my vo’s for my forward spawn are not working at all. I also have command post for each side the vo’s work kinda for them. the problem with the cp vo’s is as a axis player you construct the command post and the vo works but when a allied player comes into the game 10 min later he gets the vo that the axis have constructed a cp and vise versa how do i fix this please help this is my script below
//
//Brush Scripting
//Map: beachgoodcopy1
//Last edited by: =WF=Pigg
//
game_manager
{
spawn
{
// Set the respawn times
wm_allied_respawntime 15
wm_axis_respawntime 20
wm_set_round_timelimit 20
// Set the number of objectives for the map
wm_number_of_objectives 5
// Axis control all objectives at the start (0 == AXIS, 1 == ALLIED)
wm_objective_status 1 0 0 //blow the door <objective team status>
wm_objective_status 1 1 0 // status: 0 = default
wm_objective_status 2 0 0 //capture the forward spawn 1 = succeeded
wm_objective_status 2 1 0 // 2 = failed
wm_objective_status 3 0 0 //blow stairwell door
wm_objective_status 3 1 0
wm_objective_status 4 0 0 //take the documents
wm_objective_status 4 1 0
wm_objective_status 5 0 0 //transmitte the document
wm_objective_status 5 1 0
// 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 either wall is breached, so that the sirens are set only once
accum 2 set 0
wait 150
setautospawn "Bunker" 0
wait 350
}
trigger objective1
{
wm_objective_status 1 1 1
wm_objective_status 1 0 2
}
trigger objective3
{
wm_objective_status 3 1 1
wm_objective_status 3 0 2
}
trigger objective5
{
// Change the objective state internally, so UI can update, etc.
// Allied takes control of objective #5
wm_objective_status 5 1 1
wm_objective_status 5 0 2
// Change the variable within the script so that we can check if someone wins the round
accum 1 set 1
// UI pop-up to alert players
wm_announce "Allies transmitted the documents!"
// Call function to check if the round has been won
trigger game_manager checkgame
}
trigger axis_object_stolen
{
// Change the objective state internally, so UI can update, etc.
// Allied have stolen the documents (0 == AXIS, 1 == ALLIED)
wm_objective_status 4 1 1
wm_objective_status 4 0 2
setstate allied_gold_cm_marker invisible
//turn on sirens
accum 2 abort_if_not_equal 0
alertentity siren_relay
accum 2 set 1
}
trigger axis_object_returned
{
// Change the objective state internally, so UI can update, etc.
// Axis have returned the documents (0 == AXIS, 1 == ALLIED)
wm_objective_status 4 1 2
wm_objective_status 4 0 1
wm_announce 0 "The Documents have been returned"
wm_announce 1 "The Documents have been returned"
setstate allied_gold_cm_marker default
//turn on sirens
accum 2 abort_if_not_equal 1
alertentity siren_relay
accum 2 set 0
}
trigger checkgame
{
wm_setwinner 1
wait 200
wm_endround
}
trigger oldcity_flagblue
{
// Some kind of UI pop-up to alert players
wm_announce “Allies captured the Bunker!”
wm_objective_status 2 1 1
wm_objective_status 2 0 2
//accum 1 set 0
}
trigger oldcity_flagred
{
// Some kind of UI pop-up to alert players
wm_announce “Axis captured the Bunker!”
wm_objective_status 2 1 2
wm_objective_status 2 0 1
accum 1 set 1
}
}
// ===============================
// ========= main objective=======
//================================
allied_objectives
{
death
{
trigger game_manager objective5
wait 50
trigger game_manager checkgame
}
}
//=========================
//=====explosive stuff=====
//=========================
wall
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have blown the wall to Shit they’re coming in!!”
}
}
door
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have blown the door to hell!!”
trigger game_manager objective1
}
}
door2
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have entered the Stairwell!!”
trigger game_manager objective3
}
}
//===========================
//===== command posts========
//===========================
axis_cp_open
{
spawn
{
wait 100
accum 0 set 0 // 0=CP Closed, 1=CP Damaged
constructible_class 2 // Dyno+Satchel
trigger self disable_cp_features // Default charge bar times
setstate axis_cp_damaged invisible // Hide damaged CP clipbrush+model
setstate axis_cp_damaged_model invisible
}
trigger disable_cp_features
{
setstate axis_cp_open_model invisible // Hide Open CP model
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0 // Landmines team warning message
disablespeaker axis_cp_sound // Disable morse code sound
}
trigger enable_cp_features
{
setstate axis_cp_open_model default // Show open CP model
setchargetimefactor 0 soldier 0.75
setchargetimefactor 0 lieutenant 0.75
setchargetimefactor 0 medic 0.75
setchargetimefactor 0 engineer 0.75
setchargetimefactor 0 covertops 0.75
sethqstatus 0 1 // Landmines team warning message
enablespeaker axis_cp_sound // Enable morse code sound
}
buildstart final
{
setstate axis_cp_closed invisible // Hide closed CP clipbrush+model
setstate axis_cp_closed_model invisible
setstate axis_cp_damaged invisible // Hide damaged CP clipbrush+model
setstate axis_cp_damaged_model invisible
}
built final
{
accum 0 set 1 // Only show the damaged CP model
trigger self enable_cp_features // Increase charge bar times
wm_announce "Axis Command Post constructed. Charge speed increased!"
// *----------------------------------- vo ------------------------------------------*
wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_constructed"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"
wm_addteamvoiceannounce 1 "allies_hq_compost_constructed_axis"
// *----------------------------------- vo ------------------------------------------*
}
decayed final
{
setstate axis_cp_open_model invisible // Hide Open CP model
trigger self show_damaged_cabinet // Show previous cabinet state
trigger self show_closed_cabinet
}
death
{
trigger self show_damaged_cabinet // Show damaged CP model
trigger self disable_cp_features // Default charge bar times
wm_announce "Allied team has destroyed the Axis Command Post!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_removeteamvoiceannounce 1 "allies_hq_compost_constructed_axis"
// *----------------------------------- vo ------------------------------------------*
}
trigger show_closed_cabinet
{
accum 0 abort_if_equal 1 // Closed cabinet active yet?
setstate axis_cp_closed default
setstate axis_cp_closed_model default
}
trigger show_damaged_cabinet
{
accum 0 abort_if_equal 0 // Damaged cabinet active yet?
setstate axis_cp_damaged default
setstate axis_cp_damaged_model default
}
}
allied_cp_open
{
spawn
{
wait 100
accum 0 set 0 // 0=CP Closed, 1=CP Damaged
constructible_class 2 // Dyno+Satchel
trigger self disable_cp_features // Default charge bar times
setstate allied_cp_damaged invisible // Hide damaged CP clipbrush+model
setstate allied_cp_damaged_model invisible
}
trigger disable_cp_features
{
setstate allied_cp_open_model invisible // Hide Open CP model
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus 1 0 // Landmines team warning message
disablespeaker allied_cp_sound // Disable morse code sound
}
trigger enable_cp_features
{
setstate allied_cp_open_model default // Show open CP model
setchargetimefactor 1 soldier 0.75
setchargetimefactor 1 lieutenant 0.75
setchargetimefactor 1 medic 0.75
setchargetimefactor 1 engineer 0.75
setchargetimefactor 1 covertops 0.75
sethqstatus 1 1 // Landmines team warning message
enablespeaker allied_cp_sound // Enable morse code sound
}
buildstart final
{
setstate allied_cp_closed invisible // Hide closed CP clipbrush+model
setstate allied_cp_closed_model invisible
setstate allied_cp_damaged invisible // Hide damaged CP clipbrush+model
setstate allied_cp_damaged_model invisible
}
built final
{
accum 0 set 1 // Only show the damaged CP model
trigger self enable_cp_features // Increase charge bar times
wm_announce "Allied Command Post constructed. Charge speed increased!"
// *----------------------------------- vo ------------------------------------------*
wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed"
wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
wm_addteamvoiceannounce 0 "axis_hq_compost_constructed_allies"
// *----------------------------------- vo ------------------------------------------*
}
decayed final
{
setstate allied_cp_open_model invisible // Hide Open CP model
trigger self show_damaged_cabinet // Show previous cabinet state
trigger self show_closed_cabinet
}
death
{
trigger self show_damaged_cabinet // Show damaged CP model
trigger self disable_cp_features // Default charge bar times
wm_announce "Axis team has destroyed the Allied Command Post!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
wm_removeteamvoiceannounce 0 "axis_hq_compost_constructed_allies"
// *----------------------------------- vo ------------------------------------------*
}
trigger show_closed_cabinet
{
accum 0 abort_if_equal 1 // Closed cabinet active yet?
setstate allied_cp_closed default
setstate allied_cp_closed_model default
}
trigger show_damaged_cabinet
{
accum 0 abort_if_equal 0 // Damaged cabinet active yet?
setstate allied_cp_damaged default
setstate allied_cp_damaged_model default
}
}
//====================================
//==========bunker forward spawn======
//====================================
oldcity_spawns
{
spawn
{
}
}
old_city_wobj
{
spawn
{
}
}
oldcityflag
{
spawn
{
accum 0 set 0 // Who has the flag: 0-Axis, 1-Allied
}
trigger allied_capture
{
accum 0 abort_if_equal 1 // do Allies own flag?
trigger game_manager oldcity_flagblue
setstate oldcityspawns default
setstate old_city_wobj default
trigger oldcityflag setallies
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "battery_axis_bunker_cap"
wm_teamvoiceannounce 0 "battery_axis_bunker_cap"
wm_teamvoiceannounce 1 "battery_allies_bunker_cap"
wm_removeteamvoiceannounce 0 "battery_axis_bunker_defend"
wm_removeteamvoiceannounce 1 "battery_allies_bunker_cap"
// *---------------------------------------------------------------------------------*
}
trigger setallies
{
accum 0 abort_if_equal 1
accum 0 set 1
alertentity old_city_wobj
alertentity oldcityspawns
setautospawn "Bunker" 0
}
trigger axis_capture
{
accum 0 abort_if_equal 0 // do Axis own flag?
trigger game_manager oldcity_flagred
setstate oldcityspawns default
setstate old_city_wobj default
trigger oldcityflag setaxis
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "battery_axis_bunker_defend"
wm_addteamvoiceannounce 1 "battery_allies_bunker_capture"
wm_teamvoiceannounce 0 "battery_axis_bunker_captured"
wm_teamvoiceannounce 1 "battery_allies_bunker_lost"
wm_removeteamvoiceannounce 0 "battery_axis_bunker_capture"
wm_removeteamvoiceannounce 1 "battery_allies_controls_destroy"
// *---------------------------------------------------------------------------------*
}
trigger setaxis
{
accum 0 abort_if_equal 0
accum 0 set 0
alertentity old_city_wobj
alertentity oldcityspawns
}
}
//=========================
//======radar rotation=====
//=========================
radar
{
spawn
{
wait 100
setrotation 0 30 0
}
}
Some people have recorded their own vo announcement. The .sounds file is how you implement personal .wav’s ingame.