im trying to get a spawn point to switch to allied after the allies blow up a wall. i want it to be exactly like in oasis. the old city flag (capturable spawn) works fine except when the allies blow up the wall it just stays the same. When the wall blows up the spanw is meant to turn into an allied only spawn but it does not. im not very good at scripting so i just cut and paste bits from oasis and added it to what i already have. im sure it must have something to do with accum values but as i have no idea of how accum stuff works then im lost. here is the script that i’ve cobbled together. can someone help me understand what im doing wrong (beside being too stupid to understand scripting :???: ) thanks in advance
game_manager
{
spawn
{
wait 50
disablespeaker wp1_sound // water pump 1
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "oasis_axis_pump_stop"
wm_teamvoiceannounce 1 "oasis_allies_pump_repair"
wm_addteamvoiceannounce 0 "oasis_axis_pump_stop"
wm_addteamvoiceannounce 1 "oasis_allies_pump_repair"
// *---------------------------------------------------------------------------------*
wait 150
setautospawn "Old City" 1
setautospawn "Old City" 0
}
}
water_pump_1
{
spawn
{
wait 200
constructible_class 2 // Dyno+Satchel
trigger water_pump_1 setup
}
trigger setup
{
setstate pump_materials_1 default
setstate pump_materials_clip_1 default
setstate pump_flag_1 default
setstate pump1_p1 default
setstate pump1_p2 invisible
setstate water_pump_1_oldclip default
}
buildstart final
{
setstate pump_materials_1 default
setstate pump_materials_clip_1 default
setstate pump_flag_1 default
setstate pump1_p2 underconstruction
}
built final
{
setstate pump_materials_1 invisible
setstate pump_materials_clip_1 invisible
setstate pump_flag_1 invisible
setstate water_pump_1_oldclip invisible
setstate pump1_p2 default
enablespeaker wp1_sound
wm_announce "Allies have built the Oasis Water Pump!"
globalaccum 1 inc 1
trigger water move
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "oasis_axis_pump_disable"
wm_teamvoiceannounce 0 "oasis_axis_caves_drain"
wm_teamvoiceannounce 1 "oasis_allies_pump_repaired"
wm_teamvoiceannounce 1 "oasis_allies_caves_drain"
wm_removeteamvoiceannounce 0 "oasis_axis_pump_stop"
wm_removeteamvoiceannounce 1 "oasis_allies_pump_repair"
// *---------------------------------------------------------------------------------*
}
death
{
setstate pump_materials_1 default
setstate pump_materials_clip_1 default
setstate pump_flag_1 default
setstate pump1_p2 invisible
setstate pump_sound invisible
setstate water_pump_1_oldclip default
disablespeaker wp1_sound
wm_announce "Axis have damaged the Oasis Water Pump!"
globalaccum 1 inc -1
trigger water move
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "oasis_axis_pump_stop"
wm_addteamvoiceannounce 1 "oasis_allies_pump_repair"
wm_teamvoiceannounce 0 "oasis_axis_pump_disabled"
wm_teamvoiceannounce 0 "oasis_axis_caves_flood"
wm_teamvoiceannounce 1 "oasis_allies_pump_disabled"
wm_teamvoiceannounce 1 "oasis_allies_caves_flood"
// *---------------------------------------------------------------------------------*
}
decayed final
{
setstate pump_materials_1 default
setstate pump_materials_clip_1 default
setstate pump_flag_1 default
setstate pump1_p1 default
setstate pump1_p2 invisible
setstate water_pump_1_oldclip default
}
}
pump1_p2
{
spawn
{
startanimation 0 40 20 nolerp
}
}
//WATER PUMP 2
water_pump_2
{
spawn
{
wait 200
constructible_class 2 // Dyno+Satchel
trigger water_pump_2 setup
}
trigger setup
{
setstate pump_materials_2 default
setstate pump_materials_clip_2 default
setstate pump_flag_2 default
setstate pump2_p1 default
setstate pump2_p2 invisible
setstate water_pump_2_oldclip default
}
buildstart final
{
setstate pump_materials_2 default
setstate pump_materials_clip_2 default
setstate pump_flag_2 default
setstate pump2_p2 underconstruction
}
built final
{
setstate pump_materials_2 invisible
setstate pump_materials_clip_2 invisible
setstate pump_flag_2 invisible
setstate water_pump_2_oldclip invisible
setstate pump2_p2 default
enablespeaker wp2_sound
wm_announce "Allies have built the Oasis Water Pump!"
globalaccum 1 inc 1
trigger water move
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "oasis_axis_pump_disable"
wm_teamvoiceannounce 0 "oasis_axis_caves_drain"
wm_teamvoiceannounce 1 "oasis_allies_pump_repaired"
wm_teamvoiceannounce 1 "oasis_allies_caves_drain"
wm_removeteamvoiceannounce 0 "oasis_axis_pump_stop"
wm_removeteamvoiceannounce 1 "oasis_allies_pump_repair"
// *---------------------------------------------------------------------------------*
}
death
{
setstate pump_materials_2 default
setstate pump_materials_clip_2 default
setstate pump_flag_2 default
setstate pump2_p2 invisible
setstate pump_sound invisible
setstate water_pump_2_oldclip default
disablespeaker wp2_sound
wm_announce "Axis have damaged the Oasis Water Pump!"
globalaccum 1 inc -1
trigger water move
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "oasis_axis_pump_stop"
wm_addteamvoiceannounce 1 "oasis_allies_pump_repair"
wm_teamvoiceannounce 0 "oasis_axis_pump_disabled"
wm_teamvoiceannounce 0 "oasis_axis_caves_flood"
wm_teamvoiceannounce 1 "oasis_allies_pump_disabled"
wm_teamvoiceannounce 1 "oasis_allies_caves_flood"
// *---------------------------------------------------------------------------------*
}
decayed final
{
setstate pump_materials_2 default
setstate pump_materials_clip_2 default
setstate pump_flag_2 default
setstate pump2_p1 default
setstate pump2_p2 invisible
setstate water_pump_2_oldclip default
}
}
pump2_p2
{
spawn
{
startanimation 0 40 20 nolerp
}
}
water
{
spawn
{
wait 200
globalaccum 1 set 0 // upper position
}
trigger move
{
globalaccum 1 trigger_if_equal 0 water pos_0
globalaccum 1 trigger_if_equal 1 water pos_1
globalaccum 1 trigger_if_equal 2 water pos_2
}
trigger pos_0
{
gotomarker upperpos 25 wait
}
trigger pos_1
{
gotomarker middlepos 25 wait
}
trigger pos_2
{
gotomarker lowerpos 25 wait
}
}
oldcityflag
{
spawn
{
accum 0 set 0 // Who has the flag: 0-Axis, 1-Allied
}
trigger axis_capture // Flag has been touched by an Axis player
{
accum 0 abort_if_equal 0 // do Axis own flag?
accum 0 set 0 // Axis own the pole
wm_announce "Axis reclaim the Old City!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "oasis_axis_city_defend"
wm_addteamvoiceannounce 1 "oasis_allies_city_capture"
wm_teamvoiceannounce 0 "oasis_axis_city_captured"
wm_teamvoiceannounce 1 "oasis_allies_city_lost"
wm_removeteamvoiceannounce 0 "oasis_axis_wall_defend"
wm_removeteamvoiceannounce 1 "oasis_allies_wall_destroy"
// *---------------------------------------------------------------------------------*
wm_objective_status 4 0 1
wm_objective_status 4 1 2
alertentity old_city_wobj
}
trigger allied_capture // Flag has been touched by an allied player
{
accum 0 abort_if_equal 1 // do Allies own flag?
accum 0 set 1 // Allied own the flag
wm_announce "Allies capture the Old City!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "oasis_axis_wall_defend"
wm_addteamvoiceannounce 1 "oasis_allies_wall_destroy"
wm_teamvoiceannounce 0 "oasis_axis_city_lost"
wm_teamvoiceannounce 0 "oasis_axis_wall_defend"
wm_teamvoiceannounce 1 "oasis_allies_city_captured"
wm_teamvoiceannounce 1 "oasis_allies_wall_destroy"
wm_removeteamvoiceannounce 0 "oasis_axis_city_defend"
wm_removeteamvoiceannounce 1 "oasis_allies_city_capture"
// *---------------------------------------------------------------------------------*
wm_objective_status 4 0 2
wm_objective_status 4 1 1
alertentity old_city_wobj
}
trigger check_obj
{
accum 0 abort_if_equal 1 // Do Allied own the flag?
wm_objective_status 4 0 2
wm_objective_status 4 1 1
}
trigger force_allied
{
accum 0 abort_if_equal 1 // Do Allied own the flag?
alertentity old_city_wobj
alertentity oldcityspawns
}
trigger kill
{
remove
}
}
oldcitywall //Broken section of Old City wall
{
spawn
{
wait 200
constructible_class 3
}
death
{
trigger oldcityflag force_allied // Switch forward spawn to Allied ONLY
trigger oldcityflag check_obj
trigger oldcityflag kill
wm_announce "Allies have breached the Old City wall"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "oasis_axis_paks_defend"
wm_addteamvoiceannounce 1 "oasis_allies_paks_destroy"
wm_teamvoiceannounce 0 "oasis_axis_wall_destroyed"
wm_teamvoiceannounce 0 "oasis_axis_paks_defend"
wm_teamvoiceannounce 1 "oasis_allies_wall_destroyed"
wm_teamvoiceannounce 1 "oasis_allies_paks_destroy"
wm_removeteamvoiceannounce 0 "oasis_axis_wall_defend"
wm_removeteamvoiceannounce 0 "oasis_axis_city_defend"
wm_removeteamvoiceannounce 1 "oasis_allies_wall_destroy"
wm_removeteamvoiceannounce 1 "oasis_allies_city_capture"
// *---------------------------------------------------------------------------------*
wm_objective_status 3 0 2
wm_objective_status 3 1 1
wm_set_main_objective 1 0
wm_set_main_objective 1 1
}
}