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
}
}