my constructible entities don't do what i said in the script


(Wezelkrozum) #1

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


(S14Y3R) #2

Hi, well you can start with removing lines you don’t need. Make a backup first(of course).

In your gamemanager you can remove almost all your setstate commands. Because, in each of your consructibles you already setup everything, except for your _toi’s.

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
}

Trim gamemanager from this:

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
}

Down to this


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

wait 250

setstate tower5_toi invisible
setstate tower6_toi invisible
setstate tower7_toi invisible
setstate tower8_toi invisible

wait 250
alertentity fog

//*//end of set constructible things
}

This way your not interfering with your constructibles setups.

For the flag, add some waits so the engine doesn’t get overwhelmed trying to arrange 59 entities at once. Try groups of 10 in a section to start, and if it won’t work reduce it to 5.

eg.


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

wait 250 //-----------------------!

//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

wait 250  //-----------------------!

//
//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

wait 250  //-----------------------!

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

wait 250  //-----------------------!

//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

wait 250  //-----------------------!

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

}

250 may seem high, but overall its only 1250ms. If it works well at 250, reduce that to 150 and see if you get the same result.

…If that seems too sluggish, alternatively you could recall the setup routine of the constructibles specifically.

eg.


trigger castle_flagred
{

wm_announce "Axis capture the Castle!"

wm_objective_status 3 1 2
wm_objective_status 3 0 1

//setstate tower1_materials default      //-----reduce 5 lines
//setstate tower1_materials_clip default
//setstate tower1_flag default
//setstate mg_tower1 invisible
//setstate tower1_teeth invisible

trigger tower1 setup      //-----to 1 line
}

(rough example)

That should be a good start. GL :slight_smile:


(Wezelkrozum) #3

Thank you! It’s much easyer now. :smiley:

I know now how i must setup the things.

I will working on it. :arrow:

I think i have more questions but at the first i’m gone a look if it works. 8)


(Wezelkrozum) #4

nooooooooooooooo! i have an other problem! (2 problems)

If the allies make a tower and than capture the flag. Than will the tower not remove.
(but the tower_toi and the materials will remove. and the defense of the allies will show up.)

If the axis capture the flag back. Than changes nothing.
(the tower_toi/materials will not come and the defense of the allies/materials will not remove.)

The script:


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 team status>
		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

		wait 1000

		alertentity fog

		setstate tower5_toi invisible
		setstate tower6_toi invisible
		setstate tower7_toi invisible
		setstate tower8_toi invisible
		setstate defense3_toi invisible
		setstate defense4_toi invisible
		setstate door_allies1 invisible
		setstate door_allies2 invisible
	}	
}

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

	wait 1000

		//*//set constructible things
		////ALLIES
		//toren1
		trigger tower1 remove

		//toren2
		trigger tower2 remove

		//toren3
		trigger tower3 remove

		//toren4
		trigger tower4 remove

		//
		//defense3
		trigger defense3 setup

		//defense4
		trigger defense4 setup

	wait 1000

		///////////////////////
		////AXIS
		//toren5
		trigger tower5 setup

		//toren6
		trigger tower6 setup

		//toren7
		trigger tower7 setup

		//toren8
		trigger tower8 setup

		//
		//defense1
		trigger defense1 remove

		//defense2
		trigger defense2 remove

	wait 1000

		setstate tower5_toi default
		setstate tower6_toi default
		setstate tower7_toi default
		setstate tower8_toi default

	wait 1000

		setstate defense3_toi default
		setstate defense4_toi default
		setstate door_allies1 default
		setstate door_allies2 default

	wait 1000

		setstate tower1_toi invisible
		setstate tower2_toi invisible
		setstate tower3_toi invisible
		setstate tower4_toi invisible

	wait 1000

		setstate defense1_toi invisible
		setstate defense2_toi invisible
		setstate door_axis1 invisible
		setstate door_axis2 invisible
		

		//*//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

	wait 1000

		//*//set constructible things
		////ALLIES
		//toren1
		trigger tower1 setup

		//toren2
		trigger tower2 setup

		//toren3
		trigger tower3 setup

		//toren4
		trigger tower4 setup

		//
		//defense3
		trigger defense3 remove

		//defense4
		trigger defense4 remove

	wait 1000

		///////////////////////
		////AXIS
		//toren5
		trigger tower5 remove

		//toren6
		trigger tower6 remove

		//toren7
		trigger tower7 remove

		//toren8
		trigger tower8 remove

		//
		//defense1
		trigger defense1 setup

		//defense2
		trigger defense2 setup

	wait 1000

		setstate tower5_toi invisible
		setstate tower6_toi invisible
		setstate tower7_toi invisible
		setstate tower8_toi invisible

	wait 1000

		setstate defense3_toi invisible
		setstate defense4_toi invisible
		setstate door_allies1 invisible
		setstate door_allies2 invisible

	wait 1000

		setstate tower1_toi default
		setstate tower2_toi default
		setstate tower3_toi default
		setstate tower4_toi default

	wait 1000

		setstate defense1_toi default
		setstate defense2_toi default
		setstate door_axis1 default
		setstate door_axis2 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 remove

		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 remove

		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 remove
		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 remove
		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 remove
		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 remove
		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 you can find the answer S14Y3R or somebody else?


(S14Y3R) #5

Okey, then you may have to switch the flag calls back to setstate’s. Is everything correct at the start?

Did your original work after adding the waits? …or did you go straight to calling setup?

I did a quick test on a constructed entity, made it to invisible and back to default(with a flag) and it does work. However, when they’re set back to default they are still constructed, thought you should know. You can kill them in the script if you want them reset to deconstructed.

With the flag calls back to original, and with the waits added -it should work.

gl.


(Wezelkrozum) #6

YES! my map works XD
thank you!

but everyone said that my map is a bit empty. So, I think i will make my map bigger (more entities and objects).
So I have 2 questions to you S14Y3R:

Can I have your xfire or msn account S14Y3R? So I can ask somethings if there are problems (you look like a advanced mapper).

Can you give me some tutorials or prefabs for making 2 things:
Bring objectives to somewhere (like at goldrush the 2 goldbars)
And making a tank or/and truck (like goldrush)

Thanks, Wezelkrozum :smiley:


(S14Y3R) #7

Hey good to hear it works! :slight_smile:

  1. I don’t have x-fire, and haven’t been on msn in like a year, but feel free to pm me either here or at map-craft.com.

  2. -Tutorial by Ifurita on the CTF_flag and trigger_flagonly_multiple (for obj pick-up/drop-off) over at ET4Newbies

-Tutorial on Tank entities and related scripting over at the 2BitExperiment (unsure of author)

Both tute’s have a downloadable prefab/reference, along with other great articles.

  • this is the “must read and bookmark” scripting reference by Chruker. It covers(and explains) alot more than the LDR

-edit - I forgot the sticky on this forum: tutorials and mapping resources


(broloi) #8

The author of 2BitExperiment is easy… Its 2Bit…


(Wezelkrozum) #9

Thanks S14Y3R!
Let the holiday begin! XD

My planning:

  • learning making a tank or something
  • make objectives that you can steal
  • make buttons that can activate something

PS: after running the map. the map still have some problems with the fog entity and the gates of the axis are visible but you can walk through them.
PS: and will make a bigger castlecapture with more objectives before you can capture the flag XD