script dont work


(Sternschubser) #1

hoi

i have trouble with this script

laser_door
{

	trigger button
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		setstate laserdoor invisible
		setstate laserdoorhurt invisible
		wait 6000
		setstate laserdoor default
		setstate laserdoorhurt default
		accum 0 set 0
	}
}

// generator

lasergenerator
{
	spawn
	{
		wait 200
		constructible_class 3
	}

	death
	{
		trigger laserbutton01 remove
		trigger laserbutton02 remove
		trigger obelisk remove
		setstate laserdoor invisible
		setstate laserdoorhurt invisible
		setstate laserzaun invisible
		setstate laserzaunhurt invisible
		wait 500
		setstate laserdoor default
		setstate laserdoorhurt default
		setstate laserzaun default
		setstate laserzaunhurt default
		wait 1000
		setstate laserdoor invisible
		setstate laserdoorhurt invisible
		setstate laserzaun invisible
		setstate laserzaunhurt invisible
		wait 500
		setstate laserdoor default
		setstate laserdoorhurt default
		setstate laserzaun default
		setstate laserzaunhurt default
		wait 500
		setstate laserdoor invisible
		setstate laserdoorhurt invisible
		setstate laserzaun invisible
		setstate laserzaunhurt invisible

// *---------------------------------------------------------------------------------*

		wm_teamvoiceannounce 0 "axis_generator_destroyed"
		wm_teamvoiceannounce 1 "allies_generator_destroyed"
		wm_removeteamvoiceannounce 0 "axis_generator_defend"
		wm_removeteamvoiceannounce 1 "allies_generator_destroy"

// *---------------------------------------------------------------------------------*

		wm_objective_status 1 1 1
		wm_objective_status 1 0 2
	}
}

lasergenerator death execute only to the first wait 500 wen i follow it with g_scriptdebug.
i dont know whats wrong.
same passage in laserdoor trigger button works fine

any ideas?


(Zer0Cool) #2

could you mayby post the whole script?
what kind of entity is the laser_door?


(Sternschubser) #3

hm. script is not finish.
here a pic of the fence

and the script

game_manager
{
	spawn
	{


		wm_axis_respawntime	10
		wm_allied_respawntime	10
		wm_number_of_objectives 4
		wm_set_round_timelimit	10

		// Objectives
		// 1: Laserzaungenerator
		// 2: Flagge
		// 3: Scheibe
		// 4: commandpost allied
		// 5: commandpost axis


		// <objective> <team (0=Axis, 1=Allies)> <status (0=neutral 1=complete 2=failed)>
		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

        	remapshader "gfx/2d/compass" "gfx/2d/compass_nod"
        	remapshaderflush

		// Stopwatch mode defending team (0=Axis, 1=Allies)
		wm_set_defending_team	0


		wm_setwinner 0

//		setautospawn	"Forward Flag" 1
//		setautospawn	"Forward Flag" 0


		wait 350

		setstate obeliskblitz invisible
		setstate obeliskhurt invisible

		disablespeaker allies_compost_sound
		disablespeaker axis_compost_sound


		wait 2000

// *----------------------------------- vo ------------------------------------------*

		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		wm_addteamvoiceannounce 0 "axis_generator_defend"
		wm_addteamvoiceannounce 1 "allies_generator_destroy"
		wm_teamvoiceannounce 0 "axis_hq_compost_construct"
		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		wm_teamvoiceannounce 0 "axis_generator_defend"
		wm_teamvoiceannounce 1 "allies_generator_destroy"
// *---------------------------------------------------------------------------------*

	}

	trigger eingang_flagblue

	{
		wm_announce "Allies capture the Forward Flag!"
		wm_objective_status	2 1 1
		wm_objective_status	2 0 2
	}

	trigger eingang_flagred

	{
		wm_announce "Axis reclaim the Forward Flag!"
		wm_objective_status	2 1 2
		wm_objective_status	2 0 1
	}


}


/////////  flaggen   //////////

spawnpointeingang

{
	spawn
	{
	}
}

spawneingang

{
	spawn
	{
	}
}


spawnflageingang

{
	spawn
	{
		accum 0 set 0
	}

	trigger allied_capture
	{
		accum 0 abort_if_equal 1	

		trigger game_manager eingang_flagblue

		setstate spawneingang default
		setstate spawnpointeingang default

		trigger spawnflageingang setallies

		wm_teamvoiceannounce 0 "radar_axis_bunker_captured"
		wm_teamvoiceannounce 1 "radar_allies_bunker_captured"
		wm_removeteamvoiceannounce 0 "radar_axis_bunker_stop"
		wm_removeteamvoiceannounce 1 "radar_allies_bunker_capture"
	}

	trigger setallies
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
	
		alertentity spawnpointeingang
		alertentity spawneingang
	}

	trigger axis_capture
	{
		accum 0 abort_if_equal 0

		trigger game_manager eingang_flagred

		setstate spawneingang default
		setstate spawnpointeingang default

		trigger spawnflageingang setaxis

		wm_addteamvoiceannounce 0 "radar_axis_bunker_stop"
		wm_addteamvoiceannounce 1 "radar_allies_bunker_capture"
		wm_teamvoiceannounce 0 "radar_axis_bunker_reclaimed"
		wm_teamvoiceannounce 1 "radar_allies_bunker_reclaimed"
	}

	trigger setaxis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0

		alertentity spawnpointeingang
		alertentity spawneingang
	}

}

// ================================================
// ============ 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 4 0 2
		wm_objective_status 4 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 4 0 0
		wm_objective_status 4 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 5 0 1
		wm_objective_status 5 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 5 0 0
		wm_objective_status 5 1 0
	}
}

// ================================
// ======= REMOVE LMS STUFF =======
// ================================

// LMS Command Post
neutral_compost_toi_lms
{
	spawn
	{
		wait 50
		setstate neutral_compost_toi_lms invisible

	}
}
neutral_compost_clip_lms
{
	spawn
	{
		wait 400
		remove
	}
}

neutral_compost_closed_clip_lms
{
	spawn
	{
		wait 400
		remove
	}
}

neutral_compost_closed_model_lms
{
	spawn
	{
		wait 400
		remove
	}
}

allied_compost_built_lms
{
	spawn
	{
		wait 400
		remove
	}
}

allied_compost_built_model_lms
{
	spawn
	{
		wait 400
		remove
	}
}

axis_compost_built_lms
{
	spawn
	{
		wait 400
		remove
	}
}

axis_compost_built_model_lms
{
	spawn
	{
		wait 400
		remove
	}
}


/////////////////////  pain an dead /////////////77

obelisk
{
	spawn
	{
	}
	trigger falle
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		alertentity obelisk_sound
		wait 1000
		setstate obeliskblitz default
		setstate obeliskhurt default
		wait 1000
		setstate obeliskblitz invisible
		setstate obeliskhurt invisible
		accum 0 set 0
	}

	trigger remove
	{
		remove
	}

}


monitorsound
{
	activate
	{
		alertentity monitor_sound01
	}
}

/////////////////////////////  laserzaun  ///////////////

laserbutton01
{
	trigger laserbutton01
	{
		trigger laser_door button
	}

	trigger remove
	{
		remove
	}
}

laserbutton02
{
	trigger laserbutton02
	{
		trigger laser_door button
	}

	trigger remove
	{
		remove
	}
}

laser_door
{

	trigger button
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		setstate laserdoor invisible
		setstate laserdoorhurt invisible
		wait 6000
		setstate laserdoor default
		setstate laserdoorhurt default
		accum 0 set 0
	}
}

// generator

lasergenerator
{
	spawn
	{
		wait 200
		constructible_class 3
	}

	death
	{
		trigger laserbutton01 remove
		trigger laserbutton02 remove
		trigger obelisk remove
		setstate laserdoor invisible
		setstate laserdoorhurt invisible
		setstate laserzaun invisible
		setstate laserzaunhurt invisible
		wait 500
		setstate laserdoor default
		setstate laserdoorhurt default
		setstate laserzaun default
		setstate laserzaunhurt default
		wait 1000
		setstate laserdoor invisible
		setstate laserdoorhurt invisible
		setstate laserzaun invisible
		setstate laserzaunhurt invisible
		wait 500
		setstate laserdoor default
		setstate laserdoorhurt default
		setstate laserzaun default
		setstate laserzaunhurt default
		wait 500
		setstate laserdoor invisible
		setstate laserdoorhurt invisible
		setstate laserzaun invisible
		setstate laserzaunhurt invisible

// *---------------------------------------------------------------------------------*

		wm_teamvoiceannounce 0 "axis_generator_destroyed"
		wm_teamvoiceannounce 1 "allies_generator_destroyed"
		wm_removeteamvoiceannounce 0 "axis_generator_defend"
		wm_removeteamvoiceannounce 1 "allies_generator_destroy"

// *---------------------------------------------------------------------------------*

		wm_objective_status 1 1 1
		wm_objective_status 1 0 2
	}
}

sturmleiter01
{
	spawn
	{
		wait 200
		trigger self setup
		constructible_class 2
	}

	trigger setup
	{
		setstate sturmleiter01 invisible
		setstate leiter_material01 default
	}

	buildstart final
	{
		setstate sturmleiter01 underconstruction
		setstate leiter_material01 default
	}

	built final
	{

		setstate sturmleiter01 default
		setstate leiter_material01 invisible
		wm_announce "Allies build a ladder."
	}	

	decayed final
	{
		setstate sturmleiter01 invisible
		setstate leiter_material01 default
	}

	death
	{
		setstate sturmleiter01 invisible
		setstate leiter_material01 default
		wm_announce "Axis destroy a ladder."
	}
}

sturmleiter02
{
	spawn
	{
		wait 200
		trigger self setup
		constructible_class 2
	}

	trigger setup
	{
		setstate sturmleiter02 invisible
		setstate leiter_material02 default
	}

	buildstart final
	{
		setstate sturmleiter02 underconstruction
		setstate leiter_material02 default
	}

	built final
	{

		setstate sturmleiter02 default
		setstate leiter_material02 invisible
		wm_announce "Allies build a ladder."
	}	

	decayed final
	{
		setstate sturmleiter02 invisible
		setstate leiter_material02 default
	}

	death
	{
		setstate sturmleiter02 invisible
		setstate leiter_material02 default
		wm_announce "Axis destroy a ladder."
	}
}

/////////// scheibe  //////////////

scheibe
{
	spawn
	{
		wait 200
		constructible_class 3
	}

	death
	{
		wm_objective_status	3 1 1
		wm_objective_status	3 0 2
		wm_announce "Allied have blown a Window!"
		
	}


}

sorry, i use often german words…:o


(ailmanki) #4

with wm_announce you can check where it stops exactly…
add debug infos with it…
wm_announce “01 passed”

then, maybe it helps making blocks for each…, but I don’t really know if that makes any difference.

lasergenerator
{
	spawn
	{
		wait 200
		constructible_class 3
	}

	death
	{
		trigger laserbutton01 remove
		trigger laserbutton02 remove
		trigger obelisk remove
		trigger self invis
		wm_announce "0 invis"
		wait 500	
		wm_announce "0 invis,wait"
		trigger self defau
		wm_announce "0 defau"
		wait 1000
		wm_announce "0 defau,wait"
		trigger self invis
		wm_announce "1 invis"
		wait 500
		wm_announce "1 invis,wait"
		trigger self defau
		wm_announce "1 defau"
		wait 500

// *---------------------------------------------------------------------------------*

		wm_teamvoiceannounce 0 "axis_generator_destroyed"
		wm_teamvoiceannounce 1 "allies_generator_destroyed"
		wm_removeteamvoiceannounce 0 "axis_generator_defend"
		wm_removeteamvoiceannounce 1 "allies_generator_destroy"

// *---------------------------------------------------------------------------------*

		wm_objective_status 1 1 1
		wm_objective_status 1 0 2
	}
	trigger invis
	{
		setstate laserdoor invisible
		setstate laserdoorhurt invisible
		setstate laserzaun invisible
		setstate laserzaunhurt invisible
	}
	trigger defau
	{
		setstate laserdoor default
		setstate laserdoorhurt default
		setstate laserzaun default
		setstate laserzaunhurt default
	}

}


(Sternschubser) #5

i test it, but its the same…

the script goes on to wait 500 and then nothing

no error in console


(Qualmi) #6

can i have the mapfile and examine a bit :smiley:

interesting bug…

for me there are 2 possibilities. 1. the scripts gets interrupted by another game-event (or even by the script itself) 2. the wait command is somehow bugged. but 2. is a very vague guess. does it work when you delete all the wait commands. where exactly does it stop ? which wm_announce message gets played, which not ?


(Sternschubser) #7

i use

g_scriptdebug

in console, its stops exactly on the first wait state

ok, i delete the first wait and the script runs to the second wait and also the script stops

delete second wait too, script runs to third wait and stop… :mad:

what the hell is that!


(Qualmi) #8

better use wm_announce-tactics. me thinks they are more relieable as the debug command.

try this:

lasergenerator
{
	spawn
	{
		wait 200
		constructible_class 3
	}

	death
	{
		//trigger laserbutton01 remove
		//trigger laserbutton02 remove
		//trigger obelisk remove
		setstate laserdoor invisible
		setstate laserdoorhurt invisible
		setstate laserzaun invisible
		setstate laserzaunhurt invisible
		wait 500
		setstate laserdoor default
		setstate laserdoorhurt default
		setstate laserzaun default
		setstate laserzaunhurt default
		wait 1000
		setstate laserdoor invisible
		setstate laserdoorhurt invisible
		setstate laserzaun invisible
		setstate laserzaunhurt invisible
		wait 500
		setstate laserdoor default
		setstate laserdoorhurt default
		setstate laserzaun default
		setstate laserzaunhurt default
		wait 500
		setstate laserdoor invisible
		setstate laserdoorhurt invisible
		setstate laserzaun invisible
		setstate laserzaunhurt invisible

// *---------------------------------------------------------------------------------*

		wm_teamvoiceannounce 0 "axis_generator_destroyed"
		wm_teamvoiceannounce 1 "allies_generator_destroyed"
		wm_removeteamvoiceannounce 0 "axis_generator_defend"
		wm_removeteamvoiceannounce 1 "allies_generator_destroy"

// *---------------------------------------------------------------------------------*

		wm_objective_status 1 1 1
		wm_objective_status 1 0 2
	}
}

only for testing. this for sure wont have a useable effect…just to isolate a guess i have. can be a waste of time also.


(Sternschubser) #9

testing------ same result


(Qualmi) #10

your new script :wink:

game_manager
{
	spawn
	{


		wm_axis_respawntime	10
		wm_allied_respawntime	10
		wm_number_of_objectives 4
		wm_set_round_timelimit	10

		// Objectives
		// 1: Laserzaungenerator
		// 2: Flagge
		// 3: Scheibe
		// 4: commandpost allied
		// 5: commandpost axis


		// <objective> <team (0=Axis, 1=Allies)> <status (0=neutral 1=complete 2=failed)>
		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

        	remapshader "gfx/2d/compass" "gfx/2d/compass_nod"
        	remapshaderflush

		// Stopwatch mode defending team (0=Axis, 1=Allies)
		wm_set_defending_team	0


		wm_setwinner 0

//		setautospawn	"Forward Flag" 1
//		setautospawn	"Forward Flag" 0


		wait 350

		setstate obeliskblitz invisible
		setstate obeliskhurt invisible

		// start triggered loops on/off as required (eg: command post radio sounds)
		disablespeaker allies_compost_sound
		disablespeaker axis_compost_sound
		disablespeaker allies_compost_sound_lms
		disablespeaker axis_compost_sound_lms

		wait 2000

		// *----------------------------------- vo ------------------------------------------*

		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		wm_addteamvoiceannounce 0 "axis_generator_defend"
		wm_addteamvoiceannounce 1 "allies_generator_destroy"
		wm_teamvoiceannounce 0 "axis_hq_compost_construct"
		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		wm_teamvoiceannounce 0 "axis_generator_defend"
		wm_teamvoiceannounce 1 "allies_generator_destroy"
		// *---------------------------------------------------------------------------------*

	}

	trigger lasergenerator_d_t
	{
		
		trigger laserbutton01 remove
		trigger laserbutton02 remove
		trigger obelisk remove
		setstate laserdoor invisible
		setstate laserdoorhurt invisible
		setstate laserzaun invisible
		setstate laserzaunhurt invisible
		wait 1500
		setstate laserdoor default
		setstate laserdoorhurt default
		setstate laserzaun default
		setstate laserzaunhurt default
		wait 1000
		setstate laserdoor invisible
		setstate laserdoorhurt invisible
		setstate laserzaun invisible
		setstate laserzaunhurt invisible
		wait 500
		setstate laserdoor default
		setstate laserdoorhurt default
		setstate laserzaun default
		setstate laserzaunhurt default
		wait 500
		setstate laserdoor invisible
		setstate laserdoorhurt invisible
		setstate laserzaun invisible
		setstate laserzaunhurt invisible

		// *---------------------------------------------------------------------------------*

		wm_teamvoiceannounce 0 "axis_generator_destroyed"
		wm_teamvoiceannounce 1 "allies_generator_destroyed"
		wm_removeteamvoiceannounce 0 "axis_generator_defend"
		wm_removeteamvoiceannounce 1 "allies_generator_destroy"

		// *---------------------------------------------------------------------------------*

		wm_objective_status 1 1 1
		wm_objective_status 1 0 2
	}

	trigger eingang_flagblue

	{
		wm_announce "Allies capture the Forward Flag!"
		wm_objective_status	2 1 1
		wm_objective_status	2 0 2
	}

	trigger eingang_flagred

	{
		wm_announce "Axis reclaim the Forward Flag!"
		wm_objective_status	2 1 2
		wm_objective_status	2 0 1
	}


}


/////////  flaggen   //////////

spawnpointeingang

{
	spawn
	{
	}
}

spawneingang

{
	spawn
	{
	}
}


spawnflageingang

{
	spawn
	{
		accum 0 set 0
	}


	trigger allied_capture
	{
		accum 0 abort_if_equal 1	

		trigger game_manager eingang_flagblue

		setstate spawneingang default
		setstate spawnpointeingang default

		trigger spawnflageingang setallies

		wm_teamvoiceannounce 0 "radar_axis_bunker_captured"
		wm_teamvoiceannounce 1 "radar_allies_bunker_captured"
		wm_removeteamvoiceannounce 0 "radar_axis_bunker_stop"
		wm_removeteamvoiceannounce 1 "radar_allies_bunker_capture"

	}


	trigger setallies
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
	
		alertentity spawnpointeingang
		alertentity spawneingang

//		setautospawn "Generator" 0

	}


	trigger axis_capture
	{
		accum 0 abort_if_equal 0

		trigger game_manager eingang_flagred

		setstate spawneingang default
		setstate spawnpointeingang default

		trigger spawnflageingang setaxis

		wm_addteamvoiceannounce 0 "radar_axis_bunker_stop"
		wm_addteamvoiceannounce 1 "radar_allies_bunker_capture"
		wm_teamvoiceannounce 0 "radar_axis_bunker_reclaimed"
		wm_teamvoiceannounce 1 "radar_allies_bunker_reclaimed"

	}


	trigger setaxis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0

		alertentity spawnpointeingang
		alertentity spawneingang
	}

}

// ================================================
// ============ 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 4 0 2
		wm_objective_status 4 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 4 0 0
		wm_objective_status 4 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 5 0 1
		wm_objective_status 5 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 5 0 0
		wm_objective_status 5 1 0
	}
}

// ================================
// ======= REMOVE LMS STUFF =======
// ================================

// LMS Command Post
neutral_compost_toi_lms
{
	spawn
	{
		wait 50
		setstate neutral_compost_toi_lms invisible

	}
}
neutral_compost_clip_lms
{
	spawn
	{
		wait 400
		remove
	}
}

neutral_compost_closed_clip_lms
{
	spawn
	{
		wait 400
		remove
	}
}

neutral_compost_closed_model_lms
{
	spawn
	{
		wait 400
		remove
	}
}

allied_compost_built_lms
{
	spawn
	{
		wait 400
		remove
	}
}

allied_compost_built_model_lms
{
	spawn
	{
		wait 400
		remove
	}
}

axis_compost_built_lms
{
	spawn
	{
		wait 400
		remove
	}
}

axis_compost_built_model_lms
{
	spawn
	{
		wait 400
		remove
	}
}


/////////////////////  pain an dead /////////////77

obelisk
{
	spawn
	{
	}
	trigger falle
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		alertentity obelisk_sound
		wait 1000
		setstate obeliskblitz default
		setstate obeliskhurt default
		wait 1000
		setstate obeliskblitz invisible
		setstate obeliskhurt invisible
		accum 0 set 0
	}

	trigger remove
	{
		remove
	}

}


monitorsound
{
	activate
	{
		alertentity monitor_sound01
	}
}

/////////////////////////////  laserzaun  ///////////////

laserbutton01
{
	trigger laserbutton01
	{
		trigger laser_door button
	}

	trigger remove
	{
		remove
	}
}

laserbutton02
{
	trigger laserbutton02
	{
		trigger laser_door button
	}

	trigger remove
	{
		remove
	}
}

laser_door
{

	trigger button
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		setstate laserdoor invisible
		setstate laserdoorhurt invisible
		wait 6000
		setstate laserdoor default
		setstate laserdoorhurt default
		accum 0 set 0
	}
}

// generator

lasergenerator
{
	spawn
	{
		wait 200
		constructible_class 3
	}

	death
	{
		trigger game_manager lasergenerator_d_t
	}
}

sturmleiter01
{
	spawn
	{
		wait 200
		trigger self setup
		constructible_class 2
	}

	trigger setup
	{
		setstate sturmleiter01 invisible
		setstate leiter_material01 default
	}

	buildstart final
	{
		setstate sturmleiter01 underconstruction
		setstate leiter_material01 default
	}

	built final
	{

		setstate sturmleiter01 default
		setstate leiter_material01 invisible
		wm_announce "Allies build a ladder."
	}	

	decayed final
	{
		setstate sturmleiter01 invisible
		setstate leiter_material01 default
	}

	death
	{
		setstate sturmleiter01 invisible
		setstate leiter_material01 default
		wm_announce "Axis destroy a ladder."
	}
}

sturmleiter02
{
	spawn
	{
		wait 200
		trigger self setup
		constructible_class 2
	}

	trigger setup
	{
		setstate sturmleiter02 invisible
		setstate leiter_material02 default
	}

	buildstart final
	{
		setstate sturmleiter02 underconstruction
		setstate leiter_material02 default
	}

	built final
	{

		setstate sturmleiter02 default
		setstate leiter_material02 invisible
		wm_announce "Allies build a ladder."
	}	

	decayed final
	{
		setstate sturmleiter02 invisible
		setstate leiter_material02 default
	}

	death
	{
		setstate sturmleiter02 invisible
		setstate leiter_material02 default
		wm_announce "Axis destroy a ladder."
	}
}

/////////// scheibe  //////////////

scheibe
{
	spawn
	{
		wait 200
		constructible_class 3
	}

	death
	{
		wm_objective_status	3 1 1
		wm_objective_status	3 0 2
		wm_announce "Allied have blown a Window!"
		
	}


}

check for “trigger lasergenerator_d_t” in the game_manager block. also i have modified your death-block. funny bug. dunno why you have to do it this way around, but now it works perfectly.


(Sternschubser) #11

THAAAAANX :smiley:

its working :stroggbanana: :stroggbanana: :stroggbanana: