So I’ve blocked out a map and am trying to put together a simple script which would allow it to be winnable.
game_manager
{
spawn
{
wm_axis_respawntime 20
wm_allied_respawntime 20
wm_set_round_timelimit 10
wm_set_defending_team 0
wm_set_winner 0
accum 1 set 0
}
trigger objective_counter
{
accum 1 inc 1
trigger game_manager checkgame
}
trigger checkgame
{
accum 1 abort_if_not_equal 1
wm_setwinner 1
wait 1500
wm_endround
}
}
axis_gold
{
spawn
{
wait 200
setstate axis_gold_captured invisible
}
trigger stolen
{
wm_announce 1 "Return the Axis' gold to the getaway truck"
wm_announce 0 "The Allies have stolen the Axis' gold"
}
trigger returned
{
wm_announce 1 "The Axis have retrieved the gold"
wm_announce 0 "Gold returned! Protect the gold"
}
trigger captured
{
wm_announce "The Allies have secured the Axis' gold"
setstate axis_gold_red invisible
setstate axis_gold_captured default
}
}
truckbed_trigger
{
death
{
trigger game_manager objective_counter
}
}
As you can see, it’s a simple ‘cap the objective’ type of map… Unfortunatley it’s become not so simple. I find (not surprisingly) that when I leave out the scipt_multiplayer entity, the map is no longer winnable. You can bring the axis_gold to the truckbed_trigger and it’ll say/show that it’s been capped, but then nothing happens. The game doesn’t end. But when I do add a script_multiplayer, and have it’s scriptname value set to game_manager, ET simply crashes whenever it tries to load the map.
What am I missing here? 8/
