Nice work ^^ But i agree with huPoo, some bunkers looks like snowy 
New Map - Blackops No Mercy
Already cleared a lot of the to much snowy parts … now just some are there…but they are not snow, they are white stone… lol 
We did a lot of beta testing today…tested the waypoints and fixed some bugs. Just need to make readme, command map and I am done …
[QUOTE=Blowfish;199445]Already cleared a lot of the to much snowy parts … now just some are there…but they are not snow, they are white stone… lol 
We did a lot of beta testing today…tested the waypoints and fixed some bugs. Just need to make readme, command map and I am done …[/QUOTE]
great
can u add in the readme for how many players on the server the map is fine
thanks you
We havent tested it with many players yet. Its made for smaller server or scrims.
really nice map
we are played it since yesterday
i just found this when i tested it first with the local host
just a small mapping-error ? there is a long hole, because the tree-textures do not align
and your map is added for ETSTUFF site
Thanks…the problem is, the brushes are aligned, but the texture has a small error I think. Thats why I planted a tree there
On the 2d map, they match perfectly… but true its annoying 
I have a problem on NQ servers with our script. We get this mu_stop error :
http://www.p0wnd.nl:668/temp/wet-20091010-131618.png
I checked the scripting ref at :
http://games.chruker.dk/enemy_territory/scripting_reference.php
Cant see the problem… In jaymod all is fine…
The fix for NQ now is to remove the two lines with “mu_stop 0”. That will fix it, but no idea why the problem is. Anyone tried to run it in EtPro ?
game_manager
{
spawn
{
wm_axis_respawntime 15
wm_allied_respawntime 15
wm_set_round_timelimit 25
wm_setwinner 0
wm_number_of_objectives 8
wm_objective_status 1 0 0 //Tank
wm_objective_status 1 1 0
wm_objective_status 2 0 0 //Left Wall
wm_objective_status 2 1 0
wm_objective_status 3 0 0 //Tunnel Wall
wm_objective_status 3 1 0
wm_objective_status 4 0 0 //Flag
wm_objective_status 4 1 0
wm_objective_status 5 0 0 //Safe Door
wm_objective_status 5 1 0
wm_objective_status 6 0 0 //Secret Docs
wm_objective_status 6 1 0
wm_objective_status 7 0 0 //CP
wm_objective_status 7 1 0
wm_objective_status 8 0 0 //Fence
wm_objective_status 8 1 0
wm_set_defending_team 0
wait 500
setautospawn "Beach Spawn" 1
setautospawn "Bunker Spawn" 0
wm_addteamvoiceannounce 1 "allies_hq_tank_escort"
wm_addteamvoiceannounce 0 "axis_hq_tank_stop"
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
mu_stop 0
}
trigger end_game
{
wm_setwinner 1
wait 2500
wm_endround
}
}
bunker_spawn_flag
{
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 reclaimed Bunker!"
alertentity bunker_spawn_wobj
setautospawn "Beach Spawn" 1
setautospawn "Bunker Spawn" 0
wm_objective_status 4 0 1
wm_objective_status 4 1 2
}
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 captured Bunker!"
alertentity bunker_spawn_wobj
setautospawn "Bunker Spawn" 1
setautospawn "Radar Spawn" 0
wm_objective_status 4 0 2
wm_objective_status 4 1 1
}
}
main_gate
{
trigger destroyed
{
trigger tank_shell_hurt_1 hurt
trigger tank_shell_hurt_2 hurt
trigger tank_shell_hurt_3 hurt
wait 150
alertentity main_gate
wm_announce "Main Gate has been destroyed!"
wm_removeteamvoiceannounce 1 "allies_hq_tank_escort"
wm_removeteamvoiceannounce 0 "axis_hq_tank_stop"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
}
}
tank_shell_hurt_1
{
spawn
{
wait 100
setstate tank_shell_hurt_1 invisible
}
trigger hurt
{
setstate tank_shell_hurt_1 default
wait 100
remove
}
}
tank_shell_hurt_2
{
spawn
{
wait 100
setstate tank_shell_hurt_2 invisible
}
trigger hurt
{
wait 100
setstate tank_shell_hurt_2 default
wait 100
remove
}
}
tank_shell_hurt_3
{
spawn
{
wait 100
setstate tank_shell_hurt_3 invisible
}
trigger hurt
{
wait 200
setstate tank_shell_hurt_3 default
wait 100
remove
}
}
LeftWall
{
spawn
{
wait 100
constructible_class 3
}
death
{
wm_announce "Left Wall has been destroyed!"
wm_objective_status 2 0 2
wm_objective_status 2 1 1
wm_teamvoiceannounce 1 "allies_hq_objective_destroyed"
wm_teamvoiceannounce 0 "axis_hq_objective_destroyed"
}
}
RightWall
{
spawn
{
wait 100
constructible_class 3
}
death
{
wm_announce "Tunnel Wall has been destroyed!"
wm_objective_status 3 0 2
wm_objective_status 3 1 1
wm_teamvoiceannounce 1 "allies_hq_objective_destroyed"
wm_teamvoiceannounce 0 "axis_hq_objective_destroyed"
}
}
SafeDoor
{
spawn
{
wait 100
constructible_class 3
}
death
{
alertentity electric_wires
trigger bunker_small_door open_and_lock_bunker_small_door
alertentity bunker_big_door
alertentity bunker_window_clip
wm_announce "Safe Door has been destroyed!"
wm_objective_status 5 0 2
wm_objective_status 5 1 1
wm_teamvoiceannounce 1 "allies_hq_objective_destroyed"
wm_teamvoiceannounce 0 "axis_hq_objective_destroyed"
}
}
Fence
{
spawn
{
wait 100
constructible_class 2
setstate fence_materials_clip invisible
setstate fence_materials_model invisible
setstate fence_materials_flag invisible
}
buildstart final
{
setstate fence underconstruction
setstate fence_materials_clip default
setstate fence_materials_model default
setstate fence_materials_flag default
}
decayed final
{
setstate fence invisible
setstate fence_materials_clip default
setstate fence_materials_model default
setstate fence_materials_flag default
}
built final
{
wm_announce "Fence has been built!"
wm_objective_status 8 0 2
wm_objective_status 8 1 1
wm_teamvoiceannounce 1 "allies_hq_const_completed"
wm_teamvoiceannounce 0 "axis_hq_const_completed"
setstate fence default
setstate fence_materials_clip invisible
setstate fence_materials_model invisible
setstate fence_materials_flag invisible
}
death
{
wm_announce "Fence has been destroyed!"
wm_objective_status 8 0 2
wm_objective_status 8 1 1
wm_teamvoiceannounce 1 "allies_hq_objective_destroyed"
wm_teamvoiceannounce 0 "axis_hq_objective_destroyed"
setstate fence invisible
setstate fence_materials_clip default
setstate fence_materials_model default
setstate fence_materials_flag default
}
}
SecretDocsCappoint
{
death
{
wm_announce "Secret Documents transmitted!"
wm_objective_status 6 0 2
wm_objective_status 6 1 1
wm_teamvoiceannounce 1 "allies_hq_objective_captured"
wm_teamvoiceannounce 0 "axis_hq_objective_lost"
trigger game_manager end_game
}
}
bunker_small_door
{
spawn
{
wait 100
accum 1 set 0
accum 2 set 0
}
trigger door_sent_signal
{
accum 1 inc 1
accum 1 trigger_if_equal 1 bunker_small_door open_doors
}
trigger open_doors
{
alertentity lock_bunker_small_door
trigger self open_bunker_small_real
wait 3000
accum 2 abort_if_equal 1
trigger self close_bunker_small_real
trigger self close_bunker_small_fake
}
trigger open_bunker_small_real
{
alertentity bunker_small_door_left
alertentity bunker_small_door_right
}
trigger open_bunker_small_fake
{
alertentity bunker_small_door
}
trigger close_bunker_small_real
{
accum 2 abort_if_equal 1
alertentity bunker_small_door_left
alertentity bunker_small_door_right
}
trigger close_bunker_small_fake
{
wait 800
accum 2 abort_if_equal 1
alertentity bunker_small_door
wait 400
accum 1 set 0
alertentity unlock_bunker_small_door
}
trigger open_and_lock_bunker_small_door
{
accum 2 set 1
alertentity lock_bunker_small_door
wait 1500
accum 1 abort_if_greater_than 0
trigger self open_bunker_small_real
trigger self open_bunker_small_fake
}
}
circuit_radartop
{
spawn
{
wait 100
trigger circuit_radartop up
}
trigger up
{
stopsound
playsound sound/vehicles/misc/radar_start.wav volume 64
startanimation 0 35 15 nolerp norandom noloop
wait 2500
startanimation 34 1 15 norandom noloop
setrotation 0 30 0
}
}
// ================================================
// ============ NEUTRAL COMMAND POST ==============
// ================================================
allied_compost_built
{
spawn
{
wait 400
trigger allied_compost_built setup
constructible_class 2
}
trigger setup
{
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus 1 0
}
buildstart final
{
setstate allied_compost_built_model underconstruction
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
}
built final
{
setstate allied_compost_built_model default
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
trigger allied_compost_built_model enable_allied_features
enablespeaker allies_compost_sound
}
decayed final
{
setstate allied_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
}
death
{
setstate allied_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
trigger allied_compost_built_model disable_allied_features
disablespeaker allies_compost_sound
}
}
allied_compost_built_model
{
spawn
{
wait 400
setstate allied_compost_built_model invisible
}
trigger enable_allied_features
{
setchargetimefactor 1 soldier 0.75
setchargetimefactor 1 lieutenant 0.75
setchargetimefactor 1 medic 0.75
setchargetimefactor 1 engineer 0.75
setchargetimefactor 1 covertops 0.75
sethqstatus 1 1
wm_announce "Allied Command Post constructed. Charge speed increased!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed"
wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
// *---------------------------------------------------------------------------------*
wm_objective_status 7 0 2
wm_objective_status 7 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 7 0 0
wm_objective_status 7 1 0
}
}
axis_compost_built
{
spawn
{
wait 400
trigger axis_compost_built setup
constructible_class 2
}
trigger setup
{
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0
}
buildstart final
{
setstate axis_compost_built_model underconstruction
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
}
built final
{
setstate axis_compost_built_model default
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible
trigger axis_compost_built_model enable_axis_features
enablespeaker axis_compost_sound
}
decayed final
{
setstate axis_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
}
death
{
setstate axis_compost_built_model invisible
setstate neutral_compost_closed_clip default
setstate neutral_compost_closed_model default
trigger axis_compost_built_model disable_axis_features
disablespeaker axis_compost_sound
}
}
axis_compost_built_model
{
spawn
{
wait 400
setstate axis_compost_built_model invisible
}
trigger enable_axis_features
{
setchargetimefactor 0 soldier 0.75
setchargetimefactor 0 lieutenant 0.75
setchargetimefactor 0 medic 0.75
setchargetimefactor 0 engineer 0.75
setchargetimefactor 0 covertops 0.75
sethqstatus 0 1
wm_announce "Axis Command Post constructed. Charge speed increased!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_compost_constructed"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"
wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
// *---------------------------------------------------------------------------------*
wm_objective_status 7 0 1
wm_objective_status 7 1 2
}
trigger disable_axis_features
{
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0
wm_announce "Allied team has destroyed the Axis Command Post!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
wm_teamvoiceannounce 1 "allies_hq_compost_construct"
// *---------------------------------------------------------------------------------*
wm_objective_status 7 0 0
wm_objective_status 7 1 0
}
}
//============================================================================
//============================================================================
tank_sound
{
trigger start
{
trigger tank sound_start
wait 3400
trigger tank sound_move
}
trigger stop
{
trigger tank sound_stop
wait 1400
trigger tank sound_idle
}
trigger rebirth
{
trigger tank sound_rebirth
wait 1400
trigger tank sound_idle
}
}
tank
{
spawn
{
wait 50
trigger self sound_idle
accum 1 bitset 5
trigger self tracks_stop
followspline 0 spln0 10000 wait length -64
followspline 1 spln0 10000 wait length -64
}
trigger startfire
{
startanimation 67 8 10 nolerp norandom
}
trigger stopfire
{
startanimation 0 1 15 nolerp norandom
}
trigger sound_idle
{
stopsound
playsound sound/vehicles/tank/tank_idle.wav looping volume 512
}
trigger sound_start
{
stopsound
playsound sound/vehicles/tank/tank_revup.wav volume 196
}
trigger sound_move
{
stopsound
playsound sound/vehicles/tank/tank_move.wav looping volume 512
}
trigger sound_stop
{
stopsound
playsound sound/vehicles/tank/tank_revdown.wav volume 196
}
trigger sound_death
{
stopsound
playsound sound/vehicles/tank/tank_stop.wav volume 256
}
trigger sound_rebirth
{
stopsound
playsound sound/vehicles/tank/tank_start.wav volume 196
}
trigger tracks_forward
{
accum 1 abort_if_bitset 5
accum 1 bitset 5
remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_forward
remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_forward
remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_forward
remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_forward
remapshaderflush
}
trigger tracks_turningleft
{
remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_forward
remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_forward
remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_backward
remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_backward
remapshaderflush
}
trigger tracks_turningright
{
remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_backward
remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_backward
remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_forward
remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_forward
remapshaderflush
}
trigger tracks_stop
{
accum 1 abort_if_not_bitset 5
accum 1 bitreset 5
remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_r
remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_r
remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_l
remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_l
remapshaderflush
}
// ===========================================================================================
trigger run_incpos
{
accum 3 inc 1
}
trigger run_continue
{
trigger self run_incpos
trigger self deathcheck
trigger self stopcheck
trigger self move
}
// ===========================================================================================
trigger move_check
{
trigger self stuck_check
accum 1 abort_if_bitset 3
trigger self dispatch
}
trigger move
{
trigger self move_check
wait 500
trigger self move
}
trigger dispatch
{
accum 3 trigger_if_equal 0 tank run_0
accum 3 trigger_if_equal 1 tank run_1
accum 3 trigger_if_equal 2 tank run_2
accum 3 trigger_if_equal 3 tank run_3
accum 3 trigger_if_equal 4 tank run_4
accum 3 trigger_if_equal 5 tank run_5
accum 3 trigger_if_equal 6 tank run_6
accum 3 trigger_if_equal 7 tank run_7
accum 3 trigger_if_equal 8 tank run_8
accum 3 trigger_if_equal 9 tank run_9
accum 3 trigger_if_equal 10 tank run_10
accum 3 trigger_if_equal 11 tank run_11
accum 3 trigger_if_equal 12 tank run_12
accum 3 trigger_if_equal 13 tank run_13
}
// ===========================================================================================
trigger run_0
{
accum 1 bitset 2
trigger tank_turret2 run_0
followspline 0 spln0 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_1
{
accum 1 bitset 2
trigger tank_turret2 run_1
followspline 0 spln1 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_2
{
accum 1 bitset 2
trigger tank_turret2 run_2
followspline 0 spln2 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_3
{
accum 1 bitset 2
trigger tank_turret2 run_3
followspline 0 spln3 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_4
{
accum 1 bitset 2
trigger tank_turret2 run_4
followspline 0 spln4 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_5
{
accum 1 bitset 2
trigger tank_turret2 run_5
// trigger self tracks_turningleft
followspline 0 spln5 80 wait length -64
// accum 1 bitreset 5
// trigger self tracks_forward
accum 1 bitreset 2
trigger self run_continue
}
trigger run_6
{
accum 1 bitset 2
trigger tank_turret2 run_6
followspline 0 spln6 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_7
{
accum 1 bitset 2
trigger tank_turret2 run_7
followspline 0 spln7 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_8
{
accum 1 bitset 2
trigger tank_turret2 run_8
followspline 0 spln8 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_9
{
accum 1 bitset 2
trigger tank_turret2 run_9
followspline 0 spln9 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_10
{
accum 1 bitset 2
trigger tank_turret2 run_10
followspline 0 spln10 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_11
{
accum 1 bitset 2
trigger tank_turret2 run_11
followspline 0 spln11 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_12
{
accum 1 bitset 2
trigger tank_turret2 run_12
followspline 0 spln12 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_13
{
accum 1 bitset 2
trigger tank_turret2 run_13
followspline 0 spln13 80 wait length -64
accum 1 bitreset 2
trigger self script_lockout
trigger self tracks_stop
trigger tank_sound stop
startanimation 45 10 15 nolerp norandom
wait 666
startanimation 0 1 15 nolerp norandom
wait 900
trigger self run_incpos
trigger tank_turret turn // will break the lockout
}
trigger run_14
{
accum 1 bitset 2
trigger tank_turret2 run_14
followspline 0 spln14 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
trigger run_15
{
accum 1 bitset 2
trigger tank_turret2 run_15
followspline 0 spln15 80 wait length -64
accum 1 bitreset 2
trigger self run_continue
}
// ===========================================================================================
trigger stuck_check
{
accum 1 bitreset 3
trigger self stuck_check_scriptlockout
trigger self stuck_check_finished
}
trigger stuck_check_finished
{
accum 3 abort_if_less_than 14
accum 1 bitset 3
}
trigger stuck_check_scriptlockout
{
accum 5 abort_if_equal 0
accum 1 bitset 3
}
// ===========================================================================================
trigger stopcheck_setup
{
accum 1 bitset 6 // stop if we're stuck/no-one's pushing :)
accum 1 abort_if_bitset 8 // no one in the trigger, abort
trigger self stuck_check // call the stop check function
accum 1 abort_if_bitset 3 // we're stuck so break out
accum 1 bitreset 6 // we're free to move
}
trigger stopcheck
{
trigger self stopcheck_setup
accum 1 abort_if_not_bitset 6
trigger self script_lockout
// Any just stopped moving stuff goes here
trigger tank_sound stop
trigger self tracks_stop
startanimation 45 10 15 nolerp norandom
wait 666
startanimation 0 1 15 nolerp norandom
wait 900
trigger self script_lockout_stop
resetscript
}
// ===========================================================================================
trigger script_lockout
{
accum 5 inc 1
}
trigger script_lockout_stop
{
accum 5 inc -1
}
// ===========================================================================================
trigger tank_enable
{
trigger self stuck_check
accum 1 abort_if_bitset 3 // stuck check
accum 4 set 0 // reset stop counter
accum 1 bitreset 8 // reset stop check
accum 1 abort_if_bitset 2 // already following spline
accum 5 abort_if_not_equal 0 // are we not in a script lockout?
accum 1 abort_if_bitset 7 // death check
// Any just started moving stuff goes here
trigger self script_lockout
trigger tank_sound start
startanimation 55 10 15 nolerp norandom
wait 666
startanimation 5 40 15 nolerp norandom
wait 500
trigger self tracks_forward
trigger self script_lockout_stop
trigger self move
}
trigger tank_disable
{
accum 4 inc 1 // up the stop counter
accum 4 abort_if_less_than 4
accum 1 bitset 8 // set stop check
trigger self deathcheck
}
// ===========================================================================================
rebirth
{
accum 1 bitreset 9 // we're visibly alive
accum 1 bitreset 7 // we're alive again
trigger self script_lockout
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_tank_repaired_allies"
wm_teamvoiceannounce 1 "allies_hq_tank_repaired"
// *---------------------------------------------------------------------------------*
wm_announce "The Tank has been repaired!"
changemodel models/mapobjects/tanks_sd/churchhill.md3
setstate tank_smoke invisible
trigger tank_sound rebirth
wait 500
trigger self script_lockout_stop
}
death
{
accum 1 bitset 7
}
trigger deathcheck
{
accum 1 abort_if_not_bitset 7 // are we dead?
accum 1 abort_if_bitset 9 // are we not already visibly dead?
accum 1 abort_if_bitset 2 // are we not following a spline?
accum 5 abort_if_not_equal 0 // are we not in a script lockout?
accum 1 bitset 9 // we're now visibly dead
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_tank_damaged"
wm_teamvoiceannounce 1 "allies_hq_tank_damaged_axis"
// *---------------------------------------------------------------------------------*
wm_announce "The Tank has been damaged!"
changemodel models/mapobjects/tanks_sd/churchhill_broken.md3
setstate tank_smoke default
kill tank_construct
trigger self sound_death
trigger self tracks_stop
trigger self script_lockout
trigger self tracks_stop
startanimation 45 10 15 nolerp norandom
wait 666
startanimation 0 1 15 nolerp norandom
trigger self script_lockout_stop
resetscript
}
}
tank_disabler
{
trigger run
{
trigger tank tank_disable
}
}
tank_enabler
{
trigger run
{
trigger tank tank_enable
}
}
tank_trigger
{
spawn
{
wait 100
attachtotag tank tag_turret
}
}
tank_build
{
spawn
{
wait 100
attachtotag tank tag_turret
}
}
tank_construct
{
spawn
{
wait 400
constructible_class 2
constructible_health 1200
}
built final
{
alertentity tank
}
trigger final_pos
{
constructible_constructxpbonus 3
constructible_destructxpbonus 3
}
}
//================================================================================
// Physical tank turret MODEL
//================================================================================
tank_turret
{
spawn
{
wait 100
attachtotag tank tag_turret
}
trigger turn
{
wait 1000
trigger tank_turret2 spin_start
trigger tank_turret2 turn
faceangles 0 -11 0 2000
trigger tank_turret2 spin_stop
wait 500
trigger tank startfire
trigger tank_turret2 avre_fire
trigger tank_flash run
}
trigger blow_door
{
setstate tank_flash invisible
wait 200
trigger tank stopfire
trigger main_gate destroyed
wait 200
trigger tank_turret2 spin_start
trigger tank_turret2 turn_back
faceangles 0 0 0 2000
trigger tank_turret2 spin_stop
trigger tank script_lockout_stop
}
}
//================================================================================
// Metal CLIP brush tank turret
//================================================================================
tank_turret2
{
spawn
{
wait 50
followspline 0 spln0 10000 wait length -64
followspline 1 spln0 10000 wait length -64
}
trigger avre_fire
{
playsound sound/vehicles/tank/tank_fire.wav volume 300
}
trigger spin_start
{
stopsound
playsound sound/vehicles/tank/turret_spin.wav looping volume 127
}
trigger spin_stop
{
stopsound
playsound sound/vehicles/tank/turret_end.wav volume 96
}
trigger turn
{
faceangles 0 111 0 2000
}
trigger turn_back
{
faceangles 0 100 0 2000
}
trigger run_0
{
followspline 0 spln0 80 wait length -64
}
trigger run_1
{
followspline 0 spln1 80 wait length -64
}
trigger run_2
{
followspline 0 spln2 80 wait length -64
}
trigger run_3
{
followspline 0 spln3 80 wait length -64
}
trigger run_4
{
followspline 0 spln4 80 wait length -64
}
trigger run_5
{
followspline 0 spln5 80 wait length -64
}
trigger run_6
{
followspline 0 spln6 80 wait length -64
}
trigger run_7
{
followspline 0 spln7 80 wait length -64
}
trigger run_8
{
followspline 0 spln8 80 wait length -64
}
trigger run_9
{
followspline 0 spln9 80 wait length -64
}
trigger run_10
{
followspline 0 spln10 80 wait length -64
}
trigger run_11
{
followspline 0 spln11 80 wait length -64
}
trigger run_12
{
followspline 0 spln12 80 wait length -64
}
trigger run_13
{
followspline 0 spln13 80 wait length -64
}
trigger run_14
{
followspline 0 spln14 80 wait length -64
}
trigger run_15
{
followspline 0 spln15 80 wait length -64
}
}
tank_smoke
{
spawn
{
wait 300
attachtotag tank tag_turret
setstate tank_smoke invisible
}
}
tank_flash
{
spawn
{
setstate tank_flash invisible
}
trigger run
{
setstate tank_flash default
attachtotag tank_turret tag_flash
faceangles 0 -11 0 50
wait 50
trigger tank_turret blow_door
}
}
secret_room_sound
{
trigger play_sound
{
mu_start sound/nomercy/bo6.wav
wait 2080
mu_stop 0
}
}
what NQ release did u have? with nq 123 we play the map and we dont have problem
It looks in NoQ 1.2.5 there is removed support for several mu_* commands…
You can try to use playsound instead mu_* commands.
You are right Father, 1.2.5 had the mu_ commands removed…
These commands are back in the next NQ release.
I’m also wondering if the map will end on 1.2.5. Because the script_multiplayer entity doesn’t seem to be called “game_manager”… (is this the case?)
Anyway, next NQ will correct this name (and some addition ‘stuff’), in case mappers give it a different name, so it will always work properly…
Great looking and freaking good playable map. I use it in our campaign as a stopwatch map (Really advisable
).
Finally a good playable map again, many thanks for the efford ! 
And you can test it here => BLACKOPS , just vote at intermission xD - really nice map !
