Hi
Can i put 2 objectives on the save wm_objective_status?
I mean, i have 2 bridges and i wanna see if i can do something to fix the 2 bridges in the same wm_objective_status. Something Like you need to contruct the 2 bridges before you can see the green check in the limbo menu?
Any idea?
wm_objective_status 6 x x
wm_objective_status 6 x x
First bridge
// ================================================
// ALLIED MG42 BRIDGE PAPER TOILET(1)
// ================================================
alliedconstruct1
{
spawn
{
wait 50
trigger self setup
constructible_class 2 // Dyno+Satchel
}
trigger setup
{
setstate alliedconstruct1_materials default // Crate Models
setstate alliedconstruct1_clip default // Clip brushes
setstate alliedconstruct1_flag default
setstate alliedconstruct1_extra invisible // Sandbags
setstate alliedconstruct1_mg42 invisible // MG42 entity
repairmg42 alliedconstruct1_mg42
}
built final
{
setstate alliedconstruct1_materials invisible // Crate Models
setstate alliedconstruct1_clip invisible // Clip brushes
setstate alliedconstruct1_flag invisible
setstate alliedconstruct1_extra default // Sandbags
setstate alliedconstruct1_mg42 default // MG42 entity
wm_announce "^4Allied Team ^3have built the ^5MG42 ^3and the ^5right bridge ^3build whit ^6toilet paper !!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "clavier_axis_bridge_const"
wm_teamvoiceannounce 1 "clavier_allies_bridge_const"
wm_removeteamvoiceannounce 0 "clavier_axis_bridge_com"
wm_removeteamvoiceannounce 1 "clavier_allied_bridge_com"
// *---------------------------------------------------------------------------------*
wm_objective_status 6 0 2
wm_objective_status 6 1 1
}
decayed final
{
trigger self setup
}
death
{
trigger self setup
wm_announce "^1Axis Team ^3have destroyed the ^5MG42 ^3and the ^6toilet paper bridge!!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "clavier_axis_bridge_dest"
wm_teamvoiceannounce 1 "clavier_allies_bridge_dest"
wm_addteamvoiceannounce 0 "clavier_axis_bridge_com"
wm_addteamvoiceannounce 1 "clavier_allied_bridge_com"
// *---------------------------------------------------------------------------------*
wm_objective_status 6 0 1
wm_objective_status 6 1 0
}
}
Second Bridge
// ================================================
// ============= RULER BRIDGE =====================
// ================================================
// footbridge
defense3 // in map it belongs to ALLIES
{
spawn // spawn section in here it sets the entities values and calls needed scripting
{
wait 400 // waits for 4/10's of a second before the game creates this entity
trigger defense3 setup // causes the setup subroutine of this script....basically calling a normal spawn section but this is just being fancy
constructible_class 2 // 1 = breakable / 2 = satchel+dyn. / 3 = Dynamite
}
trigger setup // the fancy part...normally people put this sections innerds into the spawn section of the scripting event
{
setstate defense3_materials default // makes the crates appear
setstate defense3_materials_clip default // makes the crates clip brushes block objects from passing through the crates
setstate defense3_flag default // makes the flag show
setstate defense3_teeth invisible // I made the clip of the constructible object paired with the objects look (not a big deal just saves the time of scripting extra objects)
}
buildstart final // This is the section where things start to change
{
setstate defense3_materials default // crates still there
setstate defense3_materials_clip default // crates clip brushes still there
setstate defense3_flag default // flag still there
setstate defense3_teeth underconstruction // constructible object turns glowing white, shows what you're making
}
built final // Where things come and go
{
setstate defense3_materials invisible // crates go invisible
setstate defense3_materials_clip invisible // crate clipbrushes no longer block
setstate defense3_flag invisible // flag goes bye bye
setstate defense3_teeth default // constructible shows up
wm_announce "^4Allied Team ^3has build the small Bridge whit the ruler on MapWorld Board!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "clavier_axis_bridge_const2"
wm_teamvoiceannounce 1 "clavier_allies_bridge_const2"
// *---------------------------------------------------------------------------------*
wm_objective_status 6 0 2
wm_objective_status 6 1 1
}
decayed final // after time passes it resets the objective
{
trigger self setup // Easier way of calling things--time passes and materials stay visable
// clip brushes still block
// flag is visable still
// constructible stays invisible
}
death // This section is easily explained by saying it is the same as SETUP but needs to be called "death"
{
wm_announce "^1Axis Team ^3has Destroy the small Bridge whit the ruler on MapWorld Board!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "clavier_axis_bridge_const2"
wm_teamvoiceannounce 1 "clavier_allies_bridge_const2"
// *---------------------------------------------------------------------------------*
wm_objective_status 6 0 1
wm_objective_status 6 1 0
trigger self setup // resets the entity back to it's original appearance
}
}

