Can somebody please help me with this script? There’s an error somewhere in the game manager, I didn’t add all the objectives yet either as it’s no point continuing on something that doesn’t work yet, is there?
The fault obviously is somewhere in the game manager because as soon as I take that part out it works and dont try mentioning "you forgot to add the amount of objectives’ cus that didn’t matter… And also can someobody please explain me in normal language what good the main_objective thingy is for?
//=== GAME MANAGER ===
game_manager
{
spawn
{
accum 1 set 0
wm_axis_respawntime 1
wm_allied_respawntime 1
wm_set_round_timelimit 20
//1: Capture forward bunker
//2: Repair/Destroy Radio post
//3: Destroy first blastdoor
//4: Destroy second blastdoor
//5: Steal documents
//6: Escape with the documents
wm_set_mainobjective 1 0
wm_set_mainobjective 1 1
wm_objective_status 1 1 0
wm_objective_status 1 0 0
wm_objective_status 2 1 0
wm_objective_status 2 0 0
wm_objective_status 3 1 0
wm_objective_status 3 0 0
wm_objective_status 4 1 0
wm_objective_status 4 0 0
wm_objective_status 5 1 0
wm_objective_status 5 0 0
wm_objective_status 6 1 0
wm_objective_status 6 0 0
wm_set_defending_team 0
wm_setwinner 0
wait 150
setautospawn "Forward bunker" 0
setautospawn "Forward bunker" 1
}
trigger stolen_maps
{
accum 1 inc 1
trigger game_manager checkgame
}
trigger checkgame
{
accum 1 abort_if_not_equal 1
wm_setwinner 1
wait 400
wm_endround
}
}
maps
{
spawn
{
}
trigger stolen
{
wm_objective_status 5 0 2
wm_objective_status 5 1 1
wm_set_main_objective 6 0
wm_set_main_objective 6 1
}
trigger returned
{
wm_objective_status 5 0 1
wm_objective_status 5 1 0
wm_set_main_objective 5 0
wm_set_main_objective 5 1
}
trigger captured
{
}
}
escape_point
{
{
trigger game_manager stolen_maps
}
}
//=== SPAWNING CONTROL ===
forwardspawn
{
spawn
{
accum 0 set 0
}
trigger axis_capture
{
accum 0 abort_if_equal 0
accum 0 set 0
wm_announce "Axis reclaim the forward bunker!"
wm_addteamvoiceannounce 0 "oasis_axis_city_defend"
wm_addteamvoiceannounce 1 "oasis_allies_city_capture"
wm_teamvoiceannounce 0 "oasis_axis_city_captured"
wm_teamvoiceannounce 1 "oasis_allies_city_lost"
wm_removeteamvoiceannounce 0 "oasis_axis_wall_defend"
wm_removeteamvoiceannounce 1 "oasis_allies_wall_destroy"
wm_objective_status 1 0 1
wm_objective_status 1 1 2
wm_set_main_objective 1 0
wm_set_main_objective 1 1
alertentity forwardbunker
}
trigger allied_capture
{
accum 0 abort_if_equal 1
accum 0 set 1
wm_announce "Allies capture the forward bunker!"
wm_addteamvoiceannounce 0 "oasis_axis_wall_defend"
wm_addteamvoiceannounce 1 "oasis_allies_wall_destroy"
wm_teamvoiceannounce 0 "oasis_axis_city_lost"
wm_teamvoiceannounce 0 "oasis_axis_wall_defend"
wm_teamvoiceannounce 1 "oasis_allies_city_captured"
wm_teamvoiceannounce 1 "oasis_allies_wall_destroy"
wm_removeteamvoiceannounce 0 "oasis_axis_city_defend"
wm_removeteamvoiceannounce 1 "oasis_allies_city_capture"
wm_objective_status 1 0 2
wm_objective_status 1 1 1
wm_set_main_objective 1 0
wm_set_main_objective 3 1
alertentity forwardbunker
}
trigger check_obj
{
accum 0 abort_if_equal 1
wm_objective_status 1 0 2
wm_objective_status 1 1 1
}
trigger force_allied
{
accum 0 abort_if_equal 1
alertentity forwardbunker
}
trigger force_axis
{
accum 0 abort_if_equal 0
alertentity forwardbunker
}
}
//=== CONSTRUCTION STUFF ===
//--- GARDEN MG42 NEST ---
construction_script1
{
spawn
{
wait 200
constructible_class 2
trigger self startup
}
buildstart final
{
setstate construction_extra1 underconstruction
setstate construction_mg421 underconstruction
setstate construction_materials1 default
setstate construction_area1 default
}
built final
{
setstate construction_extra1 default
setstate construction_mg421 default
setstate construction_materials1 invisible
setstate construction_area1 invisible
wm_announce "The Krauts have constructed the Garden MG nest!"
}
decayed final
{
trigger self startup
}
death
{
trigger self startup
wm_announce "The Yankees destroyed the Garden MG nest"
}
trigger startup
{
setstate construction_extra1 invisible
setstate construction_mg421 invisible
setstate construction_materials1 default
repairmg42 construction_mg421
setstate construction_area1 default
}
}
//--- VENTILATION SHAFT PROTECTION FENCE ---
construction_script2
{
spawn
{
wait 200
constructible_class 2
trigger self startup
}
buildstart final
{
setstate construction_extra2 underconstruction
setstate construction_materials2 default
setstate construction_area2 default
}
built final
{
setstate construction_extra2 default
setstate construction_materials2 invisible
setstate construction_area2 invisible
wm_announce "The Krauts have constructed the ventilation shaft protection fence!"
}
decayed final
{
trigger self restart
}
death
{
trigger self restart
wm_announce "The Yankees destroyed the ventilation shaft protection fence!"
}
trigger startup
{
setstate construction_extra2 default
setstate construction_materials2 invisible
setstate construction_area2 invisible
}
trigger restart
{
setstate construction_extra2 invisible
setstate construction_materials2 default
setstate construction_area2 default
}
}
//--- VENTILATION POWER GENERATOR ---
construction_script3
{
spawn
{
wait 200
constructible_class 2
trigger self startup
}
buildstart final
{
setstate construction_extra3 underconstruction
setstate construction_materials3 default
setstate construction_area3 default
}
built final
{
setstate construction_extra3 default
setstate construction_materials3 invisible
setstate construction_area3 invisible
trigger ventfan1 rebuilt
trigger ventfan2 rebuilt
alertentity fan_hurt
wm_announce "The Krauts have constructed the ventilation power generator!"
}
decayed final
{
trigger self restart
}
death
{
alertentity fan_hurt
trigger self restart
wm_announce "The Yankees destroyed the ventilation power generator!"
}
trigger startup
{
setstate construction_area3 invisible
setstate construction_extra3 default
setstate construction_materials3 invisible
trigger ventfan1 rebuilt
trigger ventfan2 rebuilt
}
trigger restart
{
setstate construction_extra3 invisible
setstate construction_materials3 default
setstate construction_area3 default
trigger ventfan1 wrecked
trigger ventfan2 wrecked
}
}
//=== DESTRUCTIBLE STUFF ===
//--- FIRST BLAST DOOR ---
blastdoor1
{
spawn
{
wait 50
constructible_class 3
}
death
{
setstate destruction_firstblastdoor invisible
}
}
//--- SECOND BLAST DOOR ---
blastdoor2
{
spawn
{
wait 50
constructible_class 3
}
death
{
setstate destruction_secondblastdoor invisible
}
}
//--- RADIO SOUNDS ---
secondradio
{
spawn
{
constructible_class 1
enablespeaker radio2
}
death
{
disablespeaker radio2
}
}
//=== FANS ===
//--- VENT FAN 1 ---
ventfan1
{
spawn
{
wait 100
}
trigger wrecked
{
setrotation 0 0 0
}
trigger rebuilt
{
setrotation 0 0 500
}
}
//--- VENT FAN 2 ---
ventfan2
{
spawn
{
wait 100
}
trigger wrecked
{
setrotation 0 0 0
}
trigger rebuilt
{
setrotation 0 0 500
}
}
//=== COMMAND POSTS ===
//--- AXIS COMMAND POST--- (ANTENNAE+RADIO)
construction_script4
{
spawn
{
wait 200
constructible_class 2
trigger self startup
}
buildstart final
{
setstate construction_extra4 underconstruction
setstate construction_materials4 default
setstate construction_area4 default
}
built final
{
setstate construction_extra4 default
setstate construction_materials4 invisible
setstate construction_area4 invisible
trigger self enable_axis_features
wm_announce "The Krauts have constructed the radio device!"
}
decayed final
{
trigger self startup
}
death
{
trigger self startup
wm_announce "The Yankees destroyed the radio device!"
}
trigger startup
{
setstate construction_area4 default
setstate construction_extra4 invisible
setstate construction_materials4 default
trigger self disable_axis_features
}
trigger enable_axis_features
{
setchargetimefactor 0 soldier 0.8
setchargetimefactor 0 lieutenant 0.75
setchargetimefactor 0 medic 0.7
setchargetimefactor 0 engineer 0.75
setchargetimefactor 0 covertops 0.75
}
trigger disable_axis_features
{
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
}
}

I am desperate… sniff…