I have been trying to get the map to end, which I’m making, when I have completed all objectives on it, but it just will not end. I have tried to find out where the flaw is and made a few versions of this script but it does not work. I know that there is a tiny flaw in it and this is not like a rocket science to get a small script to work, I mean it is not like I’m writing a new OS. But my tiny brain seams not to be build with enough “brain power” to complete the task. And I know when some one will point out the flaw I will do some head banging to the wall in my frustration why I did not see it.
Ok, here are some info. The map has two primary objectives which the allies has to destroy ( dyno ) to complete the map. One is called script_ammo01 and the other rocketblast.
Here is the code :
game_manager
{
// Initialising
// When game starts
spawn
{
// Level initialisation
remapshaderflush
wm_set_round_timelimit 20
wm_setwinner 0
wm_axis_respawntime 25
wm_allied_respawntime 20
// Set Defending Team for SW Mode
wm_set_defending_team 0
accum 1 set 0
accum 2 set 0
// Set objectives
// 0:blank|1:tick|2:cross
// Allies = 1, Axis = 0
// Objectives
// 1: North wall
// 2: south wall
// 3: Ammo storage
// 4: Command Post
// 5: Rocket
wm_number_of_objectives 2
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
wait 2000
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_protect"
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_addteamvoiceannounce 1 "allied_dest_doors"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
// *---------------------------------------------------------------------------------*
}
trigger end_blow
{
wait 1000
alertentity atnt
alertentity xtnt
alertentity atnt4
alertentity xtnt4
wait 1000
alertentity atnt3
alertentity xtnt3
wait 2000
alertentity atnt2
alertentity xtnt2
}
trigger checkgame
{
accum 1 abort_if_not_equal 1
accum 2 abort_if_not_equal 1
// Set the round winner: 0 == AXIS, 1 == ALLIED
wm_setwinner 1
wait 1500
// End the round
wm_endround
}
}
script_ammo01
{
spawn // this is called when the game starts and the entity is spawned
{
wait 200
constructible_class 3 // this indicated that the oasis_wall entity is a dynamitable-only entity...
accum 5 set 0
}
death // this is called when the entity is destroyed...
{
wm_announce "Allies have destroyed the ammo bunker!" // ... when the entity is destroyed, you annouce the message to all players in game with this
wm_objective_status 3 0 2
wm_objective_status 3 1 1
accum 1 set 1
trigger game_manager checkgame
}
}
rocketblast
{
spawn // this is called when the game starts and the entity is spawned
{
wait 200
constructible_class 3 // this indicated that the oasis_wall entity is a dynamitable-only entity...
accum 5 set 0
}
death // this is called when the entity is destroyed...
{
wm_announce "Allies have destroyed the rocket!" // ... when the entity is destroyed, you annouce the message to all players in game with this
wm_objective_status 5 0 2
wm_objective_status 5 1 1
accum 2 set 1
trigger game_manager checkgame
}
}
Now when I destroy the ammo01 I get messages that allies has destroyed the ammo bunker and the same when I destroy the rocket I get the message that allies has destroyed the rocket, so it seams like the checkgame trigger does not work. Just some info, when doing this script I tried to imitate some of the tc_base script.
Thanks,
Stebbi67