hey try to do some scripting with objectives
but you may see on the picture what i get as error
and here’s the script:
(totally wrong i guess)
game_manager
{
spawn
{
wm_axis_respawntime 10
wm_allied_respawntime 10
wm_set_round_timelimit 30
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
// Winner on expiration of round timer (0=Axis, 1=Allies, -1=Nobody)
wm_setwinner 0
wait 500
//setautospawn "Axis Spawn" 0
//setautospawn "Allied Spawn" 1
//------------------------------------------------------------------------
// objectives
//------------------------------------------------------------------------
//we have 2 objectives, taking the nuke and bringing them to the chopper:
vm_number_of_objectives 2 //we got 2 objectives
wm_set_objective_status 1 0 //setting obj 1 to axis status
wm_set_objective_status 2 0 //setting obj2 to axis status 0=axis 1=allied
wm_objective_axis_desc 1 "primary objective:**defend the depot door!!" //tell the axis to protect the door
wm_objective_axis_desc 2 "primary objective:**defend the nuke and return at all costs!!"
wm_objective_allied_desc 1 "blow the door to the depot"
wm_objective_allied_desc 2 "steal back the ^1NUKE ^7 and bring it to the chopper"
//wm_objective_image 1 "gfx/2d/objectives/door.tga"
//wm_objective_image 2 "gfx/2d/objectives/nuke.tga"
// these are the objectives picture that shows in the game menu
//wm_overwiev_image "video/something.roq" //a video?
//short descriptions
wm objective_short_axis_desc 1 "defend door"
wm_objective_short_axis_desc 2 "defend nuke"
wm_objective_short_allied_desc 1 "blow door"
wm_objective_short_allied_desc 2 "get nuke!"
// accum 1 for obj1 and accum2 for nmbr 2
accum 1 set 0
accum 2 set 0
}
}
// axis door in front of objective
garagedoor
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "^1us troops has blown the door"
setstate garagedoor invisble
}
}
//--------------------------------------------------------------------------
// THE OBJECTIVE AND RETURN
trigger nuke
{
wm_set_objective_status 2 1
accum 2 set 1
wm_announce "Allied team has returned the nuke to safety!"
trigger game_manager checkgame
}
trigger axis_object_stolen
{
wm_set_objective_status 1 1
}
trigger axis_object_returned
{
wm_set_objective_status 1 0
}
trigger checkgame
{
accum 2 abort_if_not_equal 1
wm_setwinner 1
wait 1500
wm_endround
}
}
return
{
spawn
{
}
death
{
trigger game_manager objective1
}
}
//
//
//
//---------------------cps--------------------------------------------------
//
allied_cp_open
{
spawn
{
wait 100
accum 0 set 0 // 0=CP Closed, 1=CP Damaged
constructible_class 2 // Dyno+Satchel
trigger self disable_cp_features // Default charge bar times
setstate allied_cp_damaged invisible // Hide damaged CP clipbrush+model
setstate allied_cp_damaged_model invisible
wait 1000
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 1 "allies_hq_compost_construct"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
// *----------------------------------- vo ------------------------------------------*
}
trigger disable_cp_features
{
setstate allied_cp_open_model invisible // Hide Open CP model
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus 1 0 // Landmines team warning message
disablespeaker speaker_allied_cp // Disable morse code sound
}
trigger enable_cp_features
{
setstate allied_cp_open_model default // Show open CP model
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 // Landmines team warning message
enablespeaker speaker_allied_cp // Enable morse code sound
}
buildstart final
{
setstate allied_cp_closed invisible // Hide closed CP clipbrush+model
setstate allied_cp_closed_model invisible
setstate allied_cp_damaged invisible // Hide damaged CP clipbrush+model
setstate allied_cp_damaged_model invisible
}
built final
{
accum 0 set 1 // Only show the damaged CP model
trigger self enable_cp_features // Increase charge bar times
wm_announce "Allied Command Post constructed. Charge speed increased!"
// *----------------------------------- vo ------------------------------------------*
wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed"
wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
wm_addteamvoiceannounce 0 "axis_hq_compost_constructed_allies"
// *----------------------------------- vo ------------------------------------------*
}
decayed final
{
setstate allied_cp_open_model invisible // Hide Open CP model
trigger self show_damaged_cabinet // Show previous cabinet state
trigger self show_closed_cabinet
}
death
{
trigger self show_damaged_cabinet // Show damaged CP model
trigger self disable_cp_features // Default charge bar times
wm_announce "Axis team has destroyed the Allied Command Post!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
wm_removeteamvoiceannounce 0 "axis_hq_compost_constructed_allies"
// *----------------------------------- vo ------------------------------------------*
}
trigger show_closed_cabinet
{
accum 0 abort_if_equal 1 // Closed cabinet active yet?
setstate allied_cp_closed default
setstate allied_cp_closed_model default
}
trigger show_damaged_cabinet
{
accum 0 abort_if_equal 0 // Damaged cabinet active yet?
setstate allied_cp_damaged default
setstate allied_cp_damaged_model default
}
}
//-------------------------------------------------------------------------
axis_cp_open
{
spawn
{
wait 100
accum 0 set 0 // 0=CP Closed, 1=CP Damaged
constructible_class 2 // Dyno+Satchel
trigger self disable_cp_features // Default charge bar times
setstate axis_cp_damaged invisible // Hide damaged CP clipbrush+model
setstate axis_cp_damaged_model invisible
wait 1000
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_compost_construct"
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
// *----------------------------------- vo ------------------------------------------*
}
trigger disable_cp_features
{
setstate axis_cp_open_model invisible // Hide Open CP model
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0 // Landmines team warning message
disablespeaker speaker_axis_cp // Disable morse code sound
}
trigger enable_cp_features
{
setstate axis_cp_open_model default // Show open CP model
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 // Landmines team warning message
enablespeaker speaker_axis_cp // Enable morse code sound
}
buildstart final
{
setstate axis_cp_closed invisible // Hide closed CP clipbrush+model
setstate axis_cp_closed_model invisible
setstate axis_cp_damaged invisible // Hide damaged CP clipbrush+model
setstate axis_cp_damaged_model invisible
}
built final
{
accum 0 set 1 // Only show the damaged CP model
trigger self enable_cp_features // Increase charge bar times
wm_announce "Axis Command Post constructed. Charge speed increased!"
// *----------------------------------- vo ------------------------------------------*
wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_constructed"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"
wm_addteamvoiceannounce 1 "allies_hq_compost_constructed_axis"
// *----------------------------------- vo ------------------------------------------*
}
decayed final
{
setstate axis_cp_open_model invisible // Hide Open CP model
trigger self show_damaged_cabinet // Show previous cabinet state
trigger self show_closed_cabinet
}
death
{
trigger self show_damaged_cabinet // Show damaged CP model
trigger self disable_cp_features // Default charge bar times
wm_announce "Allied team has destroyed the Axis Command Post!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_removeteamvoiceannounce 1 "allies_hq_compost_constructed_axis"
// *----------------------------------- vo ------------------------------------------*
}
trigger show_closed_cabinet
{
accum 0 abort_if_equal 1 // Closed cabinet active yet?
setstate axis_cp_closed default
setstate axis_cp_closed_model default
}
trigger show_damaged_cabinet
{
accum 0 abort_if_equal 0 // Damaged cabinet active yet?
setstate axis_cp_damaged default
setstate axis_cp_damaged_model default
}
}
//------------------------------------------------------------------------
// objectives
//------------------------------------------------------------------------
//we have 2 objectives, taking the nuke and bringing them to the chopper:
vm_number_of_objectives 2 //we got 2 objectives
wm_set_objective_status 1 0 //setting obj 1 to axis status
wm_set_objective_status 2 0 //setting obj2 to axis status 0=axis 1=allied
wm_objective_axis_desc 1 "primary objective:**defend the depot door!!" //tell the axis to protect the door
wm_objective_axis_desc 2 "primary objective:**defend the nuke and return at all costs!!"
wm_objective_allied_desc 1 "blow the door to the depot"
wm_objective_allied_desc 2 "steal back the ^1NUKE ^7 and bring it to the chopper"
//wm_objective_image 1 "gfx/2d/objectives/door.tga"
//wm_objective_image 2 "gfx/2d/objectives/nuke.tga"
// these are the objectives picture that shows in the game menu
//wm_overwiev_image "video/something.roq" //a video?
//short descriptions
wm objective_short_axis_desc 1 "defend door"
wm_objective_short_axis_desc 2 "defend nuke"
wm_objective_short_allied_desc 1 "blow door"
wm_objective_short_allied_desc 2 "get nuke!"
// accum 1 for obj1 and accum2 for nmbr 2
accum 1 set 0
accum 2 set 0
}
and if i try to // that line it keeps going on with the next wm line…


