Hi all!
I have created a map but my spawnflag don’t do what I said or my script
is bad.
What’s happening (beginning):
- All the towers and the defenses are visible (not build).
- axis spawn at the castle
- allies spawn at the outside
What’s happening (allies capture the flag):
- All the towers and the defenses are visible (not build)
- axis spawn at the outside
- allies spawn at the castle
What’s happening (axis capture the flag):
- All the towers and the defenses are visible (not build)
- axis spawn at the castle
- allies spawn at the outside
What I want (beginning):
- axis spawn at the castle
- allies spawn at the outside
- the towers1,2,3 and 4 must be visible (trigger setup)
- the towers5,6,7 and 8 must be invisible (trigger remove)
- the defense1 and 2 must be visible (build final)
- the defense3 and 4 must be invisible (trigger remove)
What I want (allies capture the flag):
- axis spawn at the outside
- allies spawn at the castle
- the towers1,2,3 and 4 must be invisible (trigger remove)
- the towers5,6,7 and 8 must be visible (trigger setup)
- the defense1 and 2 must be invisible (trigger remove)
- the defense3 and 4 must be visible (build final)
What I want (axis capture the flag):
- axis spawn at the castle
- allies spawn at the outside
- the towers1,2,3 and 4 must be visible (trigger setup)
- the towers5,6,7 and 8 must be invisible (trigger remove)
- the defense1 and 2 must be visible (build final)
- the defense3 and 4 must be invisible (trigger remove)
The .script-file:
game_manager
{
spawn
{
// Game rules
wm_axis_respawntime 10
wm_allied_respawntime 10
wm_number_of_objectives 1 // get the flag
wm_set_round_timelimit 20
// Objectives
// Primary:
// 1: FLAG
wm_objective_status 1 0 0 // <objective>
wm_objective_status 1 1 0 // status: 0 = default 1 = succeeded 2 = failed
wm_set_main_objective 1 0
wm_set_main_objective 1 1
wait 150
setautospawn “Castle” 1
setautospawn “Castle” 0
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
wm_setwinner 0
alertentity fog
//*//set constructible things
////ALLIES
//toren1
setstate tower1_materials default
setstate tower1_materials_clip default
setstate tower1_flag default
setstate mg_tower1 invisible
setstate tower1_teeth invisible
//toren2
setstate tower2_materials default
setstate tower2_materials_clip default
setstate tower2_flag default
setstate mg_tower2 invisible
setstate tower2_teeth invisible
//toren3
setstate tower3_materials default
setstate tower3_materials_clip default
setstate tower3_flag default
setstate mg_tower3 invisible
setstate tower3_teeth invisible
//toren4
setstate tower4_materials default
setstate tower4_materials_clip default
setstate tower4_flag default
setstate mg_tower4 invisible
setstate tower4_teeth invisible
//
//defense3
setstate defense3_materials invisible
setstate defense3_materials_clip invisible
setstate defense3_flag invisible
setstate defense3_teeth invisible
//defense4
setstate defense4_materials invisible
setstate defense4_materials_clip invisible
setstate defense4_flag invisible
setstate defense4_teeth invisible
///////////////////////
////AXIS
//toren5
setstate tower5_toi invisible
setstate tower5_materials invisible
setstate tower5_materials_clip invisible
setstate tower5_flag invisible
setstate tower5_teeth invisible
setstate mg_tower5 invisible
//toren6
setstate tower6_toi invisible
setstate tower6_materials invisible
setstate tower6_materials_clip invisible
setstate tower6_flag invisible
setstate tower6_teeth invisible
setstate mg_tower6 invisible
//toren7
setstate tower7_toi invisible
setstate tower7_materials invisible
setstate tower7_materials_clip invisible
setstate tower7_flag invisible
setstate tower7_teeth invisible
setstate mg_tower7 invisible
//toren8
setstate tower8_toi invisible
setstate tower8_materials invisible
setstate tower8_materials_clip invisible
setstate tower8_flag invisible
setstate tower8_teeth invisible
setstate mg_tower8 invisible
//
//defense1
setstate defense1_materials invisible
setstate defense1_materials_clip invisible
setstate defense1_flag invisible
setstate defense1_teeth default
//defense2
setstate defense2_materials invisible
setstate defense2_materials_clip invisible
setstate defense2_flag invisible
setstate defense2_teeth default
//*//end of set constructible things
}
}
castle_flag
{
spawn
{
accum 0 set 0 // Who has the flag: 0-Axis, 1-Allied
}
trigger allied_capture
{
accum 0 abort_if_equal 1
trigger castle_flag castle_flagblue
trigger castle_flag setallies
}
trigger setallies
{
accum 0 abort_if_equal 1
accum 0 set 1
alertentity castle_wobj
alertentity castle_spawns
setautospawn “Axis outside” 0
wm_set_defending_team 1
wm_setwinner 1
}
trigger axis_capture
{
accum 0 abort_if_equal 0
trigger castle_flag castle_flagred
trigger castle_flag setaxis
}
trigger setaxis
{
accum 0 abort_if_equal 0
accum 0 set 0
alertentity castle_wobj
alertentity castle_spawns
wm_set_defending_team 0
wm_setwinner 0
}
trigger castle_flagblue
{
wm_announce “Allies capture the Castle!”
wm_objective_status 3 1 1
wm_objective_status 3 0 2
//*//set constructible things
////ALLIES
//toren1
setstate tower1_materials invisible
setstate tower1_materials_clip invisible
setstate tower1_flag invisible
setstate mg_tower1 default
setstate tower1_teeth default
//toren2
setstate tower2_materials invisible
setstate tower2_materials_clip invisible
setstate tower2_flag invisible
setstate mg_tower2 default
setstate tower2_teeth default
//toren3
setstate tower3_materials invisible
setstate tower3_materials_clip invisible
setstate tower3_flag invisible
setstate mg_tower3 default
setstate tower3_teeth invisible
//toren4
setstate tower4_materials default
setstate tower4_materials_clip default
setstate tower4_flag default
setstate mg_tower4 invisible
setstate tower4_teeth invisible
//
//defense3
setstate defense3_materials invisible
setstate defense3_materials_clip invisible
setstate defense3_flag invisible
setstate defense3_teeth invisible
//defense4
setstate defense4_materials invisible
setstate defense4_materials_clip invisible
setstate defense4_flag invisible
setstate defense4_teeth invisible
///////////////////////
////AXIS
//toren5
setstate tower5_toi invisible
setstate tower5_materials invisible
setstate tower5_materials_clip invisible
setstate tower5_flag invisible
setstate tower5_teeth invisible
setstate mg_tower5 invisible
//toren6
setstate tower6_toi invisible
setstate tower6_materials invisible
setstate tower6_materials_clip invisible
setstate tower6_flag invisible
setstate tower6_teeth invisible
setstate mg_tower6 invisible
//toren7
setstate tower7_toi invisible
setstate tower7_materials invisible
setstate tower7_materials_clip invisible
setstate tower7_flag invisible
setstate tower7_teeth invisible
setstate mg_tower7 invisible
//toren8
setstate tower8_toi invisible
setstate tower8_materials invisible
setstate tower8_materials_clip invisible
setstate tower8_flag invisible
setstate tower8_teeth invisible
setstate mg_tower8 invisible
//
//defense1
setstate defense1_materials invisible
setstate defense1_materials_clip invisible
setstate defense1_flag invisible
setstate defense1_teeth default
//defense2
setstate defense2_materials invisible
setstate defense2_materials_clip invisible
setstate defense2_flag invisible
setstate defense2_teeth default
//*//end of set constructible things
}
trigger castle_flagred
{
wm_announce “Axis capture the Castle!”
wm_objective_status 3 1 2
wm_objective_status 3 0 1
//*//set constructible things
////ALLIES
//toren1
setstate tower1_materials default
setstate tower1_materials_clip default
setstate tower1_flag default
setstate mg_tower1 invisible
setstate tower1_teeth invisible
//toren2
setstate tower2_materials default
setstate tower2_materials_clip default
setstate tower2_flag default
setstate mg_tower2 invisible
setstate tower2_teeth invisible
//toren3
setstate tower3_materials default
setstate tower3_materials_clip default
setstate tower3_flag default
setstate mg_tower3 invisible
setstate tower3_teeth invisible
//toren4
setstate tower4_materials default
setstate tower4_materials_clip default
setstate tower4_flag default
setstate mg_tower4 invisible
setstate tower4_teeth invisible
//
//defense3
setstate defense3_materials invisible
setstate defense3_materials_clip invisible
setstate defense3_flag invisible
setstate defense3_teeth invisible
//defense4
setstate defense4_materials invisible
setstate defense4_materials_clip invisible
setstate defense4_flag invisible
setstate defense4_teeth invisible
///////////////////////
////AXIS
//toren5
setstate tower5_toi invisible
setstate tower5_materials invisible
setstate tower5_materials_clip invisible
setstate tower5_flag invisible
setstate tower5_teeth invisible
setstate mg_tower5 invisible
//toren6
setstate tower6_toi invisible
setstate tower6_materials invisible
setstate tower6_materials_clip invisible
setstate tower6_flag invisible
setstate tower6_teeth invisible
setstate mg_tower6 invisible
//toren7
setstate tower7_toi invisible
setstate tower7_materials invisible
setstate tower7_materials_clip invisible
setstate tower7_flag invisible
setstate tower7_teeth invisible
setstate mg_tower7 invisible
//toren8
setstate tower8_toi invisible
setstate tower8_materials invisible
setstate tower8_materials_clip invisible
setstate tower8_flag invisible
setstate tower8_teeth invisible
setstate mg_tower8 invisible
//
//defense1
setstate defense1_materials invisible
setstate defense1_materials_clip invisible
setstate defense1_flag invisible
setstate defense1_teeth default
//defense2
setstate defense2_materials invisible
setstate defense2_materials_clip invisible
setstate defense2_flag invisible
setstate defense2_teeth default
//*//end of set constructible things
}
trigger kill
{
remove
}
trigger gone
{
accum 0 abort_if_equal 1
alertentity castle_wobj
alertentity castle_spawns
setautospawn “Axis outside” 0
setautospawn “Castle” 1
}
}
// ====================================
// ============== end spawn point ========
// ====================================
// tower 1tm4 are from the allies
// tower 5tm8 are from the axis
// defense 1 en 2 are from the axis
// defense 3 en 4 are from the allies
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
wm_announce “^1The West Gate has been constructed!”
}
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
wm_announce “^1The West Gate has been destroyed!”
}
trigger remove
{
setstate defense1_toi invisible
setstate defense1_materials invisible
setstate defense1_materials_clip invisible
setstate defense1_flag invisible
setstate defense1_teeth invisible
}
}
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
wm_announce “^1The East Gate has been constructed!”
}
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
wm_announce “^1The East Gate has been destroyed!”
}
trigger remove
{
setstate defense2_toi invisible
setstate defense2_materials invisible
setstate defense2_materials_clip invisible
setstate defense2_flag invisible
setstate defense2_teeth invisible
}
}
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_teeth invisible
}
buildstart final
{
setstate defense3_materials default
setstate defense3_materials_clip default
setstate defense3_flag default
setstate defense3_teeth underconstruction
}
built final
{
setstate defense3_materials invisible
setstate defense3_materials_clip invisible
setstate defense3_flag invisible
setstate defense3_teeth default
wm_announce “^1The West Gate has been constructed!”
}
decayed final
{
setstate defense3_materials default
setstate defense3_materials_clip default
setstate defense3_flag default
setstate defense3_teeth invisible
}
death
{
setstate defense3_materials default
setstate defense3_materials_clip default
setstate defense3_flag default
setstate defense3_teeth invisible
wm_announce “^1The West Gate has been destroyed!”
}
trigger remove
{
setstate defense3_toi invisible
setstate defense3_materials invisible
setstate defense3_materials_clip invisible
setstate defense3_flag invisible
setstate defense3_teeth 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_teeth invisible
}
buildstart final
{
setstate defense4_materials default
setstate defense4_materials_clip default
setstate defense4_flag default
setstate defense4_teeth underconstruction
}
built final
{
setstate defense4_materials invisible
setstate defense4_materials_clip invisible
setstate defense4_flag invisible
setstate defense4_teeth default
wm_announce “^1The East Gate has been constructed!”
}
decayed final
{
setstate defense4_materials default
setstate defense4_materials_clip default
setstate defense4_flag default
setstate defense4_teeth invisible
}
death
{
setstate defense4_materials default
setstate defense4_materials_clip default
setstate defense4_flag default
setstate defense4_teeth invisible
wm_announce “^1The East Gate has been destroyed!”
}
trigger remove
{
setstate defense4_toi invisible
setstate defense4_materials invisible
setstate defense4_materials_clip invisible
setstate defense4_flag invisible
setstate defense4_teeth invisible
}
}
//The South-West Tower
tower1
{
spawn
{
wait 400
trigger tower1 setup
constructible_class 2
}
trigger setup
{
setstate tower1_materials default
setstate tower1_materials_clip default
setstate tower1_flag default
setstate mg_tower1 invisible
setstate tower1_teeth invisible
}
buildstart final
{
setstate tower1_materials default
setstate tower1_materials_clip default
setstate tower1_flag default
setstate mg_tower1 underconstruction
setstate tower1_teeth underconstruction
}
built final
{
setstate tower1_materials invisible
setstate tower1_materials_clip invisible
setstate tower1_flag invisible
setstate mg_tower1 default
setstate tower1_teeth default
wm_announce “^3The South-West Tower has been constructed!”
}
decayed final
{
setstate tower1_materials default
setstate tower1_materials_clip default
setstate tower1_flag default
setstate mg_tower1 invisible
setstate tower1_teeth invisible
}
death
{
setstate tower1_materials default
setstate tower1_materials_clip default
setstate tower1_flag default
setstate mg_tower1 invisible
repairmg42 mg_tower1
setstate tower1_teeth invisible
wm_announce “^3The South-West Tower has been destroyed!”
}
trigger remove
{
setstate tower1_toi invisible
setstate tower1_materials invisible
setstate tower1_materials_clip invisible
setstate tower1_flag invisible
setstate tower1_teeth invisible
setstate mg_tower1 invisible
}
}
//The North-West Tower
tower2
{
spawn
{
wait 400
trigger tower2 setup
constructible_class 2
}
trigger setup
{
setstate tower2_materials default
setstate tower2_materials_clip default
setstate tower2_flag default
setstate mg_tower2 invisible
setstate tower2_teeth invisible
}
buildstart final
{
setstate tower2_materials default
setstate tower2_materials_clip default
setstate tower2_flag default
setstate mg_tower2 underconstruction
setstate tower2_teeth underconstruction
}
built final
{
setstate tower2_materials invisible
setstate tower2_materials_clip invisible
setstate tower2_flag invisible
setstate mg_tower2 default
setstate tower2_teeth default
wm_announce “^3The North-West Tower has been constructed!”
}
decayed final
{
setstate tower2_materials default
setstate tower2_materials_clip default
setstate tower2_flag default
setstate mg_tower2 invisible
setstate tower2_teeth invisible
}
death
{
setstate tower2_materials default
setstate tower2_materials_clip default
setstate tower2_flag default
setstate mg_tower2 invisible
repairmg42 mg_tower2
setstate tower2_teeth invisible
wm_announce “^3The North-West Tower has been destroyed!”
}
trigger remove
{
setstate tower2_toi invisible
setstate tower2_materials invisible
setstate tower2_materials_clip invisible
setstate tower2_flag invisible
setstate tower2_teeth invisible
setstate mg_tower2 invisible
}
}
//The North-East Tower
tower3
{
spawn
{
wait 400
trigger tower3 setup
constructible_class 2
}
trigger setup
{
setstate tower3_materials default
setstate tower3_materials_clip default
setstate tower3_flag default
setstate mg_tower3 invisible
setstate tower3_teeth invisible
}
buildstart final
{
setstate tower3_materials default
setstate tower3_materials_clip default
setstate tower3_flag default
setstate mg_tower3 underconstruction
setstate tower3_teeth underconstruction
}
built final
{
setstate tower3_materials invisible
setstate tower3_materials_clip invisible
setstate tower3_flag invisible
setstate mg_tower3 default
setstate tower3_teeth default
wm_announce “^3The North-East Tower has been constructed!”
}
decayed final
{
setstate tower3_materials default
setstate tower3_materials_clip default
setstate tower3_flag default
setstate mg_tower3 invisible
setstate tower3_teeth invisible
}
death
{
setstate tower3_materials default
setstate tower3_materials_clip default
setstate tower3_flag default
setstate mg_tower3 invisible
repairmg42 mg_tower3
setstate tower3_teeth invisible
wm_announce “^3The North-East Tower has been destroyed!”
}
trigger remove
{
setstate tower3_toi invisible
setstate tower3_materials invisible
setstate tower3_materials_clip invisible
setstate tower3_flag invisible
setstate tower3_teeth invisible
setstate mg_tower3 invisible
}
}
//The South-East Tower
tower4
{
spawn
{
wait 400
trigger tower4 setup
constructible_class 2
}
trigger setup
{
setstate tower4_materials default
setstate tower4_materials_clip default
setstate tower4_flag default
setstate mg_tower4 invisible
setstate tower4_teeth invisible
}
buildstart final
{
setstate tower4_materials default
setstate tower4_materials_clip default
setstate tower4_flag default
setstate mg_tower4 underconstruction
setstate tower4_teeth underconstruction
}
built final
{
setstate tower4_materials invisible
setstate tower4_materials_clip invisible
setstate tower4_flag invisible
setstate mg_tower4 default
setstate tower4_teeth default
wm_announce “^3The South-East Tower has been constructed!”
}
decayed final
{
setstate tower4_materials default
setstate tower4_materials_clip default
setstate tower4_flag default
setstate mg_tower4 invisible
setstate tower4_teeth invisible
}
death
{
setstate tower4_materials default
setstate tower4_materials_clip default
setstate tower4_flag default
setstate mg_tower4 invisible
repairmg42 mg_tower4
setstate tower4_teeth invisible
wm_announce “^3The South-East Tower has been destroyed!”
}
trigger remove
{
setstate tower4_toi invisible
setstate tower4_materials invisible
setstate tower4_materials_clip invisible
setstate tower4_flag invisible
setstate tower4_teeth invisible
setstate mg_tower4 invisible
}
}
//The South-West Tower
tower5
{
spawn
{
wait 400
trigger tower5 setup
constructible_class 2
}
trigger setup
{
setstate tower5_materials default
setstate tower5_materials_clip default
setstate tower5_flag default
setstate mg_tower5 invisible
setstate tower5_teeth invisible
}
buildstart final
{
setstate tower5_materials default
setstate tower5_materials_clip default
setstate tower5_flag default
setstate mg_tower5 underconstruction
setstate tower5_teeth underconstruction
}
built final
{
setstate tower5_materials invisible
setstate tower5_materials_clip invisible
setstate tower5_flag invisible
setstate mg_tower5 default
setstate tower5_teeth default
wm_announce “^3The South-West Tower has been constructed!”
}
decayed final
{
setstate tower5_materials default
setstate tower5_materials_clip default
setstate tower5_flag default
setstate mg_tower5 invisible
setstate tower5_teeth invisible
}
death
{
setstate tower5_materials default
setstate tower5_materials_clip default
setstate tower5_flag default
setstate mg_tower5 invisible
repairmg42 mg_tower5
setstate tower5_teeth invisible
wm_announce “^3The South-West Tower has been destroyed!”
}
trigger remove
{
setstate tower5_toi invisible
setstate tower5_materials invisible
setstate tower5_materials_clip invisible
setstate tower5_flag invisible
setstate tower5_teeth invisible
setstate mg_tower5 invisible
}
}
//The North-West Tower
tower6
{
spawn
{
wait 400
trigger tower6 setup
constructible_class 2
}
trigger setup
{
setstate tower6_materials default
setstate tower6_materials_clip default
setstate tower6_flag default
setstate mg_tower6 invisible
setstate tower6_teeth invisible
}
buildstart final
{
setstate tower6_materials default
setstate tower6_materials_clip default
setstate tower6_flag default
setstate mg_tower6 underconstruction
setstate tower6_teeth underconstruction
}
built final
{
setstate tower6_materials invisible
setstate tower6_materials_clip invisible
setstate tower6_flag invisible
setstate mg_tower6 default
setstate tower6_teeth default
wm_announce “^3The North-West Tower has been constructed!”
}
decayed final
{
setstate tower6_materials default
setstate tower6_materials_clip default
setstate tower6_flag default
setstate mg_tower6 invisible
setstate tower6_teeth invisible
}
death
{
setstate tower6_materials default
setstate tower6_materials_clip default
setstate tower6_flag default
setstate mg_tower6 invisible
repairmg42 mg_tower6
setstate tower6_teeth invisible
wm_announce “^3The North-West Tower has been destroyed!”
}
trigger remove
{
setstate tower6_toi invisible
setstate tower6_materials invisible
setstate tower6_materials_clip invisible
setstate tower6_flag invisible
setstate tower6_teeth invisible
setstate mg_tower6 invisible
}
}
//The North-East Tower
tower7
{
spawn
{
wait 400
trigger tower7 setup
constructible_class 2
}
trigger setup
{
setstate tower7_materials default
setstate tower7_materials_clip default
setstate tower7_flag default
setstate mg_tower7 invisible
setstate tower7_teeth invisible
}
buildstart final
{
setstate tower7_materials default
setstate tower7_materials_clip default
setstate tower7_flag default
setstate mg_tower7 underconstruction
setstate tower7_teeth underconstruction
}
built final
{
setstate tower7_materials invisible
setstate tower7_materials_clip invisible
setstate tower7_flag invisible
setstate mg_tower7 default
setstate tower7_teeth default
wm_announce “^3The North-East Tower has been constructed!”
}
decayed final
{
setstate tower7_materials default
setstate tower7_materials_clip default
setstate tower7_flag default
setstate mg_tower7 invisible
setstate tower7_teeth invisible
}
death
{
setstate tower7_materials default
setstate tower7_materials_clip default
setstate tower7_flag default
setstate mg_tower7 invisible
repairmg42 mg_tower7
setstate tower7_teeth invisible
wm_announce “^3The North-East Tower has been destroyed!”
}
trigger remove
{
setstate tower7_toi invisible
setstate tower7_materials invisible
setstate tower7_materials_clip invisible
setstate tower7_flag invisible
setstate tower7_teeth invisible
setstate mg_tower7 invisible
}
}
//The South-East Tower
tower8
{
spawn
{
wait 400
trigger tower8 setup
constructible_class 2
}
trigger setup
{
setstate tower8_materials default
setstate tower8_materials_clip default
setstate tower8_flag default
setstate mg_tower8 invisible
setstate tower8_teeth invisible
}
buildstart final
{
setstate tower8_materials default
setstate tower8_materials_clip default
setstate tower8_flag default
setstate mg_tower8 underconstruction
setstate tower8_teeth underconstruction
}
built final
{
setstate tower8_materials invisible
setstate tower8_materials_clip invisible
setstate tower8_flag invisible
setstate mg_tower8 default
setstate tower8_teeth default
wm_announce “^3The South-East Tower has been constructed!”
}
decayed final
{
setstate tower8_materials default
setstate tower8_materials_clip default
setstate tower8_flag default
setstate mg_tower8 invisible
setstate tower8_teeth invisible
}
death
{
setstate tower8_materials default
setstate tower8_materials_clip default
setstate tower8_flag default
setstate mg_tower8 invisible
repairmg42 mg_tower8
setstate tower8_teeth invisible
wm_announce “^3The South-East Tower has been destroyed!”
}
trigger remove
{
setstate tower8_toi invisible
setstate tower8_materials invisible
setstate tower8_materials_clip invisible
setstate tower8_flag invisible
setstate tower8_teeth invisible
setstate mg_tower8 invisible
}
}
I hope somebody can help me on this forum!
Good luck! Wezelkrozum

