game_manager
{
spawn
{
wait 50
// Game rules
wm_axis_respawntime 20
wm_allied_respawntime 20
wm_number_of_objectives 7
wm_set_round_timelimit 60
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
// Winner on expiration of round timer (0=Axis, 1=Allies -1=None)
wm_setwinner 0
wm_number_of_objectives 5
//Allied objectives
wm_objective_status 1 1 0 //Capture flag one
wm_objective_status 2 1 0 //Capture flag two
wm_objective_status 3 1 0 //Capture flag three
wm_objective_status 4 1 0 //Capture flag four
wm_objective_status 5 1 0 //Capture flag five
//End of Allied obj's. Start of axis.
wm_objective_status 1 0 1 //Defend flag one
wm_objective_status 2 0 1 //Defend flag two
wm_objective_status 3 0 1 //Defend flag three
wm_objective_status 4 0 1 //Defend flag four
wm_objective_status 5 0 1 //Defend flag five
//End of Axis obj's
}
trigger check_win1 //Checks to see who should win
{
globalaccum 1 abort_if_less_than 3 //If allies don't have less than 3 flags...
wm_setwinner 1 //Sets the winner to allies
}
trigger check_win2 //Checks to see who should win
{
globalaccum 0 abort_if_less_than 3 //If axis don't have less than 3 flags...
wm_setwinner 0 //Sets the winner to axis
}
}
MGNB_flag
{
spawn
{
wait 100
accum 0 set 0 //Axis have flag
}
trigger allied_capture
{
accum 0 abort_if_equal 1
accum 0 set 1
globalaccum 0 inc -1 //Axis capture amounts down one
globalaccum 1 inc 1 //Allied capture amounts up one
wm_announce "Allies have captured the machine gun nest bulding!"
wm_objective_status 1 1 1 //Allies have done obj one
wm_objective_status 1 0 0 //Axis havn't done obj one
alertentity MGNB_wobj
trigger game_manager check_win1
trigger game_manager check_win2
}
trigger axis_capture
{
accum 0 abort_if_equal 0
accum 0 set 0
globalaccum 0 inc 1 //Axis capture amounts down one
globalaccum 1 inc -1 //Allied capture amounts up one
wm_announce "Axis reclaimed the machine gun nest bulding!"
wm_objective_status 1 1 0 //Allies havn't done obj one
wm_objective_status 1 0 1 //Axis have done obj one
alertentity MGNB_wobj
trigger game_manager check_win1
trigger game_manager check_win2
}
}
factory_flag
{
spawn
{
wait 100
accum 0 set 0 //Axis have flag
}
trigger allied_capture
{
accum 0 abort_if_equal 1
accum 0 set 1
globalaccum 0 inc -1 //Axis capture amounts down one
globalaccum 1 inc 1 //Allied capture amounts up one
wm_announce "Allies have captured the factory!"
wm_objective_status 2 1 1 //Allies have done obj one
wm_objective_status 2 0 0 //Axis havn't done obj one
alertentity factory_wobj
trigger game_manager check_win1
trigger game_manager check_win2
}
trigger axis_capture
{
accum 0 abort_if_equal 0
accum 0 set 0
globalaccum 0 inc 1 //Axis capture amounts down one
globalaccum 1 inc -1 //Allied capture amounts up one
wm_announce "Axis reclaimed the factory!"
wm_objective_status 2 1 0
wm_objective_status 2 0 1
alertentity factory_wobj
trigger game_manager check_win1
trigger game_manager check_win2
}
}
apartment_flag
{
spawn
{
wait 100
accum 0 set 0 //Axis have flag
}
trigger allied_capture
{
accum 0 abort_if_equal 1
accum 0 set 1
globalaccum 0 inc -1 //Axis capture amounts down one
globalaccum 1 inc 1 //Allied capture amounts up one
wm_announce "Allies have captured the apartment!"
wm_objective_status 3 1 1
wm_objective_status 3 0 0
alertentity apartment_wobj
trigger game_manager check_win1
trigger game_manager check_win2
}
trigger axis_capture
{
accum 0 abort_if_equal 0
accum 0 set 0
globalaccum 0 inc 1 //Axis capture amounts down one
globalaccum 1 inc -1 //Allied capture amounts up one
wm_announce "Axis reclaimed the apartment!"
wm_objective_status 3 1 0 //Allies havn't done obj one
wm_objective_status 3 0 1 //Axis have done obj one
alertentity apartment_wobj
trigger game_manager check_win1
trigger game_manager check_win2
}
}
policestation_flag //Note: This was originally also called apartment_flag XD
{
spawn
{
wait 100
accum 0 set 0 //Axis have flag
}
trigger allied_capture
{
accum 0 abort_if_equal 1
accum 0 set 1
globalaccum 0 inc -1 //Axis capture amounts down one
globalaccum 1 inc 1 //Allied capture amounts up one
wm_announce "Allies have captured the policestation!"
wm_objective_status 4 1 1 //Allies have done obj one
wm_objective_status 4 0 0 //Axis havn't done obj one
alertentity policestation_wobj
trigger game_manager check_win1
trigger game_manager check_win2
}
trigger axis_capture
{
accum 0 abort_if_equal 0
accum 0 set 0
globalaccum 0 inc 1 //Axis capture amounts down one
globalaccum 1 inc -1 //Allied capture amounts up one
wm_announce "Axis reclaimed the policestation!"
wm_objective_status 4 1 0 //Allies havn't done obj one
wm_objective_status 4 0 1 //Axis have done obj one
alertentity policestation_wobj
trigger game_manager check_win1
trigger game_manager check_win2
}
}
house_flag
{
spawn
{
wait 100
accum 0 set 0 //Axis have flag
}
trigger allied_capture
{
accum 0 abort_if_equal 1
accum 0 set 1
globalaccum 0 inc -1 //Axis capture amounts down one
globalaccum 1 inc 1 //Allied capture amounts up one
wm_announce "Allies have captured the house!"
wm_objective_status 5 1 1 //Allies have done obj one
wm_objective_status 5 0 0 //Axis havn't done obj one
alertentity house_wobj
trigger game_manager check_win1
trigger game_manager check_win2
}
trigger axis_capture
{
accum 0 abort_if_equal 0
accum 0 set 0
globalaccum 0 inc 1 //Axis capture amounts down one
globalaccum 1 inc -1 //Allied capture amounts up one
wm_announce "Axis reclaimed the house!"
wm_objective_status 5 1 0 //Allies havn't done obj one
wm_objective_status 5 0 1 //Axis have done obj one
alertentity house_wobj
trigger game_manager check_win1
trigger game_manager check_win2
}
}
I cant find whats wrong here…
I want it so if allies have3 or more flags at end of round ALLIES WIN
if axis has 3 or more AXIS WIN
if nobody has touched any flags axis win
there is no specific order
I just cant find the error
Had the same probs.