i post my script here… because… i have no idea why the round doesnt end…
with the help of printglobalaccum i found out that globalaccum 3 is 44
… well that’s exactly the value it should have
game_manager
{
spawn
{
wm_allied_respawntime 10
wm_axis_respawntime 10
wait 350
wm_set_defending_team 0
setstate one invisible ( just ignore this. it isnt completed)
wm_set_round_timelimit 50
globalaccum 0 set 0 (if allies or axis activated the trigger multiple)
globalaccum 1 set 0 (counter for allies)
globalaccum 2 set 0 (counter for axis)
globalaccum 3 set 0 (counter counting all)
}
}
tmul (44 trigger_multiples which are targeted at 44 func_explosives= pieces of chocolate)
{
trigger activate_allies
{
printglobalaccum 0
globalaccum 0 set 1 (allies activated it)
}
trigger activate_axis
{
printglobalaccum 0
globalaccum 0 set 0 (axis activated it)
}
}
choco (44 pieces of chocolate :), the func explosives)
{
death
{
//wm_endround (i tried it here just to see if the command itself works)
trigger self allies ( if allies activated it etc..)
trigger self axis (if axis activated it etc...)
wait 1000
trigger self check (cheks if all 44 explosives have been destroyed)
}
trigger allies
{
globalaccum 0 abort_if_equal 0 (if the axis activated, do not run the allies routine)
globalaccum 1 inc 1 (allied counter +1)
globalaccum 3 inc 1 (counter of all+1)
printglobalaccum 1 ( BTW: i tested it as an allied BUT printglobalaccum printed the accum 2 instead of the accum 1)
printglobalaccum 3
}
trigger axis
{
globalaccum 0 abort_if_equal 1 (if allies activated. do not run the axis routine)
globalaccum 2 inc 1 (axis counter)
globalaccum 3 inc 1 (counter of all)
printglobalaccum 2
printglobalaccum 3
}
trigger check
{
globalaccum 3 abort_if_not_equal 44 (checks who wins the game IF all 44 explosives are dead)
( printglobalaccum 3 says "44".. so it should run this routine. the printglobalaccum 3 command isnt in this routine! it is in trigger allies and trigger axis)
trigger self alwin (if allies ate more of the chocolate than axis)
trigger self axwin (if axis more than allies)
trigger self sudden (if they have the same number of destroyed explosives)
wm_endround (WHY DOES IT NOT END THE ROUND?)
// is heir eigtl noch falsch
}
trigger alwin
{
globalaccum 1 abort_if_less_than 22 (well 22 is half from 44)
wm_setwinner 1
}
trigger axwin
{
globalaccum 2 abort_if_less_than 22
wm_setwinner 0
}
trigger sudden
{
globalaccum 1 abort_if_not_equal 22
//geht auch mit accum 2! (something which isnt completed.. an extra piece of chocolate at a different place spawns )
setstate one default
//leitern baufähigmachen .. auf dach ist ein stück !
}
}

my actual script is
). Because it needs to be targeted somewhere. So here is what I did.