Could someone help me out? I want to make a dual objective map, but i don’t know how i can make it so that when Allies destroy something Allies win, when axis destroy something axis win. The allies have to destroy a communication tower (scriptname “radio”) and Axis have to destroy ammo (scriptname “75mm”) Could someone tell me how to script it? This is my current thing i use:
game_manager
{
spawn
{
// this lets you declare variables that are use to note down when objectives are completed
accum 1 set 0
accum 2 set 0
accum 3 set 2
// game rules are defined here with repsawn times & total rond time and the number of objectives
wm_axis_respawntime 15
wm_allied_respawntime 13
wm_number_of_objectives 3
wm_set_round_timelimit 16
// each team is declared as having 3 objectives
// "3 0" means 3 objectives for team 0 which is axis
// "3 1" means 3 objectives for team 1 which is allies
wm_set_main_objective 3 0
wm_set_main_objective 3 1
// set all objevtives to 0 for each team to say they aren't complete yet
// this works in the following way: <objective number> <team> <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
// if stopwatch is set, this indicates the defending team
wm_set_defending_team 0
// if time expires, a defualt winner has to be chosen. Setting this to -1 means it ends as a draw
wm_setwinner 1
}
// this is called when the entity with "bridge" scriptname is desotryed and sets variables so the game manager can know objectives are completed
trigger objective2
{
wm_objective_status 1 0 1
wm_announce "Axis have destroyed the bridge"
accum 2 set 1
trigger game_manager checkgame2
}
trigger objective1
{
wm_objective_status 3 1 1
wm_announce "Allieds have destroyed the communication system!"
accum 1 set 1
trigger game_manager checkgame
}
// the 2 following functions are called to check is allies or axis have won the game
// this is achieved by testing the status of variables accum 1 & accum 2
trigger checkgame2
{
accum 2 abort_if_not_equal 1
wm_setwinner 0
wait 1500
wm_endround
}
trigger checkgame
{
accum 1 abort_if_not_equal 1
wm_setwinner 0
wait 1500
wm_endround
}
game_manager
{
spawn
{
}
}
radio
{
spawn
{
wait 200
constructible_class 3
}
death
{
trigger game_manager objective1
}
}
game_manager
{
spawn
{
}
}
75mm
{
spawn
{
wait 200
constructible_class 3
}
death
{
trigger game_manager objective2
}
}
I also got some other scripting stuff about forward spawn and constructables, but i dont think thats necessary
