trigger run_10
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln12 50 wait length 32
accum 1 bitreset 2
trigger tank stuck_check_barrier1_built_msg
trigger self run_continue
}
That’s the spline where I want the tank to stop until the barrier is destroyed.
defense1
{
spawn
{
wait 400
trigger defense1 setup
constructible_class 3
}
trigger setup
{
setstate defense1_materials default
setstate defense1_materials_clip default
setstate defense1_flag default
setstate defense1_teeth invisible
}
buildstart final
{
setstate defense1_materials default
setstate defense1_materials_clip default
setstate defense1_flag default
setstate defense1_teeth underconstruction
}
built final
{
setstate defense1_materials invisible
setstate defense1_materials_clip invisible
setstate defense1_flag invisible
setstate defense1_teeth default
trigger tank disable_stage2
wm_announce "Tank Barrier #1 has been constructed."
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "goldrush_axis_tankbar_constructed"
wm_removeteamvoiceannounce 0 "goldrush_axis_tankbar_construct"
wm_removeteamvoiceannounce 0 "goldrush_axis_tankbars_construct"
// *---------------------------------------------------------------------------------*
}
decayed final
{
setstate defense1_materials default
setstate defense1_materials_clip default
setstate defense1_flag default
setstate defense1_teeth invisible
}
death
{
setstate defense1_materials default
setstate defense1_materials_clip default
setstate defense1_flag default
setstate defense1_teeth invisible
trigger tank enable_stage2
wm_announce "Tank Barrier #1 has been destroyed."
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "goldrush_axis_tankbar_construct"
wm_teamvoiceannounce 0 "goldrush_axis_tankbar_destroyed"
wm_teamvoiceannounce 1 "goldrush_allies_tankbar_destroyed"
// *---------------------------------------------------------------------------------*
}
trigger remove
{
setstate defense1_toi invisible
setstate defense1_materials invisible
setstate defense1_materials_clip invisible
setstate defense1_flag invisible
setstate defense1_teeth invisible
remove
}
}
My barrier 1 script. (Taken from goldrush)
I think I see what you mean, I’ll try it.