Hi. Everybody
Well my map St Nazaire is still on the go the final version will be released shortly i just want to tweak a few things to make it right in my eyes. (it may never be right)
In my map i have a dry dock gate which can be operated from the Axis side via a switch, the supposed controls for these gates are one of the objectives that the allieds have to destroy.
What i was hoping to do was make it so that once the north winding equipment has been blown the gate is no longer operational no matter what position its in.
Can this be done in some manner to achieve some result which is close to what i want.
My script for the entire map is as follows.
game_manager
{
spawn
{
remapshaderflush
// Game rules
wm_axis_respawntime 20
wm_allied_respawntime 20
wm_number_of_objectives 6
wm_set_round_timelimit 30
// Objectives
//1 Blow up Harbour Wall
//2 Blow up South Winding House Door
//3 Blow up South Winding Mechanism
//4 Claim forward spawn point
//5 Blow up North Winding Mechanism
//6 Stop Axis from building North barricade
// Current main objectives for each team (0=Axis, 1=Allies)
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
//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 0
// Winner on expiration of round timer (0=Axis, 1=Allies, -1=no winner at expiration)
wm_setwinner 0 //Assumes axis defending
wait 2000
}
trigger objective_counter //Counts Allied objectives completed
{
accum 1 inc 1
trigger game_manager checkgame
}
trigger checkgame
{
accum 1 abort_if_not_equal 2
wm_setwinner 1
wait 4000
wm_endround
}
}
// WAREHOUSE SPAWN FLAG STUFF
oldcityflag
{
spawn
{
accum 0 set 0 // Who has the flag: 0-Axis, 1-Allied
}
trigger axis_capture // Flag has been touched by an Axis player
{
accum 0 abort_if_equal 0 // do Axis own flag?
accum 0 set 0 // Axis own the pole
wm_announce "Axis reclaim the Warehouse!"
wm_objective_status 4 0 1
wm_objective_status 4 1 2
alertentity old_city_wobj
}
trigger allied_capture // Flag has been touched by an allied player
{
accum 0 abort_if_equal 1 // do Allies own flag?
accum 0 set 1 // Allied own the flag
wm_announce "Allies capture the Warehouse!"
wm_objective_status 4 0 2
wm_objective_status 4 1 1
alertentity old_city_wobj
}
trigger check_obj
{
accum 0 abort_if_equal 1 // Do Allied own the flag?
wm_objective_status 4 0 2
wm_objective_status 4 1 1
}
trigger force_allied
{
accum 0 abort_if_equal 1 // Do Allied own the flag?
alertentity old_city_wobj
alertentity oldcityspawns
}
trigger kill
{
remove
}
}
// HARBOUR WALL STUFF
harbourwall
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Allies have blown up the Harbour Wall"
wm_objective_status 1 0 2
wm_objective_status 1 1 1
}
}
// SOUTH WINDING HOUSE DOOR STUFF
southwinddoor
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Allies have blown up the South Winding House Door"
wm_objective_status 2 0 2
wm_objective_status 2 1 1
}
}
// SOUTH WINDING MECHANISM STUFF
windmechsouth
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Allies have destroyed the South Winding Mechanism"
wm_objective_status 3 0 2
wm_objective_status 3 1 1
trigger game_manager objective_counter
}
}
// NORTH WINDING MECHANISM STUFF
windmechnorth
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Allies have blown up the North Winding Mechanism"
wm_objective_status 5 0 2
wm_objective_status 5 1 1
trigger game_manager objective_counter
}
}
// NORTH BARRICADE STUFF
construction_script
{
spawn
{
wait 200
constructible_class 2
trigger self startup
}
buildstart final
{
}
built final
{
setstate construction_materials invisible
// Some kind of UI pop-up to alert players
wm_announce "Axis team has built the barricade!"
wm_objective_status 6 0 1
wm_objective_status 6 1 2
}
decayed final
{
trigger self startup
}
death
{
trigger self startup
// Some kind of UI pop-up to alert players
wm_announce "Allied team has destroyed the barricade!"
wm_objective_status 6 0 2
wm_objective_status 6 1 1
}
trigger startup
{
setstate construction_materials default
}
}
// COMMAND POST STUFF
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 4 0 2
wm_objective_status 4 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 4 0 0
wm_objective_status 4 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 4 0 1
wm_objective_status 4 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 4 0 0
wm_objective_status 4 1 0
}
}
// BRIDGE MOVER STUFF
bridge_trigger1
{
spawn
{
accum 6 set 1
}
trigger lever1up
{
accum 6 abort_if_not_equal 1
trigger lever1 down
accum 6 set 0
wait 9000
trigger bridge_trigger2 setaccum0
}
trigger setaccum1
{
accum 6 set 1
}
}
bridge_trigger2
{
spawn
{
accum 7 set 1
}
trigger lever1down
{
accum 7 abort_if_not_equal 0
trigger lever1 up
accum 7 set 1
wait 9000
trigger bridge_trigger1 setaccum1
}
trigger setaccum0
{
accum 7 set 0
}
}
lever1
{
spawn
{
}
trigger down
{
gotomarker bridge_lever1_downpos 16 //speed of movement
trigger bridge1 open
}
trigger up
{
gotomarker bridge_lever1_uppos 16
trigger bridge1 close
}
}
bridge1
{
spawn
{
}
trigger open
{
wait 500
gotomarker bridge_up 32
}
trigger close
{
wait 500
gotomarker bridge_down 32
}
}
Thanks in advance of any advice and help given. :moo: