage4
wm_announce "Tank Barrier #2 has been destroyed."
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "goldrush_axis_tankbar_construct"
wm_teamvoiceannounce 0 "goldrush_axis_tankbar_destroyed"
wm_teamvoiceannounce 1 "goldrush_allies_tankbar_destroyed"
// *---------------------------------------------------------------------------------*
}
trigger remove
{
setstate defense2_toi invisible
setstate defense2_materials invisible
setstate defense2_materials_clip invisible
setstate defense2_flag invisible
setstate defense2_teeth invisible
// *----------------------------------- vo ------------------------------------------*
wm_removeteamvoiceannounce 0 "goldrush_axis_tankbar_construct"
wm_removeteamvoiceannounce 0 "goldrush_axis_tankbars_construct"
wm_removeteamvoiceannounce 1 "goldrush_allies_tankbar_destroy"
wm_removeteamvoiceannounce 1 "goldrush_allies_tankbars_destroy"
// *---------------------------------------------------------------------------------*
remove
}
}
defense3
{
spawn
{
wait 400
trigger defense3 setup
constructible_class 3
}
trigger setup
{
setstate defense3_materials default
setstate defense3_materials_clip default
setstate defense3_flag default
setstate defense3_wire invisible
setstate defense3_hurt invisible
setstate defense3_teeth1 invisible
setstate defense3_teeth2 invisible
}
buildstart final
{
setstate defense3_materials default
setstate defense3_materials_clip default
setstate defense3_flag default
setstate defense3_wire underconstruction
setstate defense3_hurt underconstruction
setstate defense3_teeth1 underconstruction
setstate defense3_teeth2 underconstruction
}
built final
{
setstate defense3_materials invisible
setstate defense3_materials_clip invisible
setstate defense3_flag invisible
setstate defense3_wire default
setstate defense3_hurt default
setstate defense3_teeth1 default
setstate defense3_teeth2 default
trigger truck disable_stage1
wm_announce "Truck Barrier #1 has been constructed."
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "goldrush_axis_truckbar_constructed"
wm_removeteamvoiceannounce 0 "goldrush_axis_truckbar_construct"
wm_removeteamvoiceannounce 0 "goldrush_axis_truckbars_construct"
// *---------------------------------------------------------------------------------*
}
decayed final
{
setstate defense3_materials default
setstate defense3_materials_clip default
setstate defense3_flag default
setstate defense3_wire invisible
setstate defense3_hurt invisible
setstate defense3_teeth1 invisible
setstate defense3_teeth2 invisible
}
death
{
setstate defense3_materials default
setstate defense3_materials_clip default
setstate defense3_flag default
setstate defense3_wire invisible
setstate defense3_hurt invisible
setstate defense3_teeth1 invisible
setstate defense3_teeth2 invisible
trigger truck enable_stage1
wm_announce "Truck Barrier #1 has been destroyed."
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "goldrush_axis_truckbar_construct"
wm_teamvoiceannounce 0 "goldrush_axis_truckbar_destroyed"
wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroyed"
// *---------------------------------------------------------------------------------*
}
trigger remove
{
setstate defense3_toi invisible
setstate defense3_materials invisible
setstate defense3_materials_clip invisible
setstate defense3_flag invisible
setstate defense3_wire invisible
setstate defense3_hurt invisible
setstate defense3_teeth1 invisible
setstate defense3_teeth2 invisible
}
}
defense4
{
spawn
{
wait 400
trigger defense4 setup
constructible_class 3
}
trigger setup
{
setstate defense4_materials default
setstate defense4_materials_clip default
setstate defense4_flag default
setstate defense4_wire invisible
setstate defense4_hurt invisible
setstate defense4_teeth1 invisible
setstate defense4_teeth2 invisible
}
buildstart final
{
setstate defense4_materials default
setstate defense4_materials_clip default
setstate defense4_flag default
setstate defense4_wire underconstruction
setstate defense4_hurt underconstruction
setstate defense4_teeth1 underconstruction
setstate defense4_teeth2 underconstruction
}
built final
{
setstate defense4_materials invisible
setstate defense4_materials_clip invisible
setstate defense4_flag invisible
setstate defense4_wire default
setstate defense4_hurt default
setstate defense4_teeth1 default
setstate defense4_teeth2 default
trigger truck disable_stage2
wm_announce "Truck Barrier #2 has been constructed."
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "goldrush_axis_truckbar_constructed"
wm_removeteamvoiceannounce 0 "goldrush_axis_truckbar_construct"
wm_removeteamvoiceannounce 0 "goldrush_axis_truckbars_construct"
// *---------------------------------------------------------------------------------*
}
decayed final
{
setstate defense4_materials default
setstate defense4_materials_clip default
setstate defense4_flag default
setstate defense4_wire invisible
setstate defense4_hurt invisible
setstate defense4_teeth1 invisible
setstate defense4_teeth2 invisible
}
death
{
setstate defense4_materials default
setstate defense4_materials_clip default
setstate defense4_flag default
setstate defense4_wire invisible
setstate defense4_hurt invisible
setstate defense4_teeth1 invisible
setstate defense4_teeth2 invisible
trigger truck enable_stage2
wm_announce "Truck Barrier #2 has been destroyed."
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "goldrush_axis_truckbar_construct"
wm_teamvoiceannounce 0 "goldrush_axis_truckbar_destroyed"
wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroyed"
// *---------------------------------------------------------------------------------*
}
trigger remove
{
setstate defense4_toi invisible
setstate defense4_materials invisible
setstate defense4_materials_clip invisible
setstate defense4_flag invisible
setstate defense4_wire invisible
setstate defense4_hurt invisible
setstate defense4_teeth1 invisible
setstate defense4_teeth2 invisible
// *----------------------------------- vo ------------------------------------------*
wm_removeteamvoiceannounce 0 "goldrush_axis_truckbar_construct"
wm_removeteamvoiceannounce 0 "goldrush_axis_truckbars_construct"
wm_removeteamvoiceannounce 1 "goldrush_allies_truckbar_destroy"
wm_removeteamvoiceannounce 1 "goldrush_allies_truckbars_destroy"
// *---------------------------------------------------------------------------------*
}
}
// *********************************************
// ****************** FLAG STUFF ***************
// *********************************************
goldbar_holder
{
death
{
trigger truck add_goldbar
}
}
// *********************************************
// ****************** GOLD STUFF ***************
// *********************************************
gold_crate
{
spawn
{
accum 0 set 0 // gold counter
}
trigger stolen
{
accum 0 inc 1
accum 0 trigger_if_equal 1 gold_crate stolen1
accum 0 trigger_if_equal 2 gold_crate stolen2
}
trigger secured
{
accum 0 trigger_if_equal 1 gold_crate secured1
accum 0 trigger_if_equal 2 gold_crate secured2
}
trigger returned
{
accum 0 inc -1
accum 0 trigger_if_equal 0 gold_crate returned1
accum 0 trigger_if_equal 1 gold_crate returned2
}
trigger stolen1
{
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "goldrush_axis_gold1_taken"
wm_teamvoiceannounce 1 "goldrush_allies_gold1_taken"
// *----------------------------------- vo ------------------------------------------*
}
trigger stolen2
{
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "goldrush_axis_gold2_taken"
wm_teamvoiceannounce 1 "goldrush_allies_gold2_taken"
// *----------------------------------- vo ------------------------------------------*
}
trigger secured1
{
wm_announce "Allied team has secured the first Gold Crate!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "goldrush_axis_gold1_secured"
wm_teamvoiceannounce 1 "goldrush_allies_gold1_secured"
// *---------------------------------------------------------------------------------*
}
trigger secured2
{
wm_announce "Allied team has secured the second Gold Crate!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "goldrush_axis_gold2_secured"
wm_teamvoiceannounce 1 "goldrush_allies_gold2_secured"
wm_removeteamvoiceannounce 0 "goldrush_axis_gold_defend"
wm_removeteamvoiceannounce 1 "goldrush_allies_gold_defend"
// *---------------------------------------------------------------------------------*
}
trigger returned1
{
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "goldrush_axis_gold1_returned"
wm_teamvoiceannounce 1 "goldrush_allies_gold1_returned"
// *----------------------------------- vo ------------------------------------------*
}
trigger returned2
{
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "goldrush_axis_gold2_returned"
wm_teamvoiceannounce 1 "goldrush_allies_gold2_returned"
// *----------------------------------- vo ------------------------------------------*
}
}
gold_full_0
{
spawn
{
wait 500
attachtotag truck tag_obj1
faceangles 0 90 0 50
setstate gold_full_0 invisible
}
trigger show
{
setstate gold_full_0 default
}
}
gold_full_1
{
spawn
{
wait 500
attachtotag truck tag_obj2
faceangles 0 90 0 50
setstate gold_full_1 invisible
}
trigger show
{
setstate gold_full_1 default
}
}
gold_trans_0
{
spawn
{
wait 500
attachtotag truck tag_obj1
faceangles 0 90 0 50
}
trigger hide
{
setstate gold_trans_0 invisible
}
}
gold_trans_1
{
spawn
{
wait 500
attachtotag truck tag_obj2
faceangles 0 90 0 50
}
trigger hide
{
setstate gold_trans_1 invisible
}
}
// ================================================
// ============ NEUTRAL COMMAND POST ==============
// ================================================
allied_compost_built
{
spawn
{
wait 400
trigger allied_compost_built setup
constructible_class 2
}
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
}
buildstart final
{
setstate allied_compost_built_model underconstruction
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
}
built final
{
setstate allied_compost_built_model default
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
trigger allied_compost_built_model enable_allied_features
enablespeaker allies_compost_sound
}
decayed final
{
setstate allied_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
}
death
{
setstate allied_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
trigger allied_compost_built_model disable_allied_features
disablespeaker allies_compost_sound
}
}
allied_compost_built_model
{
spawn
{
wait 400
setstate allied_compost_built_model invisible
}
trigger enable_allied_features
{
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
wm_announce "Allied Command Post constructed. Charge speed increased!"
// *----------------------------------- 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 6 0 2
wm_objective_status 6 1 1
}
trigger disable_allied_features
{
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus 1 0
wm_announce "Axis team has destroyed the Allied Command Post!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_construct"
wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
// *---------------------------------------------------------------------------------*
wm_objective_status 6 0 0
wm_objective_status 6 1 0
}
}
axis_compost_built
{
spawn
{
wait 400
trigger axis_compost_built setup
constructible_class 2
}
trigger setup
{
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0
}
buildstart final
{
setstate axis_compost_built_model underconstruction
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
}
built final
{
setstate axis_compost_built_model default
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
trigger axis_compost_built_model enable_axis_features
enablespeaker axis_compost_sound
}
decayed final
{
setstate axis_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
}
death
{
setstate axis_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
trigger axis_compost_built_model disable_axis_features
disablespeaker axis_compost_sound
}
}
axis_compost_built_model
{
spawn
{
wait 400
setstate axis_compost_built_model invisible
}
trigger enable_axis_features
{
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
wm_announce "Axis Command Post constructed. Charge speed increased!"
// *----------------------------------- 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 7 0 1
wm_objective_status 7 1 2
}
trigger disable_axis_features
{
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0
wm_announce "Allied team has destroyed the Axis Command Post!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
wm_teamvoiceannounce 1 "allies_hq_compost_construct"
// *---------------------------------------------------------------------------------*
wm_objective_status 7 0 0
wm_objective_status 7 1 0
}
}
// ================================
// ======= REMOVE LMS STUFF =======
// ================================
// LMS Command Post
neutral_compost_toi_lms
{
spawn
{
wait 50
setstate neutral_compost_toi_lms invisible
}
}
neutral_compost_clip_lms
{
spawn
{
wait 400
remove
}
}
neutral_compost_closed_clip_lms
{
spawn
{
wait 400
remove
}
}
neutral_compost_closed_model_lms
{
spawn
{
wait 400
remove
}
}
allied_compost_built_lms
{
spawn
{
wait 400
remove
}
}
allied_compost_built_model_lms
{
spawn
{
wait 400
remove
}
}
axis_compost_built_lms
{
spawn
{
wait 400
remove
}
}
axis_compost_built_model_lms
{
spawn
{
wait 400
remove
}
}