TE_Tundra


(macbeth) #1

testing it on our nq server , then boom server crashed map “TE_Tundra”
longname “Tundra Tourney Edition”

the other version works perfect Tundra Beta 4a

why did this script crashes the server ?
thansk you

Map: tundra Tourney Edition script
// By Tom “Menzel” Haskins
// Last edit 10/24/2002

game_manager
{
spawn
{
// Set scenario information

	wm_mapdescription		"Allied forces are attempting to destroy the power station within the Axis complex."

	// Set the respawn times

	wm_allied_respawntime		30
	wm_axis_respawntime		40

	wm_set_round_timelimit		10

	// Set the number of objectives for the map

	wm_number_of_objectives		4

	// Cotrol of objectives at start (0 == AXIS, 1 == ALLIED, -1 == NEITHER)
	wm_set_objective_status		1	0
	wm_set_objective_status		2	0
	wm_set_objective_status		3	0
	wm_set_objective_status		4	0
	wm_objective_allied_desc	1	"Primary Objective:**Breach the Outpost Gate."
	wm_objective_allied_desc	2	"Primary Objective:**Destroy the Axis power grid."
	wm_objective_allied_desc	3	"Secondary Objective:**Capture the tunnel to allow for reinforcement support."
	wm_objective_allied_desc	4	"Secondary Objective:**Gain access to the sewers."


	wm_objective_axis_desc		1	"Primary Objective:**Hold off the Allied invasion."
	wm_objective_axis_desc		2	"Primary Objective:**Prevent Allies from destroying the power grid."
	wm_objective_axis_desc		3	"Secondary Objective:**Hold the tunnel to help stop the allied invasion."
	wm_objective_axis_desc		4	"Secondary Objective:**Stop the allies from gaining access to the sewers."


	wm_overview_image				"levelshots/TE_Tundra.tga"
	wm_objective_image			1	"gfx/2d/mp_objectives/tundra_obj1.tga"
	wm_objective_image			2	"gfx/2d/mp_objectives/tundra_obj2.tga"
	wm_objective_image			3	"gfx/2d/mp_objectives/tundra_obj3.tga"
	wm_objective_image			4	"gfx/2d/mp_objectives/tundra_obj4.tga"



	// SHORT DESCRIPTIONS
	wm_objective_short_axis_desc	1	"Defend the Outpost Gate"
	wm_objective_short_axis_desc	2	"Defend the Power Grid"
	wm_objective_short_axis_desc	3	"Hold the tunnel"
	wm_objective_short_axis_desc	4	"Hold the sewers"



	wm_objective_short_allied_desc	1	"Destroy the Outpost Gate"
	wm_objective_short_allied_desc	2	"Destroy the Power Grid"
	wm_objective_short_allied_desc	3	"Capture the tunnel"
	wm_objective_short_allied_desc	4	"Capture the sewers"


	// Set Defending Team for SW Mode
	wm_set_defending_team	0

	// If the round timer expires, the Axis have won, so set the current winning team
	// Set the round winner:  0 == AXIS, 1 == ALLIED
	wm_setwinner 0

	// Accum #1 will be the state of objective number one
	accum 1 set 0
	// Accum #2 is set after outpost gate is breached, so that the sirens are set only once
	accum 2 set 0
}

trigger objective1
{
	// Change the objective state internally, so UI can update, etc.
	// Allied takes control of objective #1
	wm_set_objective_status		1	1

	// announce to players
	wm_announce	"The Outpost Gate has been breached!"

	//turn on sirens
	accum 2 abort_if_not_equal 0
	alertentity siren_relay
	accum 2 set 1

}

trigger objective2
{
	// Change the objective state internally, so UI can update, etc.
	// Allied takes control of objective #1
	wm_set_objective_status		3	1

	// Change the variable within the script so that we can check if someone wins the round
	accum 1 set 1

	// announce to players
	wm_announce	"Allies Destroyed the Power Grid!"

	// Call function to check if the round has been won
	trigger game_manager checkgame
}

trigger objective3
{
	// Change the objective state internally, so UI can update, etc.
	// Allied takes control of objective #1
	wm_set_objective_status		4	1

	// announce to players
	wm_announce	"The Sewer Entrance has been breached!"

}

trigger checkgame
{
	accum 1 abort_if_not_equal 1

	// Set the round winner:  0 == AXIS, 1 == ALLIED
	wm_setwinner 1

	// End the round
	wm_endround
}

trigger Tunnelflagblue
{
	// Change the objective state internally, so UI can update, etc.
	// Allies takes control of tunnel flag for respawns 
	wm_set_objective_status		3	1

	// announce to players
	wm_announce	"Allies control the Tunnel!"
}

trigger Tunnelflagred
{
	// Change the objective state internally, so UI can update, etc.
	// Axis takes control of tunnel flag for respawns
	wm_set_objective_status		3	0

	// announce to players
	wm_announce	"Axis control the Tunnel!"
}

}

allied_obj1 //Outpost gate breached.
{
spawn
{
}

death
{
	trigger game_manager objective1
}

}

allied_obj2 //The power grid destroyed
{
spawn
{
}

death
{
	trigger game_manager objective2
}

}

allied_obj3 //sewer gate breached.
{
spawn
{
}

death
{
	trigger game_manager objective3
}

}

tunnelflag // flag in tunnel captured
{
trigger axis_capture
{
trigger game_manager tunnelflagred
}

trigger allied_capture
{
	trigger game_manager tunnelflagblue
}

}


(ailmanki) #2

that mapscript is for rtcw - not et
if its this map : http://www.wolffiles.de/index.php?filebase&fid=956 - then its a rtcw map… maybe some et mods can use them - dunno.