1st, there’s no wm_teamannounce, you’ll need to use wm_announce “quote”
game_manager
{
spawn
{
// Game rules
wm_axis_respawntime 15
wm_allied_respawntime 15
wm_number_of_objectives 3
wm_set_round_timelimit 30
accum 1 set 0
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 1
}
trigger obj1_captured
{
wm_objective_status 1 1 2 //failed
wm_objective_status 1 0 1 //succeded
wm_wm_announce "Axis have one Objective"
accum 1 inc 1
trigger game_manager check_game
}
trigger obj2_captured
{
wm_wm_announce "Axis have second Objective"
accum 1 inc 1
trigger game_manager check_game
}
trigger obj3_captured
{
wm_wm_announce "Axis have third Objective"
accum 1 inc 1
trigger game_manager check_game
}
trigger check_game
{
accum 1 abort_if_not_equal 3
wm_setwinner 0
wm_endround
}
}
//objective list
//1:Steal the Chocolate
//2:Steal the Pale Ale
//3:Steal the Jack Flash
//wm_objective_status
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
//*=========================================================*
//*========================Pale Ale=========================*
//*=========================================================*
pale_ale
{
spawn
{
}
trigger stolen
{
wm_announce "They took our pale ale"
}
trigger returned //the allies return it
{
wm_teamannounce 0 "They've returned the pale ale"
wm_teamannounce 1 "We got the pale ale back"
}
trigger captured {
wm_teamannounce 0 "We captured the pale ale"
wm_teamannounce 1 "They secured the pale ale"
trigger game_manager obj1_captured
}
}
//*=========================================================*
//*=======================Jack Flash========================*
//*=========================================================*
jack_flash
{
spawn
{
}
trigger stolen //activated when someone picks it up
{
wm_teamannounce 0 "We've stolen the Jack Flash"
wm_teamannounce 1 "They took our Jack Flash"
}
trigger returned //the allies return it
{
wm_teamannounce 0 "They've returned the Jack Flash"
wm_teamannounce 1 "We got the Jack Flash back"
}
trigger captured //
{
wm_teamannounce 0 "We captured the Jack Flash"
wm_teamannounce 1 "They secured the Jack Flash"
trigger game_manager obj2_captured
}
}
//*=========================================================*
//*========================Chocolate========================*
//*=========================================================*
choco_late
{
spawn
{
}
trigger stolen //activated when someone picks it up
{
wm_teamannounce 0 "We've stolen the Chocolate"
wm_teamannounce 1 "They took our Chocolate"
}
trigger returned //the allies return it
{
wm_teamannounce 0 "They've returned the Fudge"
wm_teamannounce 1 "We got the Fudge back"
}
trigger captured
{
wm_teamannounce 0 "We captured the Fudge"
wm_teamannounce 1 "They secured the Fudge"
trigger game_manager obj3_captured
}
}
Make sure you close your routines properly, }}}}}}}}}}}}} 
set up this way, the manager keeps track of how many obj’s have been stolen. and does not allow the game to end until all three have been captured. I’ll let you fix the rest of your wm_announce’s. Hope this helps, only took a minute or five.