Diff
checker
Texto
Texto
Imagens
Documentos
Excel
Pastas
Legal
Enterprise
Aplicativo para desktop
Preços
Fazer login
Baixar o Diffchecker Desktop
Comparar texto
Encontre a diferença entre dois arquivos de texto
Ferramentas
Histórico
Editor live
Recolher inalteradas
Sem quebra de linha
Layout
Dividido
Unificado
Nível de detalhe
Inteligente
Palavra
Caractere
Realce de sintaxe
Escolher sintaxe
Ignorar
Transformar texto
Ir à primeira mudança
Editar entrada
Diffchecker Desktop
A maneira mais segura de usar o Diffchecker. Obtenha o aplicativo Diffchecker Desktop: seus diffs nunca saem do seu computador!
Obter Desktop
Untitled diff
Criado
há 11 anos
O diff nunca expira
Limpar
Exportar
Compartilhar
Explicar
64 remoções
Linhas
Total
Removido
Caracteres
Total
Removido
Para continuar usando este recurso, atualize para
Diff
checker
Pro
Ver preços
920 linhas
Copiar tudo
70 adições
Linhas
Total
Adicionado
Caracteres
Total
Adicionado
Para continuar usando este recurso, atualize para
Diff
checker
Pro
Ver preços
926 linhas
Copiar tudo
// ============================================================================
// ============================================================================
// Map: Fueldump
// Map: Fueldump
// Last update : 16/06/03 Sock
// Last update : 16/06/03 Sock
// ============================================================================
// ============================================================================
// rain - Tue Sep 23 20:24:55 EDT 2003 - fixed setautospawns
// rain - Tue Sep 23 20:24:55 EDT 2003 - fixed setautospawns
// bani - Mon Jan 5 23:45:25 PST 2004 - allied spawn at garage commandpost
// bani - Mon Jan 5 23:45:25 PST 2004 - allied spawn at garage commandpost
// mortis - Fri Jun 24 18:11:58 PDT 2005 - set allied autospawn to HQ by default at spline 73
// mortis - Fri Jun 24 18:11:58 PDT 2005 - set allied autospawn to HQ by default at spline 73
// 2/3Soul - Sat Jan 15 17:12:56 GMT 2005 - east depot defences only partially constructable
// 2/3Soul - Sat Jan 15 17:12:56 GMT 2005 - east depot defences only partially constructable
// mortis - Thu Sep 15 20:30:20 PDT 2005 - merged 2/3 soul features and mortis features
// mortis - Thu Sep 15 20:30:20 PDT 2005 - merged 2/3 soul features and mortis features
// mortis - Tue Jun 6 09:46:59 PDT 2006 - adjusted waitstates in checkgame routine
// mortis - Tue Jun 6 09:46:59 PDT 2006 - adjusted waitstates in checkgame routine
// mortis - Wed Jul 19 10:57:18 2006 added arni's fueldump anti-trickjump playerclips
// mortis - Wed Jul 19 10:57:18 2006 added arni's fueldump anti-trickjump playerclips
// mortis - Wed Jul 19 10:57:18 2006 added 2 of arni's extra axis spawns + routine
// mortis - Wed Jul 19 10:57:18 2006 added 2 of arni's extra axis spawns + routine
// mortis - Fri Mar 30 10:10:34 2007 PDT made bridge easier to build + added new axis and allied spawns
// mortis - Fri Mar 30 10:10:34 2007 PDT made bridge easier to build + added new axis and allied spawns
Copiar
Copiado
Copiar
Copiado
// noname - Wed Jul 10 12:35 2013 added /SS/StinVec's Allied Constructible Fueldump Assault Bridge
game_manager
game_manager
{
{
spawn
spawn
{
{
//extra spawns for axis at cp
//extra spawns for axis at cp
create
create
{
{
scriptName "axiscp_obj"
scriptName "axiscp_obj"
classname "team_WOLF_objective"
classname "team_WOLF_objective"
targetname "axiscp_obj"
targetname "axiscp_obj"
origin "-2062 -1580 610" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4)
origin "-2062 -1580 610" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4)
spawnflags 1 // TEAM_AXIS(2)
spawnflags 1 // TEAM_AXIS(2)
}
}
create
create
{
{
scriptName "axiscp_spawn1"
scriptName "axiscp_spawn1"
classname "team_CTF_redspawn"
classname "team_CTF_redspawn"
targetname "axiscp_spawn"
targetname "axiscp_spawn"
origin "-2149 -1520 610"
origin "-2149 -1520 610"
spawnflags 3 // TEAM_AXIS
spawnflags 3 // TEAM_AXIS
angle "270"
angle "270"
}
}
create
create
{
{
scriptName "axiscp_spawn2"
scriptName "axiscp_spawn2"
classname "team_CTF_redspawn"
classname "team_CTF_redspawn"
targetname "axiscp_spawn"
targetname "axiscp_spawn"
origin "-1988 -1520 610"
origin "-1988 -1520 610"
spawnflags 3 // TEAM_AXIS
spawnflags 3 // TEAM_AXIS
angle "270"
angle "270"
}
}
create
create
{
{
scriptName "axiscp_spawn3"
scriptName "axiscp_spawn3"
classname "team_CTF_redspawn"
classname "team_CTF_redspawn"
targetname "axiscp_spawn"
targetname "axiscp_spawn"
origin "-2149 -1648 610"
origin "-2149 -1648 610"
spawnflags 3 // TEAM_AXIS
spawnflags 3 // TEAM_AXIS
angle "270"
angle "270"
}
}
create
create
{
{
scriptName "axiscp_spawn4"
scriptName "axiscp_spawn4"
classname "team_CTF_redspawn"
classname "team_CTF_redspawn"
targetname "axiscp_spawn"
targetname "axiscp_spawn"
origin "-2012 -1648 610"
origin "-2012 -1648 610"
spawnflags 3 // TEAM_AXIS
spawnflags 3 // TEAM_AXIS
angle "270"
angle "270"
}
}
// extra spawns for Allies at Ammo Hut
// extra spawns for Allies at Ammo Hut
create
create
{
{
scriptName "ammohut_obj"
scriptName "ammohut_obj"
classname "team_WOLF_objective"
classname "team_WOLF_objective"
targetname "ammohut_obj"
targetname "ammohut_obj"
origin "-3132 -8346 390" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4)
origin "-3132 -8346 390" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4)
spawnflags 2 // TEAM_ALLIES(2)
spawnflags 2 // TEAM_ALLIES(2)
}
}
create
create
{
{
scriptName "ammohut_spawn1"
scriptName "ammohut_spawn1"
classname "team_CTF_bluespawn"
classname "team_CTF_bluespawn"
targetname "ammohut_spawn"
targetname "ammohut_spawn"
origin "-3231 -8346 390"
origin "-3231 -8346 390"
spawnflags 2 // TEAM_ALLIES
spawnflags 2 // TEAM_ALLIES
angle "90"
angle "90"
}
}
create
create
{
{
scriptName "ammohut_spawn2"
scriptName "ammohut_spawn2"
classname "team_CTF_bluespawn"
classname "team_CTF_bluespawn"
targetname "ammohut_spawn"
targetname "ammohut_spawn"
origin "-3250 -8225 390"
origin "-3250 -8225 390"
spawnflags 2 // TEAM_ALLIES
spawnflags 2 // TEAM_ALLIES
angle "90"
angle "90"
}
}
create
create
{
{
scriptName "ammohut_spawn3"
scriptName "ammohut_spawn3"
classname "team_CTF_bluespawn"
classname "team_CTF_bluespawn"
targetname "ammohut_spawn"
targetname "ammohut_spawn"
origin "-3023 -8371 390"
origin "-3023 -8371 390"
spawnflags 2 // TEAM_ALLIES
spawnflags 2 // TEAM_ALLIES
angle "90"
angle "90"
}
}
create
create
{
{
scriptName "ammohut_spawn4"
scriptName "ammohut_spawn4"
classname "team_CTF_bluespawn"
classname "team_CTF_bluespawn"
targetname "ammohut_spawn"
targetname "ammohut_spawn"
origin "-3032 -8231 390"
origin "-3032 -8231 390"
spawnflags 2 // TEAM_ALLIES
spawnflags 2 // TEAM_ALLIES
angle "90"
angle "90"
}
}
// extra spawns for axis - thanks arni
// extra spawns for axis - thanks arni
create
create
{
{
scriptName "fueldumpxt_obj"
scriptName "fueldumpxt_obj"
classname "team_WOLF_objective"
classname "team_WOLF_objective"
targetname "fueldumpxt_obj"
targetname "fueldumpxt_obj"
origin "-10556 -6692 5" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4)
origin "-10556 -6692 5" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4)
spawnflags 1 // TEAM_AXIS(2)
spawnflags 1 // TEAM_AXIS(2)
}
}
create
create
{
{
scriptName "fueldumpxt_spawn1"
scriptName "fueldumpxt_spawn1"
classname "team_CTF_redspawn"
classname "team_CTF_redspawn"
targetname "fueldumpxt_spawn"
targetname "fueldumpxt_spawn"
origin "-10603 -6705 220"
origin "-10603 -6705 220"
spawnflags 3 // TEAM_AXIS
spawnflags 3 // TEAM_AXIS
angle "56"
angle "56"
}
}
create
create
{
{
scriptName "fueldumpxt_spawn2"
scriptName "fueldumpxt_spawn2"
classname "team_CTF_redspawn"
classname "team_CTF_redspawn"
targetname "fueldumpxt_spawn"
targetname "fueldumpxt_spawn"
origin "-10521 -6751 220"
origin "-10521 -6751 220"
spawnflags 3 // TEAM_AXIS
spawnflags 3 // TEAM_AXIS
angle "110"
angle "110"
}
}
// fueldump anti-trickjump player clips - courtesy arni
// fueldump anti-trickjump player clips - courtesy arni
create
create
{
{
scriptName "fueljump1"
scriptName "fueljump1"
classname "func_fakebrush"
classname "func_fakebrush"
origin "-8762 -5157 648"
origin "-8762 -5157 648"
contents 65536 // CONTENTS_PLAYERCLIP // high fueljump
contents 65536 // CONTENTS_PLAYERCLIP // high fueljump
mins "-250 -50 -50"
mins "-250 -50 -50"
maxs "50 50 150"
maxs "50 50 150"
}
}
create
create
{
{
scriptName "fueljump2"
scriptName "fueljump2"
classname "func_fakebrush"
classname "func_fakebrush"
origin "-10430 -5126 424"
origin "-10430 -5126 424"
contents 65536 // CONTENTS_PLAYERCLIP // mg bunker
contents 65536 // CONTENTS_PLAYERCLIP // mg bunker
mins "-50 -20 -20"
mins "-50 -20 -20"
maxs "20 20 30"
maxs "20 20 30"
}
}
create
create
{
{
scriptName "fueljump3"
scriptName "fueljump3"
classname "func_fakebrush"
classname "func_fakebrush"
origin "-9536 -5215 340"
origin "-9536 -5215 340"
contents 1 // main gate "hut"
contents 1 // main gate "hut"
mins "-35 -35 -20"
mins "-35 -35 -20"
maxs "35 35 5"
maxs "35 35 5"
}
}
create
create
{
{
scriptName "fueldumphq_obj"
scriptName "fueldumphq_obj"
classname "team_WOLF_objective"
classname "team_WOLF_objective"
targetname "fueldumphq_obj"
targetname "fueldumphq_obj"
origin "-10853 -2036 6" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4)
origin "-10853 -2036 6" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4)
spawnflags 2 // TEAM_ALLIES(2)
spawnflags 2 // TEAM_ALLIES(2)
}
}
create
create
{
{
scriptName "fueldumphq_spawn1"
scriptName "fueldumphq_spawn1"
classname "team_CTF_bluespawn"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
targetname "fueldumphq_spawn"
origin "11072 -2448 512"
origin "11072 -2448 512"
spawnflags 2 // TEAM_ALLIES
spawnflags 2 // TEAM_ALLIES
}
}
create
create
{
{
scriptName "fueldumphq_spawn2"
scriptName "fueldumphq_spawn2"
classname "team_CTF_bluespawn"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
targetname "fueldumphq_spawn"
origin "-10995 -2448 512"
origin "-10995 -2448 512"
spawnflags 2 // TEAM_ALLIES
spawnflags 2 // TEAM_ALLIES
}
}
create
create
{
{
scriptName "fueldumphq_spawn3"
scriptName "fueldumphq_spawn3"
classname "team_CTF_bluespawn"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
targetname "fueldumphq_spawn"
origin "-10918 -2448 512"
origin "-10918 -2448 512"
spawnflags 2 // TEAM_ALLIES
spawnflags 2 // TEAM_ALLIES
}
}
create
create
{
{
scriptName "fueldumphq_spawn4"
scriptName "fueldumphq_spawn4"
classname "team_CTF_bluespawn"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
targetname "fueldumphq_spawn"
origin "-10841 -2448 512"
origin "-10841 -2448 512"
spawnflags 2 // TEAM_ALLIES
spawnflags 2 // TEAM_ALLIES
}
}
create
create
{
{
scriptName "fueldumphq_spawn5"
scriptName "fueldumphq_spawn5"
classname "team_CTF_bluespawn"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
targetname "fueldumphq_spawn"
origin "11072 -2288 512"
origin "11072 -2288 512"
spawnflags 2 // TEAM_ALLIES
spawnflags 2 // TEAM_ALLIES
}
}
create
create
{
{
scriptName "fueldumphq_spawn6"
scriptName "fueldumphq_spawn6"
classname "team_CTF_bluespawn"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
targetname "fueldumphq_spawn"
origin "-10995 -2288 512"
origin "-10995 -2288 512"
spawnflags 2 // TEAM_ALLIES
spawnflags 2 // TEAM_ALLIES
}
}
create
create
{
{
scriptName "fueldumphq_spawn7"
scriptName "fueldumphq_spawn7"
classname "team_CTF_bluespawn"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
targetname "fueldumphq_spawn"
origin "-10918 -2288 512"
origin "-10918 -2288 512"
spawnflags 2 // TEAM_ALLIES
spawnflags 2 // TEAM_ALLIES
}
}
create
create
{
{
scriptName "fueldumphq_spawn8"
scriptName "fueldumphq_spawn8"
classname "team_CTF_bluespawn"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
targetname "fueldumphq_spawn"
origin "-10841 -2288 512"
origin "-10841 -2288 512"
spawnflags 2 // TEAM_ALLIES
spawnflags 2 // TEAM_ALLIES
}
}
Copiar
Copiado
Copiar
Copiado
//----START----/SS/StinVec’s Allied Constructible Fueldump Assault Bridge
create
{
scriptname "fdbridge_toi"
targetname "fdbridge_toi"
target "fdbridge"
classname "trigger_objective_info"
infoAllied "Build Fueldump Assault Bridge"
infoAxis "Destroy Fueldump Assault Bridge"
shortname "Allied Assault Bridge"
track "/SS/StinVec’s Fueldump Bridge"
spawnflags "2"
score "50"
origin "-10326 -5523 633"
mins "-52 -66 -34"
maxs "52 66 34"
}
create
{
scriptname "fdbridge_materials"
targetname "fdbridge_materials"
classname "misc_gamemodel"
angle "90"
origin "-10326 -5523 633"
skin "models/mapobjects/cmarker/allied_crates.skin"
model "models/mapobjects/cmarker/cmarker_crates.md3"
}
create
{
scriptname "fdbridge_material_hurt"
targetname "fdbridge_material_hurt"
spawnflags 24
classname "trigger_hurt"
dmg 0
sound "sound/player/hurt_barbwire.wav"
origin "-10712 -5931 603"
mins "-30 -30 -20"
maxs "30 30 20"
}
create
{
scriptname "fdbridge_flag"
targetname "fdbridge_flag"
classname "misc_gamemodel"
spawnflags "2"
origin "-10326 -5482 646"
angle "90"
frames "190"
modelscale "0.4"
model "models/mapobjects/cmarker/cmarker_flag.md3"
skin "models/mapobjects/cmarker/allied_cflag.skin"
}
create
{
model "*10"
scriptname "fdbridge"
targetname "fdbridge"
classname "func_constructible"
origin "-10712 -5931 603"
spawnflags "8"
modelscale 1.04
}
//----END----/SS/StinVec’s Allied Constructible Fueldump Assault Bridge
// Game rules
// Game rules
wm_axis_respawntime 30
wm_axis_respawntime 30
wm_allied_respawntime 20
wm_allied_respawntime 20
wm_number_of_objectives 7
wm_number_of_objectives 7
wm_set_round_timelimit 30
wm_set_round_timelimit 30
wm_set_main_objective 2 0
wm_set_main_objective 2 0
wm_set_main_objective 1 1
wm_set_main_objective 1 1
wm_objective_status 1 1 0
wm_objective_status 1 1 0
wm_objective_status 1 0 0
wm_objective_status 1 0 0
wm_objective_status 2 1 0
wm_objective_status 2 1 0
wm_objective_status 2 0 0
wm_objective_status 2 0 0
wm_objective_status 3 1 0
wm_objective_status 3 1 0
wm_objective_status 3 0 0
wm_objective_status 3 0 0
wm_objective_status 4 1 0
wm_objective_status 4 1 0
wm_objective_status 4 0 0
wm_objective_status 4 0 0
wm_objective_status 5 1 0
wm_objective_status 5 1 0
wm_objective_status 5 0 0
wm_objective_status 5 0 0
wm_objective_status 6 1 0
wm_objective_status 6 1 0
wm_objective_status 6 0 0
wm_objective_status 6 0 0
wm_objective_status 7 1 0
wm_objective_status 7 1 0
wm_objective_status 7 0 0
wm_objective_status 7 0 0
// Stopwatch mode defending team (0=Axis, 1=Allies)
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
wm_set_defending_team 0
// Winner on expiration of round timer (0=Axis, 1=Allies)
// Winner on expiration of round timer (0=Axis, 1=Allies)
wm_setwinner 0
wm_setwinner 0
// Accumulator to check win conditions
// Accumulator to check win conditions
accum 1 set 0
accum 1 set 0
// Setup the auto spawn points for the map
// Setup the auto spawn points for the map
wait 500
wait 500
setautospawn "Allied Entrance Spawn" 1
setautospawn "Allied Entrance Spawn" 1
setautospawn "Tunnel Store Room" 0
setautospawn "Tunnel Store Room" 0
// Garage Doors
// Garage Doors
globalaccum 4 set 0 // Flexible Door 1 status. (0=stationary, 1=moving)
globalaccum 4 set 0 // Flexible Door 1 status. (0=stationary, 1=moving)
globalaccum 5 set 0 // Flexible Door 2 status. (0=stationary, 1=moving)
globalaccum 5 set 0 // Flexible Door 2 status. (0=stationary, 1=moving)
// CP speakers
// CP speakers
disablespeaker axishq_sound
disablespeaker axishq_sound
disablespeaker alliedhq_sound
disablespeaker alliedhq_sound
wait 2000
wait 2000
// *----------------------------------- vo ------------------------------------------*
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_bridge_stop"
wm_addteamvoiceannounce 0 "fueldump_axis_bridge_stop"
wm_addteamvoiceannounce 1 "fueldump_allies_bridge_construct"
wm_addteamvoiceannounce 1 "fueldump_allies_bridge_construct"
wm_teamvoiceannounce 0 "fueldump_axis_bridge_stop"
wm_teamvoiceannounce 0 "fueldump_axis_bridge_stop"
wm_teamvoiceannounce 0 "axis_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_construct"
wm_teamvoiceannounce 1 "fueldump_allies_bridge_construct"
wm_teamvoiceannounce 1 "fueldump_allies_bridge_construct"
// *---------------------------------------------------------------------------------*
// *---------------------------------------------------------------------------------*
}
}
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// Constructing a Bridge over the frozen river
// Constructing a Bridge over the frozen river
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
trigger objective1
trigger objective1
{
{
wm_announce "Allied team has constructed the bridge!"
wm_announce "Allied team has constructed the bridge!"
}
}
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// Destroying the Tunnel Doors.
// Destroying the Tunnel Doors.
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
trigger objective2
trigger objective2
{
{
wm_announce "Allied team has breached the Tunnel Doors!"
wm_announce "Allied team has breached the Tunnel Doors!"
setstate tunneldoor_toi invisible
setstate tunneldoor_toi invisible
// rain - fixed axis spawn point
// rain - fixed axis spawn point
// mortis - force noobs to use Garage HQ spawn point by default
// mortis - force noobs to use Garage HQ spawn point by default
alertentity t108 // Switch the tunnel spawns around
alertentity t108 // Switch the tunnel spawns around
setautospawn "Tunnel Store Room" 1
setautospawn "Tunnel Store Room" 1
setautospawn "Axis Fuel Dump" 0
setautospawn "Axis Fuel Dump" 0
// *----------------------------------- vo ------------------------------------------*
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_gates_stop"
wm_addteamvoiceannounce 0 "fueldump_axis_gates_stop"
wm_addteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
wm_addteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
wm_teamvoiceannounce 0 "fueldump_axis_tunnel_destroyed"
wm_teamvoiceannounce 0 "fueldump_axis_tunnel_destroyed"
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_construct"
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_construct"
wm_teamvoiceannounce 1 "fueldump_allies_tank_depot"
wm_teamvoiceannounce 1 "fueldump_allies_tank_depot"
wm_teamvoiceannounce 1 "allies_hq_compost_construct"
wm_teamvoiceannounce 1 "allies_hq_compost_construct"
wm_removeteamvoiceannounce 0 "fueldump_axis_tunnel_stop"
wm_removeteamvoiceannounce 0 "fueldump_axis_tunnel_stop"
// *---------------------------------------------------------------------------------*
// *---------------------------------------------------------------------------------*
wm_set_main_objective 2 0
wm_set_main_objective 2 0
wm_set_main_objective 2 1
wm_set_main_objective 2 1
}
}
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// Destroying the Axis Depot Gates.
// Destroying the Axis Depot Gates.
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
trigger objective3
trigger objective3
{
{
wm_announce "Allied team has breached the Depot Gates!"
wm_announce "Allied team has breached the Depot Gates!"
setstate depotgate_toi invisible
setstate depotgate_toi invisible
// *----------------------------------- vo ------------------------------------------*
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_gates_destroyed"
wm_addteamvoiceannounce 0 "fueldump_axis_gates_destroyed"
wm_addteamvoiceannounce 0 "fueldump_axis_fueldump_defend"
wm_addteamvoiceannounce 0 "fueldump_axis_fueldump_defend"
wm_addteamvoiceannounce 1 "fueldump_allies_fueldump_destroy"
wm_addteamvoiceannounce 1 "fueldump_allies_fueldump_destroy"
wm_teamvoiceannounce 0 "fueldump_axis_gates_destroyed"
wm_teamvoiceannounce 0 "fueldump_axis_gates_destroyed"
wm_teamvoiceannounce 0 "fueldump_axis_fueldump_defend"
wm_teamvoiceannounce 0 "fueldump_axis_fueldump_defend"
wm_teamvoiceannounce 1 "fueldump_allies_tank_reardepot"
wm_teamvoiceannounce 1 "fueldump_allies_tank_reardepot"
wm_teamvoiceannounce 1 "fueldump_allies_fueldump_destroy"
wm_teamvoiceannounce 1 "fueldump_allies_fueldump_destroy"
wm_removeteamvoiceannounce 0 "fueldump_axis_gates_stop"
wm_removeteamvoiceannounce 0 "fueldump_axis_gates_stop"
wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
wm_removeteamvoiceannounce 1 "fueldump_allies_tank_depot"
wm_removeteamvoiceannounce 1 "fueldump_allies_tank_depot"
// *---------------------------------------------------------------------------------*
// *---------------------------------------------------------------------------------*
}
}
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// Destroying the Axis Fueldump.
// Destroying the Axis Fueldump.
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
trigger objective4
trigger objective4
{
{
// Change the variable within the script so that we can check if someone wins the round
// Change the variable within the script so that we can check if someone wins the round
accum 1 set 1
accum 1 set 1
// Big bang sequence of fueldump here
// Big bang sequence of fueldump here
alertentity fueldump_explo1
alertentity fueldump_explo1
alertentity fueldump_explo2
alertentity fueldump_explo2
alertentity fueldump_explo3
alertentity fueldump_explo3
setstate fueldump_ladder invisible
setstate fueldump_ladder invisible
alertentity fueldump_rubble1
alertentity fueldump_rubble1
alertentity fueldump_rubble2
alertentity fueldump_rubble2
alertentity fueldump_rubble3
alertentity fueldump_rubble3
// Some kind of UI pop-up to alert players
// Some kind of UI pop-up to alert players
wm_announce "Allied team has destroyed the Axis Fuel Dump!"
wm_announce "Allied team has destroyed the Axis Fuel Dump!"
wm_objective_status 4 1 1
wm_objective_status 4 1 1
wm_objective_status 4 0 2
wm_objective_status 4 0 2
// mortis reduced waitstate
// mortis reduced waitstate
wait 100
wait 100
// Call function to check if the round has been won
// Call function to check if the round has been won
trigger game_manager checkgame
trigger game_manager checkgame
}
}
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// Escort the Tank to destroy the Side Wall to the rear of the Depot.
// Escort the Tank to destroy the Side Wall to the rear of the Depot.
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
trigger objective5
trigger objective5
{
{
wm_announce "Allied team has breached the Depot Side Wall!"
wm_announce "Allied team has breached the Depot Side Wall!"
setstate depotsidewall_toi invisible
setstate depotsidewall_toi invisible
// *----------------------------------- vo ------------------------------------------*
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "fueldump_axis_fueldump_defend"
wm_teamvoiceannounce 0 "fueldump_axis_fueldump_defend"
wm_teamvoiceannounce 1 "fueldump_allies_wall_destroyed"
wm_teamvoiceannounce 1 "fueldump_allies_wall_destroyed"
wm_teamvoiceannounce 1 "fueldump_allies_fueldump_destroy"
wm_teamvoiceannounce 1 "fueldump_allies_fueldump_destroy"
wm_removeteamvoiceannounce 1 "fueldump_allies_tank_reardepot"
wm_removeteamvoiceannounce 1 "fueldump_allies_tank_reardepot"
// *---------------------------------------------------------------------------------*
// *---------------------------------------------------------------------------------*
}
}
trigger checkgame
trigger checkgame
{
{
accum 1 abort_if_not_equal 1
accum 1 abort_if_not_equal 1
wm_setwinner 1
wm_setwinner 1
// mortis reduced waitstate
// mortis reduced waitstate
wait 100
wait 100
wm_endround
wm_endround
}
}
}
}
//bani
//bani
fueldumphq_obj
fueldumphq_obj
{
{
spawn
spawn
{
{
set
set
{
{
//these have to be set inside the spawn{} function, not create{}
//these have to be set inside the spawn{} function, not create{}
description "Garage HQ"
description "Garage HQ"
message "Garage HQ"
message "Garage HQ"
}
}
wait 50
wait 50
setstate fueldumphq_obj invisible
setstate fueldumphq_obj invisible
setstate fueldumphq_spawn invisible
setstate fueldumphq_spawn invisible
}
}
trigger on
trigger on
{
{
setstate fueldumphq_obj default
setstate fueldumphq_obj default
setstate fueldumphq_spawn default
setstate fueldumphq_spawn default
}
}
trigger off
trigger off
{
{
setstate fueldumphq_obj invisible
setstate fueldumphq_obj invisible
setstate fueldumphq_spawn invisible
setstate fueldumphq_spawn invisible
}
}
}
}
//mortis - add arni's spawn routine
//mortis - add arni's spawn routine
fueldumpxt_obj
fueldumpxt_obj
{
{
spawn
spawn
{
{
set
set
{
{
description "Truck"
description "Truck"
message "Truck"
message "Truck"
}
}
wait 50
wait 50
setstate fueldumpxt_obj default
setstate fueldumpxt_obj default
setstate fueldumpxt_spawn default
setstate fueldumpxt_spawn default
}
}
}
}
// ============================================================================
// ============================================================================
// LMS stuff to remove from obj mode
// LMS stuff to remove from obj mode
// ============================================================================
// ============================================================================
thebridge_lms
thebridge_lms
{
{
spawn
spawn
{
{
wait 100
wait 100
setstate thebridge_lms invisible
setstate thebridge_lms invisible
setstate lms_hacabinet_cm_marker invisible
setstate lms_hacabinet_cm_marker invisible
setstate lms_hacabinet_toi invisible
setstate lms_hacabinet_toi invisible
setstate lms_healthcabinet invisible
setstate lms_healthcabinet invisible
setstate lms_ammocabinet invisible
setstate lms_ammocabinet invisible
setstate lms_healthtrigger invisible
setstate lms_healthtrigger invisible
setstate lms_ammotrigger invisible
setstate lms_ammotrigger invisible
setstate lms_healthcabinet_clip invisible
setstate lms_healthcabinet_clip invisible
setstate lms_ammocabinet_clip invisible
setstate lms_ammocabinet_clip invisible
setstate lms_alliedstaircase invisible
setstate lms_alliedstaircase invisible
}
}
}
}
// ============================================================================
// ============================================================================
// AXIS HQ bits and pieces
// AXIS HQ bits and pieces
// ============================================================================
// ============================================================================
axis_radio_destroyed
axis_radio_destroyed
{
{
spawn
spawn
{
{
wait 200
wait 200
setstate axis_radio_destroyed invisible
setstate axis_radio_destroyed invisible
setstate axis_radio_destroyed_model invisible
setstate axis_radio_destroyed_model invisible
}
}
trigger hide
trigger hide
{
{
setstate axis_radio_destroyed invisible
setstate axis_radio_destroyed invisible
setstate axis_radio_destroyed_model invisible
setstate axis_radio_destroyed_model invisible
}
}
trigger show
trigger show
{
{
setstate axis_radio_destroyed default
setstate axis_radio_destroyed default
setstate axis_radio_destroyed_model default
setstate axis_radio_destroyed_model default
setstate axishqstuff invisible // Arial tower outside of building
setstate axishqstuff invisible // Arial tower outside of building
}
}
}
}
axis_radio_closed
axis_radio_closed
{
{
spawn
spawn
{
{
wait 200
wait 200
setstate axis_radio_closed default
setstate axis_radio_closed default
setstate axis_radio_closed_model default
setstate axis_radio_closed_model default
}
}
trigger hide
trigger hide
{
{
setstate axis_radio_closed invisible
setstate axis_radio_closed invisible
setstate axis_radio_closed_model invisible
setstate axis_radio_closed_model invisible
}
}
trigger show
trigger show
{
{
setstate axis_radio_closed default
setstate axis_radio_closed default
setstate axis_radio_closed_model default
setstate axis_radio_closed_model default
}
}
}
}
axis_radio_built
axis_radio_built
{
{
spawn
spawn
{
{
wait 400
wait 400
constructible_class 2
constructible_class 2
trigger self setup
trigger self setup
setstate axishqstuff invisible
setstate axishqstuff invisible
}
}
trigger setup
trigger setup
{
{
setchargetimefactor 0 soldier 1
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0
sethqstatus 0 0
}
}
buildstart final
buildstart final
{
{
trigger axis_radio_built_model trans
trigger axis_radio_built_model trans
trigger axis_radio_destroyed hide
trigger axis_radio_destroyed hide
trigger axis_radio_closed hide
trigger axis_radio_closed hide
setstate axishqstuff underconstruction
setstate axishqstuff underconstruction
}
}
decayed final
decayed final
{
{
trigger axis_radio_built_model hide
trigger axis_radio_built_model hide
trigger axis_radio_closed show
trigger axis_radio_closed show
setstate axishqstuff invisible
setstate axishqstuff invisible
}
}
built final
built final
{
{
trigger axis_radio_built_model show
trigger axis_radio_built_model show
trigger axis_radio_closed hide
trigger axis_radio_closed hide
trigger axis_radio_destroyed hide
trigger axis_radio_destroyed hide
trigger axis_radio_built_model enable_axis_features
trigger axis_radio_built_model enable_axis_features
enablespeaker axishq_sound
enablespeaker axishq_sound
setstate axishqstuff default
setstate axishqstuff default
//mortis
//mortis
trigger axiscp_obj on
trigger axiscp_obj on
}
}
death
death
{
{
trigger axis_radio_built_model hide
trigger axis_radio_built_model hide
trigger axis_radio_destroyed show
trigger axis_radio_destroyed show
trigger axis_radio_built_model disable_axis_features
trigger axis_radio_built_model disable_axis_features
disablespeaker axishq_sound
disablespeaker axishq_sound
//mortis
//mortis
trigger axiscp_obj off
trigger axiscp_obj off
}
}
}
}
axis_radio_built_model
axis_radio_built_model
{
{
spawn
spawn
{
{
wait 400
wait 400
setstate axis_radio_built_model invisible
setstate axis_radio_built_model invisible
accum 0 bitreset 0 // set if radio is built
accum 0 bitreset 0 // set if radio is built
accum 0 bitreset 1 // set if goal should be ignored
accum 0 bitreset 1 // set if goal should be ignored
}
}
trigger show
trigger show
{
{
setstate axis_radio_built_model default
setstate axis_radio_built_model default
}
}
trigger hide
trigger hide
{
{
setstate axis_radio_built_model invisible
setstate axis_radio_built_model invisible
}
}
trigger trans
trigger trans
{
{
setstate axis_radio_built_model underconstruction
setstate axis_radio_built_model underconstruction
}
}
trigger enable_axis_features
trigger enable_axis_features
{
{
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// Increase Axis charge times
// Increase Axis charge times
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
setchargetimefactor 0 soldier 0.75
setchargetimefactor 0 soldier 0.75
setchargetimefactor 0 lieutenant 0.75
setchargetimefactor 0 lieutenant 0.75
setchargetimefactor 0 medic 0.75
setchargetimefactor 0 medic 0.75
setchargetimefactor 0 engineer 0.75
setchargetimefactor 0 engineer 0.75
setchargetimefactor 0 covertops 0.75
setchargetimefactor 0 covertops 0.75
sethqstatus 0 1
sethqstatus 0 1
// *----------------------------------- vo ------------------------------------------*
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_compost_constructed"
wm_teamvoiceannounce 0 "axis_hq_compost_constructed"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"
wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
// *---------------------------------------------------------------------------------*
// *---------------------------------------------------------------------------------*
wm_objective_status 6 0 1
wm_objective_status 6 0 1
wm_objective_status 6 1 2
wm_objective_status 6 1 2
wm_announce "Axis Command Post constructed. Charge speed increased!"
wm_announce "Axis Command Post constructed. Charge speed increased!"
accum 0 bitset 0
accum 0 bitset 0
}
}
trigger disable_axis_features
trigger disable_axis_features
{
{
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// Decrease Axis charge times
// Decrease Axis charge times
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
setchargetimefactor 0 soldier 1
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0
sethqstatus 0 0
// *----------------------------------- vo ------------------------------------------*
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
// *---------------------------------------------------------------------------------*
// *---------------------------------------------------------------------------------*
wm_announce "Allied team has destroyed the Axis Command Post!"
wm_announce "Allied team has destroyed the Axis Command Post!"
wm_objective_status 6 0 0
wm_objective_status 6 0 0
wm_objective_status 6 1 0
wm_objective_status 6 1 0
accum 0 bitreset 0
accum 0 bitreset 0
}
}
}
}
// ============================================================================
// ============================================================================
// Allied HQ bits and pieces
// Allied HQ bits and pieces
// ============================================================================
// ============================================================================
alliedhqradio_toi
alliedhqradio_toi
{
{
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// Enable health/ammo cabinets, allied radio has been built
// Enable health/ammo cabinets, allied radio has been built
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
trigger enable_hacabs
trigger enable_hacabs
{
{
setstate tankbay_healthcabinet default
setstate tankbay_healthcabinet default
setstate tankbay_ammocabinet default
setstate tankbay_ammocabinet default
setstate tankbay_healthtrigger default
setstate tankbay_healthtrigger default
setstate tankbay_ammotrigger default
setstate tankbay_ammotrigger default
setstate tankbay_healthcabinet_dmg invisible
setstate tankbay_healthcabinet_dmg invisible
setstate tankbay_ammocabinet_dmg invisible
setstate tankbay_ammocabinet_dmg invisible
setstate tankbay_hacabinet_cm_marker default
setstate tankbay_hacabinet_cm_marker default
setstate tankbay_hacabinet_toi default
setstate tankbay_hacabinet_toi default
}
}
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// Disable health/ammo cabinets, allied radio has been destroyed
// Disable health/ammo cabinets, allied radio has been destroyed
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
trigger disable_hacabs
trigger disable_hacabs
{
{
setstate tankbay_healthcabinet invisible
setstate tankbay_healthcabinet invisible
setstate tankbay_ammocabinet invisible
setstate tankbay_ammocabinet invisible
setstate tankbay_healthtrigger invisible
setstate tankbay_healthtrigger invisible
setstate tankbay_ammotrigger invisible
setstate tankbay_ammotrigger invisible
setstate tankbay_healthcabinet_dmg default
setstate tankbay_healthcabinet_dmg default
setstate tankbay_ammocabinet_dmg default
setstate tankbay_ammocabinet_dmg default
setstate tankbay_hacabinet_cm_marker invisible
setstate tankbay_hacabinet_cm_marker invisible
setstate tankbay_hacabinet_toi invisible
setstate tankbay_hacabinet_toi invisible
}
}
}
}
allied_radio_destroyed
allied_radio_destroyed
{
{
spawn
spawn
{
{
wait 200
wait 200
setstate allied_radio_destroyed invisible
setstate allied_radio_destroyed invisible
setstate allied_radio_destroyed_model invisible
setstate allied_radio_destroyed_model invisible
}
}
trigger hide
trigger hide
{
{
setstate allied_radio_destroyed invisible
setstate allied_radio_destroyed invisible
setstate allied_radio_destroyed_model invisible
setstate allied_radio_destroyed_model invisible
}
}
trigger show
trigger show
{
{
setstate allied_radio_destroyed default
setstate allied_radio_destroyed default
setstate allied_radio_destroyed_model default
setstate allied_radio_destroyed_model default
}
}
}
}
allied_radio_closed
allied_radio_closed
{
{
spawn
spawn
{
{
wait 200
wait 200
setstate allied_radio_closed default
setstate allied_radio_closed default
setstate allied_radio_closed_model default
setstate allied_radio_closed_model default
}
}
trigger hide
trigger hide
{
{
setstate allied_radio_closed invisible
setstate allied_radio_closed invisible
setstate allied_radio_closed_model invisible
setstate allied_radio_closed_model invisible
}
}
trigger show
trigger show
{
{
setstate allied_radio_closed default
setstate allied_radio_closed default
setstate allied_radio_closed_model default
setstate allied_radio_closed_model default
}
}
}
}
allied_radio_built
allied_radio_built
{
{
spawn
spawn
{
{
wait 400
wait 400
constructible_class 2
constructible_class 2
trigger allied_radio_built setup
trigger allied_radio_built setup
}
}
trigger setup
trigger setup
{
{
setchargetimefactor 1 soldier 1
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
setchargetimefactor 1 covertops 1
sethqstatus 1 0
sethqstatus 1 0
trigger alliedhqradio_toi disable_hacabs
trigger alliedhqradio_toi disable_hacabs
}
}
buildstart final
buildstart final
{
{
trigger allied_radio_built_model trans
trigger allied_radio_built_model trans
trigger allied_radio_destroyed hide
trigger allied_radio_destroyed hide
trigger allied_radio_closed hide
trigger allied_radio_closed hide
}
}
decayed final
decayed final
{
{
trigger allied_radio_built_model hide
trigger allied_radio_built_model hide
trigger allied_radio_closed show
trigger allied_radio_closed show
}
}
built final
built final
{
{
trigger allied_radio_built_model show
trigger allied_radio_built_model show
trigger allied_radio_closed hide
trigger allied_radio_closed hide
trigger allied_radio_destroyed hide
trigger allied_radio_destroyed hide
trigger allied_radio_built_model enable_allied_features
trigger allied_radio_built_model enable_allied_features
enablespeaker alliedhq_sound
enablespeaker alliedhq_sound
//bani
//bani
trigger fueldumphq_obj on
trigger fueldumphq_obj on
}
}
death
death
{
{
trigger allied_radio_built_model hide
trigger allied_radio_built_model hide
trigger allied_radio_destroyed show
trigger allied_radio_destroyed show
trigger allied_radio_built_model disable_allied_features
trigger allied_radio_built_model disable_allied_features
disablespeaker alliedhq_sound
disablespeaker alliedhq_sound
//bani
//bani
trigger fueldumphq_obj off
trigger fueldumphq_obj off
}
}
}
}
allied_radio_built_model
allied_radio_built_model
{
{
Copiar
Copiado
Copiar
Copiado
spawn
sp
{
wait 400
setstate allied_radio_built_model invisible
accum 0 bitreset 0 // set if radio is built
accum 0 bitreset 1 // set if goal should be ignored
}
trigger show
{
setstate allied_radio_built_model default
}
trigger hide
{
setstate allied_radio_built_model invisible
}
trigger trans
{
setstate allied_radio_built_model underconstruction
}
trigger enable_allied_features
{
trigger alliedhqradio_toi enable_hacabs
//-----------------------------------------------------------------------
// Increase Allies charge times
//-----------------------------------------------------------------------
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
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed"
wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
// *---------------------------------------------------------------------------------*
wm_objective_status 7 1 1
wm_objective_status 7 0 2
wm_announce "Allied Command Post constructed. Charge speed increased!"
accum 0 bitset 0
}
trigger disable_allied_features
{
trigger alliedhqradio_toi disable_hacabs
//-----------------------------------------------------------------------
// Decrease Allies charge times
//-----------------------------------------------------------------------
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus
Diferenças salvas
Texto original
Abrir arquivo
// ============================================================================ // Map: Fueldump // Last update : 16/06/03 Sock // ============================================================================ // rain - Tue Sep 23 20:24:55 EDT 2003 - fixed setautospawns // bani - Mon Jan 5 23:45:25 PST 2004 - allied spawn at garage commandpost // mortis - Fri Jun 24 18:11:58 PDT 2005 - set allied autospawn to HQ by default at spline 73 // 2/3Soul - Sat Jan 15 17:12:56 GMT 2005 - east depot defences only partially constructable // mortis - Thu Sep 15 20:30:20 PDT 2005 - merged 2/3 soul features and mortis features // mortis - Tue Jun 6 09:46:59 PDT 2006 - adjusted waitstates in checkgame routine // mortis - Wed Jul 19 10:57:18 2006 added arni's fueldump anti-trickjump playerclips // mortis - Wed Jul 19 10:57:18 2006 added 2 of arni's extra axis spawns + routine // mortis - Fri Mar 30 10:10:34 2007 PDT made bridge easier to build + added new axis and allied spawns game_manager { spawn { //extra spawns for axis at cp create { scriptName "axiscp_obj" classname "team_WOLF_objective" targetname "axiscp_obj" origin "-2062 -1580 610" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4) spawnflags 1 // TEAM_AXIS(2) } create { scriptName "axiscp_spawn1" classname "team_CTF_redspawn" targetname "axiscp_spawn" origin "-2149 -1520 610" spawnflags 3 // TEAM_AXIS angle "270" } create { scriptName "axiscp_spawn2" classname "team_CTF_redspawn" targetname "axiscp_spawn" origin "-1988 -1520 610" spawnflags 3 // TEAM_AXIS angle "270" } create { scriptName "axiscp_spawn3" classname "team_CTF_redspawn" targetname "axiscp_spawn" origin "-2149 -1648 610" spawnflags 3 // TEAM_AXIS angle "270" } create { scriptName "axiscp_spawn4" classname "team_CTF_redspawn" targetname "axiscp_spawn" origin "-2012 -1648 610" spawnflags 3 // TEAM_AXIS angle "270" } // extra spawns for Allies at Ammo Hut create { scriptName "ammohut_obj" classname "team_WOLF_objective" targetname "ammohut_obj" origin "-3132 -8346 390" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4) spawnflags 2 // TEAM_ALLIES(2) } create { scriptName "ammohut_spawn1" classname "team_CTF_bluespawn" targetname "ammohut_spawn" origin "-3231 -8346 390" spawnflags 2 // TEAM_ALLIES angle "90" } create { scriptName "ammohut_spawn2" classname "team_CTF_bluespawn" targetname "ammohut_spawn" origin "-3250 -8225 390" spawnflags 2 // TEAM_ALLIES angle "90" } create { scriptName "ammohut_spawn3" classname "team_CTF_bluespawn" targetname "ammohut_spawn" origin "-3023 -8371 390" spawnflags 2 // TEAM_ALLIES angle "90" } create { scriptName "ammohut_spawn4" classname "team_CTF_bluespawn" targetname "ammohut_spawn" origin "-3032 -8231 390" spawnflags 2 // TEAM_ALLIES angle "90" } // extra spawns for axis - thanks arni create { scriptName "fueldumpxt_obj" classname "team_WOLF_objective" targetname "fueldumpxt_obj" origin "-10556 -6692 5" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4) spawnflags 1 // TEAM_AXIS(2) } create { scriptName "fueldumpxt_spawn1" classname "team_CTF_redspawn" targetname "fueldumpxt_spawn" origin "-10603 -6705 220" spawnflags 3 // TEAM_AXIS angle "56" } create { scriptName "fueldumpxt_spawn2" classname "team_CTF_redspawn" targetname "fueldumpxt_spawn" origin "-10521 -6751 220" spawnflags 3 // TEAM_AXIS angle "110" } // fueldump anti-trickjump player clips - courtesy arni create { scriptName "fueljump1" classname "func_fakebrush" origin "-8762 -5157 648" contents 65536 // CONTENTS_PLAYERCLIP // high fueljump mins "-250 -50 -50" maxs "50 50 150" } create { scriptName "fueljump2" classname "func_fakebrush" origin "-10430 -5126 424" contents 65536 // CONTENTS_PLAYERCLIP // mg bunker mins "-50 -20 -20" maxs "20 20 30" } create { scriptName "fueljump3" classname "func_fakebrush" origin "-9536 -5215 340" contents 1 // main gate "hut" mins "-35 -35 -20" maxs "35 35 5" } create { scriptName "fueldumphq_obj" classname "team_WOLF_objective" targetname "fueldumphq_obj" origin "-10853 -2036 6" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4) spawnflags 2 // TEAM_ALLIES(2) } create { scriptName "fueldumphq_spawn1" classname "team_CTF_bluespawn" targetname "fueldumphq_spawn" origin "11072 -2448 512" spawnflags 2 // TEAM_ALLIES } create { scriptName "fueldumphq_spawn2" classname "team_CTF_bluespawn" targetname "fueldumphq_spawn" origin "-10995 -2448 512" spawnflags 2 // TEAM_ALLIES } create { scriptName "fueldumphq_spawn3" classname "team_CTF_bluespawn" targetname "fueldumphq_spawn" origin "-10918 -2448 512" spawnflags 2 // TEAM_ALLIES } create { scriptName "fueldumphq_spawn4" classname "team_CTF_bluespawn" targetname "fueldumphq_spawn" origin "-10841 -2448 512" spawnflags 2 // TEAM_ALLIES } create { scriptName "fueldumphq_spawn5" classname "team_CTF_bluespawn" targetname "fueldumphq_spawn" origin "11072 -2288 512" spawnflags 2 // TEAM_ALLIES } create { scriptName "fueldumphq_spawn6" classname "team_CTF_bluespawn" targetname "fueldumphq_spawn" origin "-10995 -2288 512" spawnflags 2 // TEAM_ALLIES } create { scriptName "fueldumphq_spawn7" classname "team_CTF_bluespawn" targetname "fueldumphq_spawn" origin "-10918 -2288 512" spawnflags 2 // TEAM_ALLIES } create { scriptName "fueldumphq_spawn8" classname "team_CTF_bluespawn" targetname "fueldumphq_spawn" origin "-10841 -2288 512" spawnflags 2 // TEAM_ALLIES } // Game rules wm_axis_respawntime 30 wm_allied_respawntime 20 wm_number_of_objectives 7 wm_set_round_timelimit 30 wm_set_main_objective 2 0 wm_set_main_objective 1 1 wm_objective_status 1 1 0 wm_objective_status 1 0 0 wm_objective_status 2 1 0 wm_objective_status 2 0 0 wm_objective_status 3 1 0 wm_objective_status 3 0 0 wm_objective_status 4 1 0 wm_objective_status 4 0 0 wm_objective_status 5 1 0 wm_objective_status 5 0 0 wm_objective_status 6 1 0 wm_objective_status 6 0 0 wm_objective_status 7 1 0 wm_objective_status 7 0 0 // Stopwatch mode defending team (0=Axis, 1=Allies) wm_set_defending_team 0 // Winner on expiration of round timer (0=Axis, 1=Allies) wm_setwinner 0 // Accumulator to check win conditions accum 1 set 0 // Setup the auto spawn points for the map wait 500 setautospawn "Allied Entrance Spawn" 1 setautospawn "Tunnel Store Room" 0 // Garage Doors globalaccum 4 set 0 // Flexible Door 1 status. (0=stationary, 1=moving) globalaccum 5 set 0 // Flexible Door 2 status. (0=stationary, 1=moving) // CP speakers disablespeaker axishq_sound disablespeaker alliedhq_sound wait 2000 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_bridge_stop" wm_addteamvoiceannounce 1 "fueldump_allies_bridge_construct" wm_teamvoiceannounce 0 "fueldump_axis_bridge_stop" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 1 "fueldump_allies_bridge_construct" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Constructing a Bridge over the frozen river //----------------------------------------------------------------------- trigger objective1 { wm_announce "Allied team has constructed the bridge!" } //----------------------------------------------------------------------- // Destroying the Tunnel Doors. //----------------------------------------------------------------------- trigger objective2 { wm_announce "Allied team has breached the Tunnel Doors!" setstate tunneldoor_toi invisible // rain - fixed axis spawn point // mortis - force noobs to use Garage HQ spawn point by default alertentity t108 // Switch the tunnel spawns around setautospawn "Tunnel Store Room" 1 setautospawn "Axis Fuel Dump" 0 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_gates_stop" wm_addteamvoiceannounce 0 "fueldump_axis_depotdef_construct" wm_teamvoiceannounce 0 "fueldump_axis_tunnel_destroyed" wm_teamvoiceannounce 0 "fueldump_axis_depotdef_construct" wm_teamvoiceannounce 1 "fueldump_allies_tank_depot" wm_teamvoiceannounce 1 "allies_hq_compost_construct" wm_removeteamvoiceannounce 0 "fueldump_axis_tunnel_stop" // *---------------------------------------------------------------------------------* wm_set_main_objective 2 0 wm_set_main_objective 2 1 } //----------------------------------------------------------------------- // Destroying the Axis Depot Gates. //----------------------------------------------------------------------- trigger objective3 { wm_announce "Allied team has breached the Depot Gates!" setstate depotgate_toi invisible // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_gates_destroyed" wm_addteamvoiceannounce 0 "fueldump_axis_fueldump_defend" wm_addteamvoiceannounce 1 "fueldump_allies_fueldump_destroy" wm_teamvoiceannounce 0 "fueldump_axis_gates_destroyed" wm_teamvoiceannounce 0 "fueldump_axis_fueldump_defend" wm_teamvoiceannounce 1 "fueldump_allies_tank_reardepot" wm_teamvoiceannounce 1 "fueldump_allies_fueldump_destroy" wm_removeteamvoiceannounce 0 "fueldump_axis_gates_stop" wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct" wm_removeteamvoiceannounce 1 "fueldump_allies_tank_depot" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Destroying the Axis Fueldump. //----------------------------------------------------------------------- trigger objective4 { // Change the variable within the script so that we can check if someone wins the round accum 1 set 1 // Big bang sequence of fueldump here alertentity fueldump_explo1 alertentity fueldump_explo2 alertentity fueldump_explo3 setstate fueldump_ladder invisible alertentity fueldump_rubble1 alertentity fueldump_rubble2 alertentity fueldump_rubble3 // Some kind of UI pop-up to alert players wm_announce "Allied team has destroyed the Axis Fuel Dump!" wm_objective_status 4 1 1 wm_objective_status 4 0 2 // mortis reduced waitstate wait 100 // Call function to check if the round has been won trigger game_manager checkgame } //----------------------------------------------------------------------- // Escort the Tank to destroy the Side Wall to the rear of the Depot. //----------------------------------------------------------------------- trigger objective5 { wm_announce "Allied team has breached the Depot Side Wall!" setstate depotsidewall_toi invisible // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "fueldump_axis_fueldump_defend" wm_teamvoiceannounce 1 "fueldump_allies_wall_destroyed" wm_teamvoiceannounce 1 "fueldump_allies_fueldump_destroy" wm_removeteamvoiceannounce 1 "fueldump_allies_tank_reardepot" // *---------------------------------------------------------------------------------* } trigger checkgame { accum 1 abort_if_not_equal 1 wm_setwinner 1 // mortis reduced waitstate wait 100 wm_endround } } //bani fueldumphq_obj { spawn { set { //these have to be set inside the spawn{} function, not create{} description "Garage HQ" message "Garage HQ" } wait 50 setstate fueldumphq_obj invisible setstate fueldumphq_spawn invisible } trigger on { setstate fueldumphq_obj default setstate fueldumphq_spawn default } trigger off { setstate fueldumphq_obj invisible setstate fueldumphq_spawn invisible } } //mortis - add arni's spawn routine fueldumpxt_obj { spawn { set { description "Truck" message "Truck" } wait 50 setstate fueldumpxt_obj default setstate fueldumpxt_spawn default } } // ============================================================================ // LMS stuff to remove from obj mode // ============================================================================ thebridge_lms { spawn { wait 100 setstate thebridge_lms invisible setstate lms_hacabinet_cm_marker invisible setstate lms_hacabinet_toi invisible setstate lms_healthcabinet invisible setstate lms_ammocabinet invisible setstate lms_healthtrigger invisible setstate lms_ammotrigger invisible setstate lms_healthcabinet_clip invisible setstate lms_ammocabinet_clip invisible setstate lms_alliedstaircase invisible } } // ============================================================================ // AXIS HQ bits and pieces // ============================================================================ axis_radio_destroyed { spawn { wait 200 setstate axis_radio_destroyed invisible setstate axis_radio_destroyed_model invisible } trigger hide { setstate axis_radio_destroyed invisible setstate axis_radio_destroyed_model invisible } trigger show { setstate axis_radio_destroyed default setstate axis_radio_destroyed_model default setstate axishqstuff invisible // Arial tower outside of building } } axis_radio_closed { spawn { wait 200 setstate axis_radio_closed default setstate axis_radio_closed_model default } trigger hide { setstate axis_radio_closed invisible setstate axis_radio_closed_model invisible } trigger show { setstate axis_radio_closed default setstate axis_radio_closed_model default } } axis_radio_built { spawn { wait 400 constructible_class 2 trigger self setup setstate axishqstuff invisible } trigger setup { setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 sethqstatus 0 0 } buildstart final { trigger axis_radio_built_model trans trigger axis_radio_destroyed hide trigger axis_radio_closed hide setstate axishqstuff underconstruction } decayed final { trigger axis_radio_built_model hide trigger axis_radio_closed show setstate axishqstuff invisible } built final { trigger axis_radio_built_model show trigger axis_radio_closed hide trigger axis_radio_destroyed hide trigger axis_radio_built_model enable_axis_features enablespeaker axishq_sound setstate axishqstuff default //mortis trigger axiscp_obj on } death { trigger axis_radio_built_model hide trigger axis_radio_destroyed show trigger axis_radio_built_model disable_axis_features disablespeaker axishq_sound //mortis trigger axiscp_obj off } } axis_radio_built_model { spawn { wait 400 setstate axis_radio_built_model invisible accum 0 bitreset 0 // set if radio is built accum 0 bitreset 1 // set if goal should be ignored } trigger show { setstate axis_radio_built_model default } trigger hide { setstate axis_radio_built_model invisible } trigger trans { setstate axis_radio_built_model underconstruction } trigger enable_axis_features { //----------------------------------------------------------------------- // Increase Axis charge times //----------------------------------------------------------------------- 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 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_compost_constructed" wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis" wm_removeteamvoiceannounce 0 "axis_hq_compost_construct" // *---------------------------------------------------------------------------------* wm_objective_status 6 0 1 wm_objective_status 6 1 2 wm_announce "Axis Command Post constructed. Charge speed increased!" accum 0 bitset 0 } trigger disable_axis_features { //----------------------------------------------------------------------- // Decrease Axis charge times //----------------------------------------------------------------------- setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 sethqstatus 0 0 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 0 "axis_hq_compost_damaged" // *---------------------------------------------------------------------------------* wm_announce "Allied team has destroyed the Axis Command Post!" wm_objective_status 6 0 0 wm_objective_status 6 1 0 accum 0 bitreset 0 } } // ============================================================================ // Allied HQ bits and pieces // ============================================================================ alliedhqradio_toi { //----------------------------------------------------------------------- // Enable health/ammo cabinets, allied radio has been built //----------------------------------------------------------------------- trigger enable_hacabs { setstate tankbay_healthcabinet default setstate tankbay_ammocabinet default setstate tankbay_healthtrigger default setstate tankbay_ammotrigger default setstate tankbay_healthcabinet_dmg invisible setstate tankbay_ammocabinet_dmg invisible setstate tankbay_hacabinet_cm_marker default setstate tankbay_hacabinet_toi default } //----------------------------------------------------------------------- // Disable health/ammo cabinets, allied radio has been destroyed //----------------------------------------------------------------------- trigger disable_hacabs { setstate tankbay_healthcabinet invisible setstate tankbay_ammocabinet invisible setstate tankbay_healthtrigger invisible setstate tankbay_ammotrigger invisible setstate tankbay_healthcabinet_dmg default setstate tankbay_ammocabinet_dmg default setstate tankbay_hacabinet_cm_marker invisible setstate tankbay_hacabinet_toi invisible } } allied_radio_destroyed { spawn { wait 200 setstate allied_radio_destroyed invisible setstate allied_radio_destroyed_model invisible } trigger hide { setstate allied_radio_destroyed invisible setstate allied_radio_destroyed_model invisible } trigger show { setstate allied_radio_destroyed default setstate allied_radio_destroyed_model default } } allied_radio_closed { spawn { wait 200 setstate allied_radio_closed default setstate allied_radio_closed_model default } trigger hide { setstate allied_radio_closed invisible setstate allied_radio_closed_model invisible } trigger show { setstate allied_radio_closed default setstate allied_radio_closed_model default } } allied_radio_built { spawn { wait 400 constructible_class 2 trigger allied_radio_built setup } trigger setup { setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 sethqstatus 1 0 trigger alliedhqradio_toi disable_hacabs } buildstart final { trigger allied_radio_built_model trans trigger allied_radio_destroyed hide trigger allied_radio_closed hide } decayed final { trigger allied_radio_built_model hide trigger allied_radio_closed show } built final { trigger allied_radio_built_model show trigger allied_radio_closed hide trigger allied_radio_destroyed hide trigger allied_radio_built_model enable_allied_features enablespeaker alliedhq_sound //bani trigger fueldumphq_obj on } death { trigger allied_radio_built_model hide trigger allied_radio_destroyed show trigger allied_radio_built_model disable_allied_features disablespeaker alliedhq_sound //bani trigger fueldumphq_obj off } } allied_radio_built_model { spawn { wait 400 setstate allied_radio_built_model invisible accum 0 bitreset 0 // set if radio is built accum 0 bitreset 1 // set if goal should be ignored } trigger show { setstate allied_radio_built_model default } trigger hide { setstate allied_radio_built_model invisible } trigger trans { setstate allied_radio_built_model underconstruction } trigger enable_allied_features { trigger alliedhqradio_toi enable_hacabs //----------------------------------------------------------------------- // Increase Allies charge times //----------------------------------------------------------------------- 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 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies" wm_teamvoiceannounce 1 "allies_hq_compost_constructed" wm_removeteamvoiceannounce 1 "allies_hq_compost_construct" // *---------------------------------------------------------------------------------* wm_objective_status 7 1 1 wm_objective_status 7 0 2 wm_announce "Allied Command Post constructed. Charge speed increased!" accum 0 bitset 0 } trigger disable_allied_features { trigger alliedhqradio_toi disable_hacabs //----------------------------------------------------------------------- // Decrease Allies charge times //----------------------------------------------------------------------- setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 sethqstatus 1 0 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 1 "allies_hq_compost_damaged" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" // *---------------------------------------------------------------------------------* wm_announce "Axis team has destroyed the Allied Command Post!" wm_objective_status 7 0 0 wm_objective_status 7 1 0 accum 0 bitreset 0 } } // ============================================================================ // The Bridge // ============================================================================ thebridge { spawn { accum 7 set 0 // Bridge stage construction and tank status wait 200 constructible_class 3 constructible_chargebarreq 1 //mortis reduce chargebar req setstate bridgematerials_stage1 default setstate bridgematerials_stage2 default accum 7 bitset 1 // Tank NOT over bridge yet } //----------------------------------------------------------------------- // Stage 1 is BUILT //----------------------------------------------------------------------- built stage1 { setstate bridgematerials_stage1 invisible // Remove stage 1 construction items trigger game_manager objective1 accum 7 abort_if_not_bitset 1 // Tank over bridge? // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_addteamvoiceannounce 1 "fueldump_allies_bridge_reinforce" wm_teamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_teamvoiceannounce 1 "fueldump_allies_bridge_reinforce" wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_stop" wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_construct" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Stage 1 is DESTROYED //----------------------------------------------------------------------- death { setstate bridgematerials_stage1 default // Restore stage 1 construction items togglespeaker bridge_expl // Explosion trigger tank clearBridge // Some kind of UI pop-up to alert players wm_announce "Axis team has destroyed the Bridge!" accum 7 abort_if_not_bitset 1 // Tank over bridge? // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_bridge_stop" wm_addteamvoiceannounce 1 "fueldump_allies_bridge_construct" wm_teamvoiceannounce 0 "fueldump_axis_bridge_destroyed" wm_teamvoiceannounce 1 "fueldump_allies_bridge_construct" wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_reinforce" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Stage 2 is BUILT //----------------------------------------------------------------------- built final { setstate bridgematerials_stage2 invisible trigger tank setBridge // Some kind of UI pop-up to alert players wm_announce "Allied team has reinforced the Bridge!" accum 7 abort_if_not_bitset 1 // Tank over bridge? // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_addteamvoiceannounce 1 "fueldump_allies_tank_bridge" wm_teamvoiceannounce 0 "fueldump_axis_bridge_reinforced" wm_teamvoiceannounce 1 "fueldump_allies_bridge_reinforced" wm_teamvoiceannounce 1 "fueldump_allies_tank_bridge" wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_stop" wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_reinforce" // *---------------------------------------------------------------------------------* wm_set_main_objective 1 0 // Completed an objective } //----------------------------------------------------------------------- // Stage 2 is DESTROYED, go back to stage 1 //----------------------------------------------------------------------- destroyed final { setstate bridgematerials_stage2 default togglespeaker bridge_expl trigger tank clearBridge // Some kind of UI pop-up to alert players wm_announce "Axis team has damaged the Bridge!" accum 7 abort_if_not_bitset 1 // Tank over bridge? // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_addteamvoiceannounce 1 "fueldump_allies_bridge_reinforce" wm_teamvoiceannounce 0 "fueldump_axis_bridge_damaged" wm_teamvoiceannounce 1 "fueldump_allies_bridge_damaged" wm_removeteamvoiceannounce 1 "fueldump_allies_tank_bridge" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Tank has made it over the bridge and on route to the cave doors // remove all VO reference to the bridge construct/destruct //----------------------------------------------------------------------- trigger tank_passed { accum 7 bitreset 1 // Tank over bridge, no more announcements // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_tunnel_stop" wm_addteamvoiceannounce 1 "fueldump_allies_tank_depot" wm_teamvoiceannounce 0 "fueldump_axis_tunnel_stop" wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_stop" wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_construct" wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_reinforce" wm_removeteamvoiceannounce 1 "fueldump_allies_tank_bridge" // *---------------------------------------------------------------------------------* } } // ============================================================================ // The Fuel Dump // ============================================================================ axisfueldump { spawn { wait 200 constructible_class 3 setstate fueldump_solid default setstate fueldump_damaged invisible setstate fueldump_smoke1 invisible setstate fueldump_smoke2 invisible setstate fueldump_smoke3 invisible } death { trigger game_manager objective4 setstate fueldump_smoke1 default setstate fueldump_smoke2 default setstate fueldump_smoke3 default trigger hurt_fueldumpblast boom setstate fueldump_solid invisible setstate fueldump_damaged default } } hurt_fueldumpblast { spawn { wait 200 setstate hurt_fueldumpblast invisible } trigger boom { setstate hurt_fueldumpblast default wait 100 remove } } // ============================================================================ // Fuel Dump Barricades // ============================================================================ frontdump { spawn { wait 200 constructible_class 2 setstate frontdumpmaterials_stage1 default setstate frontdumpmaterials_stage2 default setstate frontdump1_trighurt invisible setstate frontdump2_trighurt invisible } //----------------------------------------------------------------------- // Stage 1 is BUILT //----------------------------------------------------------------------- // 2/3Soul - added entities of frontdumpmaterials_stage2 and frontdump_toi , and set states to invisible built stage1 { setstate frontdumpmaterials_stage1 invisible setstate frontdumpmaterials_stage2 invisible setstate frontdump_toi invisible setstate frontdump1_trighurt default } //----------------------------------------------------------------------- // Stage 1 is DESTROYED //----------------------------------------------------------------------- // 2/3Soul - added entities of frontdumpmaterials_stage2 and frontdump_toi , and set states to default death { setstate frontdumpmaterials_stage1 default setstate frontdumpmaterials_stage2 default setstate frontdump_toi default setstate frontdump1_trighurt invisible // Some kind of UI pop-up to alert players wm_announce "Allied team has destroyed the East Axis Base Fortification!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "fueldump_axis_depotdef_destroyed" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Stage 2 is BUILT //----------------------------------------------------------------------- // 2/3Soul - because of alterations to *built stage1*, this code never gets called built final { setstate frontdumpmaterials_stage2 invisible setstate frontdump2_trighurt default // Some kind of UI pop-up to alert players wm_announce "Axis team has constructed the East Axis Base Fortification!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 1 "fueldump_allies_depotdef_destroy" wm_teamvoiceannounce 0 "fueldump_axis_depotdef_constructed" wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroy" wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Stage 2 is DESTROYED, go back to stage 1 //----------------------------------------------------------------------- // 2/3Soul - because of alterations to *built stage1*, this code never gets called destroyed final { setstate frontdumpmaterials_stage2 default setstate frontdump2_trighurt invisible // Some kind of UI pop-up to alert players wm_announce "Allied team has damaged the East Axis Base Fortification!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_depotdef_construct" wm_teamvoiceannounce 0 "fueldump_axis_depotdef_breached" wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroyed" wm_removeteamvoiceannounce 1 "fueldump_allies_depotdef_destroy" // *---------------------------------------------------------------------------------* } } reardump { spawn { wait 200 constructible_class 2 setstate reardumpmaterials_stage1 default setstate reardumpmaterials_stage2 default setstate backdump1_trighurt invisible setstate backdump2_trighurt invisible } //----------------------------------------------------------------------- // Stage 1 is BUILT //----------------------------------------------------------------------- built stage1 { setstate reardumpmaterials_stage1 invisible setstate backdump1_trighurt default } //----------------------------------------------------------------------- // Stage 1 is DESTROYED //----------------------------------------------------------------------- death { setstate reardumpmaterials_stage1 default setstate backdump1_trighurt invisible // Some kind of UI pop-up to alert players wm_announce "Allied team has destroyed the West Axis Base Fortification!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "fueldump_axis_depotdef_destroyed" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Stage 2 is BUILT //----------------------------------------------------------------------- built final { setstate reardumpmaterials_stage2 invisible setstate backdump2_trighurt default // Some kind of UI pop-up to alert players wm_announce "Axis team has constructed the West Axis Base Fortification!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 1 "fueldump_allies_depotdef_destroy" wm_teamvoiceannounce 0 "fueldump_axis_depotdef_constructed" wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroy" wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Stage 2 is DESTROYED, go back to stage 1 //----------------------------------------------------------------------- destroyed final { setstate reardumpmaterials_stage2 default setstate backdump2_trighurt invisible // Some kind of UI pop-up to alert players wm_announce "Allied team has damaged the West Axis Base Fortification!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_depotdef_construct" wm_teamvoiceannounce 0 "fueldump_axis_depotdef_breached" wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroyed" wm_removeteamvoiceannounce 1 "fueldump_allies_depotdef_destroy" // *---------------------------------------------------------------------------------* } } // ============================================================================ // Footbridge on Allied side of the map // ============================================================================ footbridge { spawn { wait 200 constructible_class 2 constructible_chargebarreq .75 //mortis reduce chargebar req setstate footbridge invisible setstate footbridgematerials default setstate lms_footbridge invisible } buildstart final { setstate footbridge underconstruction } built final { setstate footbridge default setstate footbridgematerials invisible // Some kind of UI pop-up to alert players wm_announce "Allied team has constructed the Foot Bridge!" } decayed final { setstate footbridge invisible setstate footbridgematerials default } death { setstate footbridge invisible setstate footbridgematerials default // Some kind of UI pop-up to alert players wm_announce "Axis team has destroyed the Foot Bridge!" } } // ============================================================================ // Allied MG42 Nest - on Allied side of the map // ============================================================================ alliedbarnmg42nest { spawn { wait 200 constructible_class 2 setstate alliedbarnmg42 invisible setstate alliedbarnmg42materials default } buildstart final { setstate alliedbarnmg42 underconstruction } built final { setstate alliedbarnmg42 default setstate alliedbarnmg42materials invisible // Some kind of UI pop-up to alert players wm_announce "Allied team has constructed the Road MG Nest!" } decayed final { setstate alliedbarnmg42 invisible setstate alliedbarnmg42materials default } death { setstate alliedbarnmg42 invisible setstate alliedbarnmg42materials default repairmg42 alliedbarnmg42 // Some kind of UI pop-up to alert players wm_announce "Axis team has destroyed the Road MG Nest!" } } // ============================================================================ // AXIS GUARD TOWER - on Allied side of the map // ============================================================================ axistunneltower { spawn { wait 200 constructible_class 2 setstate axistunneltower invisible setstate axistunneltowermg42 invisible setstate tunneltowermaterials default } buildstart final { setstate axistunneltower underconstruction setstate axistunneltowermg42 underconstruction } built final { setstate axistunneltower default setstate axistunneltowermg42 default setstate tunneltowermaterials invisible // Some kind of UI pop-up to alert players wm_announce "Axis team has constructed the Tunnel MG!" } decayed final { setstate axistunneltower invisible setstate axistunneltowermg42 invisible setstate tunneltowermaterials default } death { trigger axistunneltowerblast boom setstate axistunneltower invisible setstate axistunneltowermg42 invisible repairmg42 axistunneltowermg42 setstate tunneltowermaterials default // Some kind of UI pop-up to alert players wm_announce "Allied team has destroyed the Tunnel MG!" } } // Trigger hurt brush around the tower to catch all people // in the tower when it is destroyed. axistunneltowerblast { spawn { wait 200 setstate axistunneltowerblast invisible } trigger boom { setstate axistunneltowerblast default wait 500 setstate axistunneltowerblast invisible } } // ============================================================================ // ALLIED MG42 NEST next to the tank bay // - on Axis side of the map // ============================================================================ alliedsidemg42 { spawn { wait 200 constructible_class 2 setstate alliedsidemg42_sandbags invisible setstate alliedsidemg42_gun invisible } buildstart final { setstate alliedsidemg42_sandbags underconstruction setstate alliedsidemg42_gun underconstruction } built final { setstate alliedsidemg42_sandbags default setstate alliedsidemg42_gun default setstate sidetowermaterials invisible // Some kind of UI pop-up to alert players wm_announce "Allied team has constructed the Side MG Nest!" } decayed final { setstate alliedsidemg42_sandbags invisible setstate alliedsidemg42_gun invisible } death { setstate alliedsidemg42_sandbags invisible setstate alliedsidemg42_gun invisible repairmg42 alliedsidemg42_gun setstate sidetowermaterials default // Some kind of UI pop-up to alert players wm_announce "Axis team has destroyed the Side MG Nest!" } } // ============================================================================ // AXIS GUARD TOWER next to the tank bay // - on Axis side of the map // ============================================================================ axissidetower { spawn { wait 200 constructible_class 2 setstate axissidetower invisible setstate axissidetowermg42 invisible setstate sidetowermaterials default } buildstart final { setstate axissidetower underconstruction setstate axissidetowermg42 underconstruction } built final { setstate axissidetower default setstate axissidetowermg42 default setstate sidetowermaterials invisible // Some kind of UI pop-up to alert players wm_announce "Axis team has constructed the Side MG Nest!" } decayed final { setstate axissidetower invisible setstate axissidetowermg42 invisible } death { trigger axissidetowerblast boom setstate axissidetower invisible setstate axissidetowermg42 invisible repairmg42 axissidetowermg42 setstate sidetowermaterials default // Some kind of UI pop-up to alert players wm_announce "Allied team has destroyed the Side MG Nest!" } } // Trigger hurt brush around the tower to catch all people // in the tower when it is destroyed. axissidetowerblast { spawn { wait 200 setstate axissidetowerblast invisible } trigger boom { setstate axissidetowerblast default wait 500 setstate axissidetowerblast invisible } } // ============================================================================ // Tank stuff starts here // ============================================================================ tank_sound { trigger start { trigger tank sound_start wait 3400 trigger tank sound_move } trigger stop { trigger tank sound_stop wait 1400 trigger tank sound_idle } trigger rebirth { trigger tank sound_rebirth wait 1400 trigger tank sound_idle } } // digibob: converting truck script from goldrush over... // ============================================================================ // accum 0, dynamite count // accum 1 // - bit 0: bridge state ( 0 = not built, 1 = built ) // - bit 1: blank ( ) // - bit 2: spline status ( 0 = not moving, 1 = moving ) // - bit 3: stuck check flag ( 0 = not stuck, 1 = stuck ) // - bit 4: blank ( ) // - bit 5: track state ( 0 = stopped, 1 = forward ) // - bit 6: temp register (XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX) // - bit 7: death status ( 0 = alive, 1 = dead ) // - bit 8: player check ( 0 = players, 1 = no players ) // - bit 9: visible state ( 0 = alive, 1 = dead ) // accum 2, blank // accum 3, current movement loop position // accum 4, stop counter // accum 5, lockout ref counter // accum 6, blank // accum 7, blank // =========================================================================================== // spline points are spln0 -> spln65 tunnel1 -> tunnel12 spln66 -> spln86 spln2_0 -> spln2_39 // =========================================================================================== // track events: // - tracks_forward // - tracks_stop // - tracks_turningleft // - tracks_turningright tank { spawn { wait 50 faceangles 0 180 0 50 trigger self sound_idle accum 1 bitset 5 trigger self tracks_stop // Reset the tank+turret into correct position followspline 0 spln0 10000 wait length -64 followspline 1 spln0 10000 wait length -64 // Instant test teleporter // accum 3 set 90 } // =========================================================================================== trigger startfire { startanimation 67 8 10 nolerp norandom } trigger stopfire { startanimation 0 1 15 nolerp norandom } // =========================================================================================== trigger sound_idle { stopsound playsound sound/vehicles/tank/tank_idle.wav looping volume 512 } trigger sound_start { stopsound playsound sound/vehicles/tank/tank_revup.wav volume 196 } trigger sound_move { stopsound playsound sound/vehicles/tank/tank_move.wav looping volume 512 } trigger sound_stop { stopsound playsound sound/vehicles/tank/tank_revdown.wav volume 196 } trigger sound_death { stopsound playsound sound/vehicles/tank/tank_stop.wav volume 256 } trigger sound_rebirth { stopsound playsound sound/vehicles/tank/tank_start.wav volume 196 } // =========================================================================================== trigger tracks_forward { accum 1 abort_if_bitset 5 accum 1 bitset 5 remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_forward remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_forward remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_forward remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_forward remapshaderflush } trigger tracks_turningleft { remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_forward remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_forward remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_backward remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_backward remapshaderflush } trigger tracks_turningright { remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_backward remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_backward remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_forward remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_forward remapshaderflush } trigger tracks_stop { accum 1 abort_if_not_bitset 5 accum 1 bitreset 5 remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_r remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_r remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_l remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_l remapshaderflush } // =========================================================================================== // =========================================================================================== trigger run_incpos { accum 3 inc 1 } trigger run_continue { trigger self run_incpos trigger self deathcheck trigger self stopcheck trigger self move } // =========================================================================================== // =========================================================================================== // movement trigger move_check { trigger self stuck_check accum 1 abort_if_bitset 3 trigger self dispatch } trigger move { trigger self move_check wait 500 trigger self move } trigger dispatch { accum 3 trigger_if_equal 0 tank run_0 accum 3 trigger_if_equal 1 tank run_1 accum 3 trigger_if_equal 2 tank run_2 accum 3 trigger_if_equal 3 tank run_3 accum 3 trigger_if_equal 4 tank run_4 accum 3 trigger_if_equal 5 tank run_5 accum 3 trigger_if_equal 6 tank run_6 accum 3 trigger_if_equal 7 tank run_7 accum 3 trigger_if_equal 8 tank run_8 accum 3 trigger_if_equal 9 tank run_9 accum 3 trigger_if_equal 10 tank run_10 accum 3 trigger_if_equal 11 tank run_11 accum 3 trigger_if_equal 12 tank run_12 accum 3 trigger_if_equal 13 tank run_13 //----------------------------------------- // First corner by the road MG nest //----------------------------------------- // accum 3 trigger_if_equal 14 tank run_14 accum 3 trigger_if_equal 15 tank run_15 accum 3 trigger_if_equal 16 tank run_16 accum 3 trigger_if_equal 17 tank run_17 accum 3 trigger_if_equal 18 tank run_18 accum 3 trigger_if_equal 19 tank run_19 accum 3 trigger_if_equal 20 tank run_20 accum 3 trigger_if_equal 21 tank run_21 accum 3 trigger_if_equal 22 tank run_22 accum 3 trigger_if_equal 23 tank run_23 accum 3 trigger_if_equal 24 tank run_24 accum 3 trigger_if_equal 25 tank run_25 accum 3 trigger_if_equal 26 tank run_26 accum 3 trigger_if_equal 27 tank run_27 accum 3 trigger_if_equal 28 tank run_28 accum 3 trigger_if_equal 29 tank run_29 accum 3 trigger_if_equal 30 tank run_30 accum 3 trigger_if_equal 31 tank run_31 accum 3 trigger_if_equal 32 tank run_32 accum 3 trigger_if_equal 33 tank run_33 accum 3 trigger_if_equal 34 tank run_34 accum 3 trigger_if_equal 35 tank run_35 accum 3 trigger_if_equal 36 tank run_36 accum 3 trigger_if_equal 37 tank run_37 accum 3 trigger_if_equal 38 tank run_38 accum 3 trigger_if_equal 39 tank run_39 accum 3 trigger_if_equal 40 tank run_40 accum 3 trigger_if_equal 41 tank run_41 accum 3 trigger_if_equal 42 tank run_42 //----------------------------------------- // Turning outside of cave front doors //----------------------------------------- // accum 3 trigger_if_equal 43 tank run_43 accum 3 trigger_if_equal 44 tank run_44 accum 3 trigger_if_equal 45 tank run_45 accum 3 trigger_if_equal 46 tank run_46 accum 3 trigger_if_equal 47 tank run_47 accum 3 trigger_if_equal 48 tank run_48 accum 3 trigger_if_equal 49 tank run_49 accum 3 trigger_if_equal 50 tank run_50 accum 3 trigger_if_equal 51 tank run_51 accum 3 trigger_if_equal 52 tank run_52 accum 3 trigger_if_equal 53 tank run_53 accum 3 trigger_if_equal 54 tank run_54 accum 3 trigger_if_equal 55 tank run_55 accum 3 trigger_if_equal 56 tank run_56 accum 3 trigger_if_equal 57 tank run_57 accum 3 trigger_if_equal 58 tank run_58 accum 3 trigger_if_equal 59 tank run_59 accum 3 trigger_if_equal 60 tank run_60 //----------------------------------------- // First corner of cave route // accum 3 trigger_if_equal 61 tank run_61 accum 3 trigger_if_equal 62 tank run_62 // accum 3 trigger_if_equal 63 tank run_63 accum 3 trigger_if_equal 64 tank run_64 accum 3 trigger_if_equal 65 tank run_65 accum 3 trigger_if_equal 66 tank run_66 accum 3 trigger_if_equal 67 tank run_67 accum 3 trigger_if_equal 68 tank run_68 accum 3 trigger_if_equal 69 tank run_69 accum 3 trigger_if_equal 70 tank run_70 accum 3 trigger_if_equal 71 tank run_71 accum 3 trigger_if_equal 72 tank run_72 //----------------------------------------- // Last corner of cave route // accum 3 trigger_if_equal 73 tank run_73 accum 3 trigger_if_equal 74 tank run_74 accum 3 trigger_if_equal 75 tank run_75 accum 3 trigger_if_equal 76 tank run_76 accum 3 trigger_if_equal 77 tank run_77 accum 3 trigger_if_equal 78 tank run_78 accum 3 trigger_if_equal 79 tank run_79 accum 3 trigger_if_equal 80 tank run_80 accum 3 trigger_if_equal 81 tank run_81 accum 3 trigger_if_equal 82 tank run_82 accum 3 trigger_if_equal 83 tank run_83 accum 3 trigger_if_equal 84 tank run_84 accum 3 trigger_if_equal 85 tank run_85 accum 3 trigger_if_equal 86 tank run_86 accum 3 trigger_if_equal 87 tank run_87 accum 3 trigger_if_equal 88 tank run_88 accum 3 trigger_if_equal 89 tank run_89 accum 3 trigger_if_equal 90 tank run_90 accum 3 trigger_if_equal 91 tank run_91 accum 3 trigger_if_equal 92 tank run_92 accum 3 trigger_if_equal 93 tank run_93 accum 3 trigger_if_equal 94 tank run_94 accum 3 trigger_if_equal 95 tank run_95 accum 3 trigger_if_equal 96 tank run_96 accum 3 trigger_if_equal 97 tank run_97 accum 3 trigger_if_equal 98 tank run_98 accum 3 trigger_if_equal 99 tank run_99 accum 3 trigger_if_equal 100 tank run_100 accum 3 trigger_if_equal 101 tank run_101 accum 3 trigger_if_equal 102 tank run_102 accum 3 trigger_if_equal 103 tank run_103 accum 3 trigger_if_equal 104 tank run_104 accum 3 trigger_if_equal 105 tank run_105 accum 3 trigger_if_equal 106 tank run_106 accum 3 trigger_if_equal 107 tank run_107 accum 3 trigger_if_equal 108 tank run_108 accum 3 trigger_if_equal 109 tank run_109 accum 3 trigger_if_equal 110 tank run_110 accum 3 trigger_if_equal 111 tank run_111 accum 3 trigger_if_equal 112 tank run_112 accum 3 trigger_if_equal 113 tank run_113 accum 3 trigger_if_equal 114 tank run_114 accum 3 trigger_if_equal 115 tank run_115 accum 3 trigger_if_equal 116 tank run_116 accum 3 trigger_if_equal 117 tank run_117 accum 3 trigger_if_equal 118 tank run_118 accum 3 trigger_if_equal 119 tank run_119 accum 3 trigger_if_equal 120 tank run_120 accum 3 trigger_if_equal 121 tank run_121 accum 3 trigger_if_equal 122 tank run_122 accum 3 trigger_if_equal 123 tank run_123 accum 3 trigger_if_equal 124 tank run_124 accum 3 trigger_if_equal 125 tank run_125 accum 3 trigger_if_equal 126 tank run_126 accum 3 trigger_if_equal 127 tank run_127 accum 3 trigger_if_equal 128 tank run_128 accum 3 trigger_if_equal 129 tank run_129 accum 3 trigger_if_equal 130 tank run_130 accum 3 trigger_if_equal 131 tank run_131 accum 3 trigger_if_equal 132 tank run_132 accum 3 trigger_if_equal 133 tank run_133 } // =========================================================================================== // =========================================================================================== trigger run_0 { accum 1 bitset 2 trigger tank_turret2 run_0 followspline 0 spln0 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_1 { accum 1 bitset 2 trigger tank_turret2 run_1 followspline 0 spln1 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_2 { accum 1 bitset 2 trigger tank_turret2 run_2 followspline 0 spln2 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Jig next to spawn hut //----------------------------------------------------------------------- trigger run_3 { accum 1 bitset 2 trigger tank_turret2 run_3 // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln3 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_4 { accum 1 bitset 2 trigger tank_turret2 run_4 followspline 0 spln4 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Jig next to spawn hut //----------------------------------------------------------------------- trigger run_5 { accum 1 bitset 2 trigger tank_turret2 run_5 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 spln5 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_6 { accum 1 bitset 2 trigger tank_turret2 run_6 followspline 0 spln6 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_7 { accum 1 bitset 2 trigger tank_turret2 run_7 followspline 0 spln7 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_8 { accum 1 bitset 2 trigger tank_turret2 run_8 followspline 0 spln8 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Jig next to fence //----------------------------------------------------------------------- trigger run_9 { accum 1 bitset 2 trigger tank_turret2 run_9 // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln9 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Jig next to fence //----------------------------------------------------------------------- trigger run_10 { accum 1 bitset 2 trigger tank_turret2 run_10 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 spln10 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_11 { accum 1 bitset 2 trigger tank_turret2 run_11 followspline 0 spln11 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_12 { accum 1 bitset 2 trigger tank_turret2 run_12 followspline 0 spln12 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // First corner past road MG nest //----------------------------------------------------------------------- trigger run_13 { accum 1 bitset 2 trigger tank_turret2 run_13 // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln13 80 wait length -64 followspline 0 spln14 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_incpos trigger self run_continue } trigger run_15 { accum 1 bitset 2 trigger tank_turret2 run_15 followspline 0 spln15 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_16 { accum 1 bitset 2 trigger tank_turret2 run_16 followspline 0 spln16 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_17 { accum 1 bitset 2 trigger tank_turret2 run_17 followspline 0 spln17 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Small track skip opp MG nest //----------------------------------------------------------------------- trigger run_18 { accum 1 bitset 2 trigger tank_turret2 run_18 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 spln18 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 //mortis trigger ammohut_obj on trigger self run_continue } trigger run_19 { accum 1 bitset 2 trigger tank_turret2 run_19 followspline 0 spln19 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_20 { accum 1 bitset 2 trigger tank_turret2 run_20 followspline 0 spln20 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_21 { accum 1 bitset 2 trigger tank_turret2 run_21 followspline 0 spln21 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_22 { accum 1 bitset 2 trigger tank_turret2 run_22 followspline 0 spln22 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_23 { accum 1 bitset 2 trigger tank_turret2 run_23 followspline 0 spln23 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Small track skip near signpost //----------------------------------------------------------------------- trigger run_24 { accum 1 bitset 2 trigger tank_turret2 run_24 // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln24 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_25 { accum 1 bitset 2 trigger tank_turret2 run_25 followspline 0 spln25 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Small track skip near signpost //----------------------------------------------------------------------- trigger run_26 { accum 1 bitset 2 trigger tank_turret2 run_26 // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln26 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_27 { accum 1 bitset 2 trigger tank_turret2 run_27 followspline 0 spln27 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Small track skip near signpost //----------------------------------------------------------------------- trigger run_28 { accum 1 bitset 2 trigger tank_turret2 run_28 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 spln28 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_29 { accum 1 bitset 2 trigger tank_turret2 run_29 followspline 0 spln29 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_30 { accum 1 bitset 2 trigger tank_turret2 run_30 followspline 0 spln30 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Second corner before river bridge //----------------------------------------------------------------------- trigger run_31 { accum 1 bitset 2 trigger tank_turret2 run_31 // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln31 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Destroy frozen river grate //----------------------------------------------------------------------- trigger run_32 { accum 1 bitset 2 trigger tank_turret2 run_32 followspline 0 spln32 80 wait length -64 accum 1 bitreset 2 trigger self script_lockout trigger self tracks_stop trigger tank_sound stop startanimation 45 10 15 nolerp norandom wait 666 startanimation 0 1 15 nolerp norandom wait 900 trigger self run_incpos trigger tank_turret turn4 // will break the lockout } trigger run_33 { accum 1 bitset 2 trigger tank_turret2 run_33 followspline 0 spln33 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_34 { accum 1 bitset 2 trigger tank_turret2 run_34 followspline 0 spln34 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // River bridge //----------------------------------------------------------------------- trigger run_35 { accum 1 bitset 2 trigger tank_turret2 run_35 followspline 0 spln35 80 wait length -64 followspline 0 spln36 80 wait length -64 followspline 0 spln37 80 wait length -64 followspline 0 spln38 80 wait length -64 followspline 0 spln39 80 wait length -64 followspline 0 spln40 80 wait length -64 accum 1 bitreset 2 // setup sounds trigger thebridge tank_passed // Remove all bridge ref VO trigger self run_continue } trigger run_36 { accum 1 bitset 2 trigger tank_turret2 run_36 followspline 0 spln41 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_37 { accum 1 bitset 2 trigger tank_turret2 run_37 followspline 0 spln42 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_38 { accum 1 bitset 2 trigger tank_turret2 run_38 followspline 0 spln43 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_39 { accum 1 bitset 2 trigger tank_turret2 run_39 followspline 0 spln44 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_40 { accum 1 bitset 2 trigger tank_turret2 run_40 followspline 0 spln45 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Destroy cave front door //----------------------------------------------------------------------- trigger run_41 { accum 1 bitset 2 trigger tank_turret2 run_41 followspline 0 spln46 80 wait length -64 accum 1 bitreset 2 trigger self script_lockout trigger self tracks_stop trigger tank_sound stop startanimation 45 10 15 nolerp norandom wait 666 startanimation 0 1 15 nolerp norandom wait 900 trigger self run_incpos trigger tank_turret turn } trigger run_42 { accum 1 bitset 2 trigger tank_turret2 run_42 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 spln47 80 wait length -64 followspline 0 spln48 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_incpos trigger self run_continue } trigger run_44 { accum 1 bitset 2 trigger tank_turret2 run_44 followspline 0 spln49 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_45 { accum 1 bitset 2 trigger tank_turret2 run_45 followspline 0 spln50 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_46 { accum 1 bitset 2 trigger tank_turret2 run_46 followspline 0 spln51 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_47 { accum 1 bitset 2 trigger tank_turret2 run_47 followspline 0 spln52 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_48 { accum 1 bitset 2 trigger tank_turret2 run_48 followspline 0 spln53 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_49 { accum 1 bitset 2 trigger tank_turret2 run_49 followspline 0 spln54 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_50 { accum 1 bitset 2 trigger tank_turret2 run_50 followspline 0 spln55 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_51 { accum 1 bitset 2 trigger tank_turret2 run_51 followspline 0 spln56 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_52 { accum 1 bitset 2 trigger tank_turret2 run_52 followspline 0 spln57 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_53 { accum 1 bitset 2 trigger tank_turret2 run_53 followspline 0 spln58 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_54 { accum 1 bitset 2 trigger tank_turret2 run_54 followspline 0 spln59 80 wait length -64 accum 1 bitreset 2 //mortis trigger ammohut_obj off trigger self run_continue } trigger run_55 { accum 1 bitset 2 trigger tank_turret2 run_55 followspline 0 spln60 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_56 { accum 1 bitset 2 trigger tank_turret2 run_56 followspline 0 spln61 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_57 { accum 1 bitset 2 trigger tank_turret2 run_57 followspline 0 spln62 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_58 { accum 1 bitset 2 trigger tank_turret2 run_58 followspline 0 spln63 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_59 { accum 1 bitset 2 trigger tank_turret2 run_59 followspline 0 spln64 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // First section of the mountain tunnel //----------------------------------------------------------------------- trigger run_60 { accum 1 bitset 2 trigger tank_turret2 run_60 // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln65 80 wait length -64 roll 0 -1 dampout followspline 0 tunnel1 80 wait length -64 roll -1 5 dampin dampout // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_incpos trigger self run_continue } trigger run_62 { accum 1 bitset 2 trigger tank_turret2 run_62 followspline 0 tunnel2 80 wait length -64 roll 4 1 dampout followspline 0 tunnel3 80 wait length -64 roll 5 -5 dampin accum 1 bitreset 2 trigger self run_incpos trigger self run_continue } trigger run_64 { accum 1 bitset 2 trigger tank_turret2 run_64 followspline 0 tunnel4 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Turning past cave spawn exit //----------------------------------------------------------------------- trigger run_65 { accum 1 bitset 2 trigger tank_turret2 run_65 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 tunnel5 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_66 { accum 1 bitset 2 trigger tank_turret2 run_66 followspline 0 tunnel6 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_67 { accum 1 bitset 2 trigger tank_turret2 run_67 followspline 0 tunnel7 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Turning past small cave exit on axis side //----------------------------------------------------------------------- trigger run_68 { accum 1 bitset 2 trigger tank_turret2 run_68 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 tunnel8 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_69 { accum 1 bitset 2 trigger tank_turret2 run_69 followspline 0 tunnel9 80 wait length -64 roll 0 1 dampout accum 1 bitreset 2 trigger self run_continue } trigger run_70 { accum 1 bitset 2 trigger tank_turret2 run_70 followspline 0 tunnel10 80 wait length -64 roll 1 4 dampin accum 1 bitreset 2 trigger self run_continue } trigger run_71 { accum 1 bitset 2 trigger tank_turret2 run_71 followspline 0 tunnel11 80 wait length -64 roll 5 1 dampin accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Final corner in the cave system //----------------------------------------------------------------------- trigger run_72 { accum 1 bitset 2 trigger tank_turret2 run_72 followspline 0 tunnel12 80 wait length -64 roll 6 -4 dampin // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln66 80 wait length -64 roll 2 -2 dampin dampout // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_incpos trigger self run_continue } trigger run_74 { accum 1 bitset 2 trigger tank_turret2 run_74 followspline 0 spln67 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_75 { accum 1 bitset 2 trigger tank_turret2 run_75 followspline 0 spln68 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_76 { accum 1 bitset 2 trigger tank_turret2 run_76 followspline 0 spln69 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_77 { accum 1 bitset 2 trigger tank_turret2 run_77 followspline 0 spln70 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_78 { accum 1 bitset 2 trigger tank_turret2 run_78 followspline 0 spln71 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_79 { accum 1 bitset 2 trigger tank_turret2 run_79 followspline 0 spln72 80 wait length -64 accum 1 bitreset 2 setautospawn "Garage HQ" 1 setautospawn "Axis Fuel Dump" 0 wm_announce "The Allies have exited the tunnel!" wm_announce "The Allies are attempting to send in reinforcements from the command post!" trigger self run_continue } trigger run_80 { accum 1 bitset 2 trigger tank_turret2 run_80 followspline 0 spln73 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_81 { accum 1 bitset 2 trigger tank_turret2 run_81 followspline 0 spln74 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_82 { accum 1 bitset 2 trigger tank_turret2 run_82 followspline 0 spln75 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_83 { accum 1 bitset 2 trigger tank_turret2 run_83 followspline 0 spln76 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_84 { accum 1 bitset 2 trigger tank_turret2 run_84 followspline 0 spln77 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_85 { accum 1 bitset 2 trigger tank_turret2 run_85 followspline 0 spln78 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_86 { accum 1 bitset 2 trigger tank_turret2 run_86 followspline 0 spln79 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_87 { accum 1 bitset 2 trigger tank_turret2 run_87 followspline 0 spln80 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_88 { accum 1 bitset 2 trigger tank_turret2 run_88 followspline 0 spln81 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_89 { accum 1 bitset 2 trigger tank_turret2 run_89 followspline 0 spln82 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_90 { accum 1 bitset 2 trigger tank_turret2 run_90 followspline 0 spln83 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_91 { accum 1 bitset 2 trigger tank_turret2 run_91 followspline 0 spln84 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_92 { accum 1 bitset 2 trigger tank_turret2 run_92 followspline 0 spln85 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Front of AXIS base //----------------------------------------------------------------------- trigger run_93 { accum 1 bitset 2 trigger tank_turret2 run_93 followspline 0 spln86 80 wait length -64 accum 1 bitreset 2 trigger self script_lockout trigger self tracks_stop trigger tank_sound stop startanimation 45 10 15 nolerp norandom wait 666 startanimation 0 1 15 nolerp norandom wait 900 trigger tank_turret turn2 trigger self run_incpos } //----------------------------------------------------------------------- // Turning round for the next route //----------------------------------------------------------------------- trigger run_94 { accum 1 bitset 2 trigger tank_turret2 run_94 // Start tracks turning in opp directions trigger self tracks_turningleft faceangles 0 105 0 8000 // pitch yaw roll time(ms) // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_95 { accum 1 bitset 2 trigger tank_turret2 run_95 followspline 0 spln2_0 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_96 { accum 1 bitset 2 trigger tank_turret2 run_96 followspline 0 spln2_1 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_97 { accum 1 bitset 2 trigger tank_turret2 run_97 followspline 0 spln2_2 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Turning towards tank bay path //----------------------------------------------------------------------- trigger run_98 { accum 1 bitset 2 trigger tank_turret2 run_98 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 spln2_3 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_99 { accum 1 bitset 2 trigger tank_turret2 run_99 followspline 0 spln2_4 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_100 { accum 1 bitset 2 trigger tank_turret2 run_100 followspline 0 spln2_5 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_101 { accum 1 bitset 2 trigger tank_turret2 run_101 followspline 0 spln2_6 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_102 { accum 1 bitset 2 trigger tank_turret2 run_102 followspline 0 spln2_7 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_103 { accum 1 bitset 2 trigger tank_turret2 run_103 followspline 0 spln2_8 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Turning to face the tank bay //----------------------------------------------------------------------- trigger run_104 { accum 1 bitset 2 trigger tank_turret2 run_104 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 spln2_9 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_105 { accum 1 bitset 2 trigger tank_turret2 run_105 followspline 0 spln2_10 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_106 { accum 1 bitset 2 trigger tank_turret2 run_106 followspline 0 spln2_11 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_107 { accum 1 bitset 2 trigger tank_turret2 run_107 followspline 0 spln2_12 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Turning down the side of the tank bay //----------------------------------------------------------------------- trigger run_108 { accum 1 bitset 2 trigger tank_turret2 run_108 // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln2_13 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_109 { accum 1 bitset 2 trigger tank_turret2 run_109 followspline 0 spln2_14 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_110 { accum 1 bitset 2 trigger tank_turret2 run_110 followspline 0 spln2_15 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_111 { accum 1 bitset 2 trigger tank_turret2 run_111 followspline 0 spln2_16 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_112 { accum 1 bitset 2 trigger tank_turret2 run_112 followspline 0 spln2_17 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_113 { accum 1 bitset 2 trigger tank_turret2 run_113 followspline 0 spln2_18 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_114 { accum 1 bitset 2 trigger tank_turret2 run_114 followspline 0 spln2_19 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_115 { accum 1 bitset 2 trigger tank_turret2 run_115 followspline 0 spln2_20 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_116 { accum 1 bitset 2 trigger tank_turret2 run_116 followspline 0 spln2_21 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_117 { accum 1 bitset 2 trigger tank_turret2 run_117 followspline 0 spln2_22 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_118 { accum 1 bitset 2 trigger tank_turret2 run_118 followspline 0 spln2_23 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_119 { accum 1 bitset 2 trigger tank_turret2 run_119 followspline 0 spln2_24 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_120 { accum 1 bitset 2 trigger tank_turret2 run_120 followspline 0 spln2_25 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Final turn towards fueldump //----------------------------------------------------------------------- trigger run_121 { accum 1 bitset 2 trigger tank_turret2 run_121 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 spln2_26 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_122 { accum 1 bitset 2 trigger tank_turret2 run_122 followspline 0 spln2_27 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_123 { accum 1 bitset 2 trigger tank_turret2 run_123 followspline 0 spln2_28 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_124 { accum 1 bitset 2 trigger tank_turret2 run_124 followspline 0 spln2_29 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_125 { accum 1 bitset 2 trigger tank_turret2 run_125 followspline 0 spln2_30 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_126 { accum 1 bitset 2 trigger tank_turret2 run_126 followspline 0 spln2_31 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_127 { accum 1 bitset 2 trigger tank_turret2 run_127 followspline 0 spln2_32 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_128 { accum 1 bitset 2 trigger tank_turret2 run_128 followspline 0 spln2_33 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_129 { accum 1 bitset 2 trigger tank_turret2 run_129 followspline 0 spln2_35 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_130 { accum 1 bitset 2 trigger tank_turret2 run_130 followspline 0 spln2_36 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_131 { accum 1 bitset 2 trigger tank_turret2 run_131 followspline 0 spln2_37 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_132 { accum 1 bitset 2 trigger tank_turret2 run_132 followspline 0 spln2_38 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_133 { accum 1 bitset 2 trigger tank_turret2 run_133 followspline 0 spln2_39 80 wait length -64 roll 0 -1 dampin dampout accum 1 bitreset 2 trigger self script_lockout trigger tank_construct final_pos trigger self tracks_stop trigger self sound_death trigger tank_sound stop startanimation 45 10 15 nolerp norandom wait 666 startanimation 0 1 15 nolerp norandom wait 900 trigger tank_turret turn3 trigger self run_incpos } // =========================================================================================== // =========================================================================================== // stuck checking // digibob: since we cant return variables, just use bit 3 of accum 1 as a register... mmmm assembly... trigger stuck_check { accum 1 bitreset 3 trigger self stuck_check_bridge_built trigger self stuck_check_bridge_dyna trigger self stuck_check_scriptlockout trigger self stuck_check_finished } trigger stuck_check_finished { accum 3 abort_if_less_than 134 accum 1 bitset 3 } trigger stuck_check_scriptlockout { accum 5 abort_if_equal 0 accum 1 bitset 3 } trigger stuck_check_bridge_built { accum 3 abort_if_not_equal 35 accum 1 abort_if_bitset 0 accum 1 bitset 3 } trigger stuck_check_bridge_dyna { accum 3 abort_if_not_equal 35 accum 0 set_to_dynamitecount bridgetarget accum 0 abort_if_equal 0 accum 1 bitset 3 } // =========================================================================================== // =========================================================================================== // stop check trigger stopcheck_setup { accum 1 bitset 6 // stop if we're stuck/no-one's pushing :) accum 1 abort_if_bitset 8 // no one in the trigger, abort trigger self stuck_check // call the stop check function accum 1 abort_if_bitset 3 // we're stuck so break out accum 1 bitreset 6 // we're free to move } trigger stopcheck { trigger self stopcheck_setup accum 1 abort_if_not_bitset 6 trigger self script_lockout // Any just stopped moving stuff goes here trigger tank_sound stop trigger self tracks_stop startanimation 45 10 15 nolerp norandom wait 666 startanimation 0 1 15 nolerp norandom wait 900 trigger self script_lockout_stop resetscript } // =========================================================================================== // =========================================================================================== // script lockouts trigger script_lockout { accum 5 inc 1 } trigger script_lockout_stop { accum 5 inc -1 } // =========================================================================================== // =========================================================================================== // enable/disable trigger tank_enable { trigger self stuck_check accum 1 abort_if_bitset 3 // stuck check accum 4 set 0 // reset stop counter accum 1 bitreset 8 // reset stop check accum 1 abort_if_bitset 2 // already following spline accum 5 abort_if_not_equal 0 // are we not in a script lockout? accum 1 abort_if_bitset 7 // death check // Any just started moving stuff goes here trigger self script_lockout trigger tank_sound start startanimation 55 10 15 nolerp norandom wait 666 startanimation 5 40 15 nolerp norandom wait 500 trigger self tracks_forward trigger self script_lockout_stop trigger self move } trigger tank_disable { accum 4 inc 1 // up the stop counter accum 4 abort_if_less_than 4 accum 1 bitset 8 // set stop check trigger self deathcheck } // =========================================================================================== // =========================================================================================== // death / rebirth rebirth { accum 1 bitreset 9 // we're visibly alive accum 1 bitreset 7 // we're alive again trigger self script_lockout // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_tank_repaired_allies" wm_teamvoiceannounce 1 "allies_hq_tank_repaired" // *---------------------------------------------------------------------------------* wm_announce "The Tank has been repaired" changemodel models/mapobjects/tanks_sd/churchhill.md3 setstate tank_smoke invisible trigger tank_sound rebirth wait 500 trigger self script_lockout_stop } death { accum 1 bitset 7 } trigger deathcheck { accum 1 abort_if_not_bitset 7 // are we dead? accum 1 abort_if_bitset 9 // are we not already visibly dead? accum 1 abort_if_bitset 2 // are we not following a spline? accum 5 abort_if_not_equal 0 // are we not in a script lockout? accum 1 bitset 9 // we're now visibly dead // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_tank_damaged" wm_teamvoiceannounce 1 "allies_hq_tank_damaged_axis" // *---------------------------------------------------------------------------------* wm_announce "The Tank has been damaged" changemodel models/mapobjects/tanks_sd/churchhill_broken.md3 setstate tank_smoke default kill tank_construct trigger self sound_death trigger self tracks_stop trigger self script_lockout trigger self tracks_stop startanimation 45 10 15 nolerp norandom wait 666 startanimation 0 1 15 nolerp norandom trigger self script_lockout_stop resetscript } trigger setBridge { wm_objective_status 1 1 1 wm_objective_status 1 0 2 accum 1 bitset 0 } trigger clearBridge { wm_objective_status 1 1 0 wm_objective_status 1 0 0 accum 1 bitreset 0 } } tank_disabler { trigger run { trigger tank tank_disable } } tank_enabler { trigger run { trigger tank tank_enable } } tank_trigger { spawn { wait 100 attachtotag tank tag_turret } } tank_build { spawn { wait 100 attachtotag tank tag_turret } } tank_construct { spawn { wait 400 constructible_class 2 constructible_health 1200 } built final { alertentity tank } trigger final_pos { constructible_constructxpbonus 3 constructible_destructxpbonus 3 } } //================================================================================ // Physical tank turret MODEL //================================================================================ tank_turret { spawn { wait 500 attachtotag tank tag_turret } //----------------------------------------------------------------------- // CAVE FRONT DOOR //----------------------------------------------------------------------- trigger turn { wait 1000 trigger tank_turret2 spin_start trigger tank_turret2 turn faceangles 0 80 0 3000 trigger tank_turret2 spin_stop wait 500 trigger tank startfire trigger tank_turret2 avre_fire trigger tank_flash run } trigger blow_door { setstate tank_flash invisible wait 200 trigger tank stopfire trigger cavedoor_solid switch alertentity tunnel_wobj setautospawn "Tunnel Store Room" 1 setautospawn "Axis Fuel Dump" 0 trigger game_manager objective2 wm_objective_status 2 1 1 wm_objective_status 2 0 2 wait 200 trigger tank_turret2 spin_start trigger tank_turret2 turn_back faceangles 0 0 0 3000 trigger tank_turret2 spin_stop trigger tank script_lockout_stop } //----------------------------------------------------------------------- // AXIS BASE FRONT GATE //----------------------------------------------------------------------- trigger turn2 { wait 1000 trigger tank_turret2 spin_start trigger tank_turret2 turn2 faceangles 0 348 0 2000 //-30 trigger tank_turret2 spin_stop wait 500 trigger tank startfire trigger tank_turret2 avre_fire trigger tank_flash run2 } trigger blow_door2 { setstate tank_flash invisible wait 200 trigger tank stopfire trigger basedoor_solid switch trigger game_manager objective3 wm_objective_status 3 1 1 wm_objective_status 3 0 2 wait 200 trigger tank_turret2 spin_start trigger tank_turret2 turn2_back faceangles 0 0 0 2000 trigger tank_turret2 spin_stop trigger tank script_lockout_stop } //----------------------------------------------------------------------- // AXIS BASE SIDE WALL //----------------------------------------------------------------------- trigger turn3 { wait 1000 trigger tank_turret2 spin_start trigger tank_turret2 turn3 faceangles 0 35 0 3000 trigger tank_turret2 spin_stop wait 500 trigger tank startfire trigger tank_turret2 avre_fire trigger tank_flash run3 trigger tank script_lockout_stop } trigger blow_door3 { setstate tank_flash invisible wait 200 trigger tank stopfire trigger basewall_solid switch trigger game_manager objective5 wm_objective_status 5 1 1 wm_objective_status 5 0 2 wait 200 trigger tank_turret2 spin_start trigger tank_turret2 turn3_back faceangles 0 0 0 3000 trigger tank_turret2 spin_stop } //----------------------------------------------------------------------- // FROZEN STREAM - GRATE ENTRANCE //----------------------------------------------------------------------- trigger turn4 { wait 1000 trigger tank_turret2 spin_start trigger tank_turret2 turn4 faceangles 0 45 0 4000 //+20 trigger tank_turret2 spin_stop wait 500 trigger tank startfire trigger tank_turret2 avre_fire trigger tank_flash run4 } trigger blow_door4 { setstate tank_flash invisible wait 200 trigger tank stopfire trigger tunnelgrate_solid switch wait 200 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "fueldump_axis_grate_destroyed" wm_teamvoiceannounce 1 "fueldump_allies_grate_destroyed" // *---------------------------------------------------------------------------------* trigger tank_turret2 spin_start trigger tank_turret2 turn4_back faceangles 0 0 0 4000 trigger tank_turret2 spin_stop trigger tank script_lockout_stop } } //================================================================================ // Test brushage for the tank turret //================================================================================ tank_turret2solid { spawn { remove } } //================================================================================ // Metal CLIP brush tank turret //================================================================================ tank_turret2 { spawn { wait 50 // Reset the tank+turret into correct position followspline 0 spln0 10000 wait length -64 followspline 1 spln0 10000 wait length -64 } trigger avre_fire { playsound sound/vehicles/tank/tank_fire.wav volume 300 } trigger spin_start { stopsound playsound sound/vehicles/tank/turret_spin.wav looping volume 127 } trigger spin_stop { stopsound playsound sound/vehicles/tank/turret_end.wav volume 96 } //----------------------------------------------------------------------- // CAVE FRONT DOOR //----------------------------------------------------------------------- trigger turn { faceangles 0 170 0 3000 } trigger turn_back { faceangles 0 90 0 3000 } //----------------------------------------------------------------------- // AXIS BASE FRONT GATE sequence //----------------------------------------------------------------------- trigger turn2 { faceangles 0 255 0 3000 //225 } trigger turn2_back { faceangles 0 270 0 3000 } //----------------------------------------------------------------------- // AXIS BASE SIDE WALL //----------------------------------------------------------------------- trigger turn3 { faceangles 14 305 0 3000 } trigger turn3_back { faceangles 8 270 0 3000 followspline 0 spln2_39 10000 wait length -64 } //----------------------------------------------------------------------- // FROZEN STREAM - GRATE ENTRANCE //----------------------------------------------------------------------- trigger turn4 { faceangles 0 145 0 4000 //160 } trigger turn4_back { faceangles 0 100 0 4000 //115 } //----------------------------------------------------------------------- trigger run_0 { followspline 0 spln0 80 wait length -64 } trigger run_1 { followspline 0 spln1 80 wait length -64 } trigger run_2 { followspline 0 spln2 80 wait length -64 } trigger run_3 { followspline 0 spln3 80 wait length -64 } trigger run_4 { followspline 0 spln4 80 wait length -64 } trigger run_5 { followspline 0 spln5 80 wait length -64 } trigger run_6 { followspline 0 spln6 80 wait length -64 } trigger run_7 { followspline 0 spln7 80 wait length -64 } trigger run_8 { followspline 0 spln8 80 wait length -64 } trigger run_9 { followspline 0 spln9 80 wait length -64 } trigger run_10 { followspline 0 spln10 80 wait length -64 } trigger run_11 { followspline 0 spln11 80 wait length -64 } trigger run_12 { followspline 0 spln12 80 wait length -64 } trigger run_13 { followspline 0 spln13 80 wait length -64 followspline 0 spln14 80 wait length -64 } trigger run_15 { followspline 0 spln15 80 wait length -64 } trigger run_16 { followspline 0 spln16 80 wait length -64 } trigger run_17 { followspline 0 spln17 80 wait length -64 } trigger run_18 { followspline 0 spln18 80 wait length -64 } trigger run_19 { followspline 0 spln19 80 wait length -64 } trigger run_20 { followspline 0 spln20 80 wait length -64 } trigger run_21 { followspline 0 spln21 80 wait length -64 } trigger run_22 { followspline 0 spln22 80 wait length -64 } trigger run_23 { followspline 0 spln23 80 wait length -64 } trigger run_24 { followspline 0 spln24 80 wait length -64 } trigger run_25 { followspline 0 spln25 80 wait length -64 } trigger run_26 { followspline 0 spln26 80 wait length -64 } trigger run_27 { followspline 0 spln27 80 wait length -64 } trigger run_28 { followspline 0 spln28 80 wait length -64 } trigger run_29 { followspline 0 spln29 80 wait length -64 } trigger run_30 { followspline 0 spln30 80 wait length -64 } trigger run_31 { followspline 0 spln31 80 wait length -64 } trigger run_32 { followspline 0 spln32 80 wait length -64 } trigger run_33 { followspline 0 spln33 80 wait length -64 } trigger run_34 { followspline 0 spln34 80 wait length -64 } //----------------------------------------------------------------------- // River bridge //----------------------------------------------------------------------- trigger run_35 { followspline 0 spln35 80 wait length -64 followspline 0 spln36 80 wait length -64 followspline 0 spln37 80 wait length -64 followspline 0 spln38 80 wait length -64 followspline 0 spln39 80 wait length -64 followspline 0 spln40 80 wait length -64 } trigger run_36 { followspline 0 spln41 80 wait length -64 } trigger run_37 { followspline 0 spln42 80 wait length -64 } trigger run_38 { followspline 0 spln43 80 wait length -64 } trigger run_39 { followspline 0 spln44 80 wait length -64 } trigger run_40 { followspline 0 spln45 80 wait length -64 } trigger run_41 { followspline 0 spln46 80 wait length -64 } trigger run_42 { followspline 0 spln47 80 wait length -64 followspline 0 spln48 80 wait length -64 } trigger run_44 { followspline 0 spln49 80 wait length -64 } trigger run_45 { followspline 0 spln50 80 wait length -64 } trigger run_46 { followspline 0 spln51 80 wait length -64 } trigger run_47 { followspline 0 spln52 80 wait length -64 } trigger run_48 { followspline 0 spln53 80 wait length -64 } trigger run_49 { followspline 0 spln54 80 wait length -64 } trigger run_50 { followspline 0 spln55 80 wait length -64 } trigger run_51 { followspline 0 spln56 80 wait length -64 } trigger run_52 { followspline 0 spln57 80 wait length -64 } trigger run_53 { followspline 0 spln58 80 wait length -64 } trigger run_54 { followspline 0 spln59 80 wait length -64 } trigger run_55 { followspline 0 spln60 80 wait length -64 } trigger run_56 { followspline 0 spln61 80 wait length -64 } trigger run_57 { followspline 0 spln62 80 wait length -64 } trigger run_58 { followspline 0 spln63 80 wait length -64 } trigger run_59 { followspline 0 spln64 80 wait length -64 } trigger run_60 { followspline 0 spln65 80 wait length -64 roll 0 -1 dampout followspline 0 tunnel1 80 wait length -64 roll -1 5 dampin dampout } trigger run_62 { followspline 0 tunnel2 80 wait length -64 roll 4 1 dampout followspline 0 tunnel3 80 wait length -64 roll 5 -5 dampin } trigger run_64 { followspline 0 tunnel4 80 wait length -64 } trigger run_65 { followspline 0 tunnel5 80 wait length -64 } trigger run_66 { followspline 0 tunnel6 80 wait length -64 } trigger run_67 { followspline 0 tunnel7 80 wait length -64 } trigger run_68 { followspline 0 tunnel8 80 wait length -64 } trigger run_69 { followspline 0 tunnel9 80 wait length -64 roll 0 1 dampout } trigger run_70 { followspline 0 tunnel10 80 wait length -64 roll 1 4 dampin } trigger run_71 { followspline 0 tunnel11 80 wait length -64 roll 5 1 dampin } trigger run_72 { followspline 0 tunnel12 80 wait length -64 roll 6 -4 dampin followspline 0 spln66 80 wait length -64 roll -2 2 dampin dampout } trigger run_74 { followspline 0 spln67 80 wait length -64 } trigger run_75 { followspline 0 spln68 80 wait length -64 } trigger run_76 { followspline 0 spln69 80 wait length -64 } trigger run_77 { followspline 0 spln70 80 wait length -64 } trigger run_78 { followspline 0 spln71 80 wait length -64 } trigger run_79 { followspline 0 spln72 80 wait length -64 } trigger run_80 { followspline 0 spln73 80 wait length -64 } trigger run_81 { followspline 0 spln74 80 wait length -64 } trigger run_82 { followspline 0 spln75 80 wait length -64 } trigger run_83 { followspline 0 spln76 80 wait length -64 } trigger run_84 { followspline 0 spln77 80 wait length -64 } trigger run_85 { followspline 0 spln78 80 wait length -64 } trigger run_86 { followspline 0 spln79 80 wait length -64 } trigger run_87 { followspline 0 spln80 80 wait length -64 } trigger run_88 { followspline 0 spln81 80 wait length -64 } trigger run_89 { followspline 0 spln82 80 wait length -64 } trigger run_90 { followspline 0 spln83 80 wait length -64 } trigger run_91 { followspline 0 spln84 80 wait length -64 } trigger run_92 { followspline 0 spln85 80 wait length -64 } //----------------------------------------------------------------------- // Front of AXIS base //----------------------------------------------------------------------- trigger run_93 { followspline 0 spln86 80 wait length -64 } //----------------------------------------------------------------------- // Turning round for the next route //----------------------------------------------------------------------- trigger run_94 { faceangles 0 105 0 8000 // pitch yaw roll time(ms) } trigger run_95 { followspline 0 spln2_0 80 wait length -64 } trigger run_96 { followspline 0 spln2_1 80 wait length -64 } trigger run_97 { followspline 0 spln2_2 80 wait length -64 } trigger run_98 { followspline 0 spln2_3 80 wait length -64 } trigger run_99 { followspline 0 spln2_4 80 wait length -64 } trigger run_100 { followspline 0 spln2_5 80 wait length -64 } trigger run_101 { followspline 0 spln2_6 80 wait length -64 } trigger run_102 { followspline 0 spln2_7 80 wait length -64 } trigger run_103 { followspline 0 spln2_8 80 wait length -64 } trigger run_104 { followspline 0 spln2_9 80 wait length -64 } trigger run_105 { followspline 0 spln2_10 80 wait length -64 } trigger run_106 { followspline 0 spln2_11 80 wait length -64 } trigger run_107 { followspline 0 spln2_12 80 wait length -64 } trigger run_108 { followspline 0 spln2_13 80 wait length -64 } trigger run_109 { followspline 0 spln2_14 80 wait length -64 } trigger run_110 { followspline 0 spln2_15 80 wait length -64 } trigger run_111 { followspline 0 spln2_16 80 wait length -64 } trigger run_112 { followspline 0 spln2_17 80 wait length -64 } trigger run_113 { followspline 0 spln2_18 80 wait length -64 } trigger run_114 { followspline 0 spln2_19 80 wait length -64 } trigger run_115 { followspline 0 spln2_20 80 wait length -64 } trigger run_116 { followspline 0 spln2_21 80 wait length -64 } trigger run_117 { followspline 0 spln2_22 80 wait length -64 } trigger run_118 { followspline 0 spln2_23 80 wait length -64 } trigger run_119 { followspline 0 spln2_24 80 wait length -64 } trigger run_120 { followspline 0 spln2_25 80 wait length -64 } trigger run_121 { followspline 0 spln2_26 80 wait length -64 } trigger run_122 { followspline 0 spln2_27 80 wait length -64 } trigger run_123 { followspline 0 spln2_28 80 wait length -64 } trigger run_124 { followspline 0 spln2_29 80 wait length -64 } trigger run_125 { followspline 0 spln2_30 80 wait length -64 } trigger run_126 { followspline 0 spln2_31 80 wait length -64 } trigger run_127 { followspline 0 spln2_32 80 wait length -64 } trigger run_128 { followspline 0 spln2_33 80 wait length -64 } trigger run_129 { followspline 0 spln2_35 80 wait length -64 } trigger run_130 { followspline 0 spln2_36 80 wait length -64 } trigger run_131 { followspline 0 spln2_37 80 wait length -64 } trigger run_132 { followspline 0 spln2_38 80 wait length -64 } trigger run_133 { followspline 0 spln2_39 80 wait length -64 roll 0 -1 dampin dampout } } tank_smoke { spawn { wait 300 attachtotag tank tag_turret setstate tank_smoke invisible } } tank_flash { spawn { setstate tank_flash invisible } trigger run { setstate tank_flash default attachtotag tank_turret tag_flash faceangles 0 90 0 50 wait 50 trigger tank_turret blow_door } trigger run2 { setstate tank_flash default attachtotag tank_turret tag_flash faceangles 0 90 0 50 wait 50 trigger tank_turret blow_door2 } trigger run3 { setstate tank_flash default attachtotag tank_turret tag_flash faceangles 0 90 0 50 wait 50 trigger tank_turret blow_door3 } trigger run4 { setstate tank_flash default attachtotag tank_turret tag_flash faceangles 0 90 0 50 wait 50 trigger tank_turret blow_door4 } } // =========================================================================================== // Axis Base team door trigger // for Allied engineers ONLY // =========================================================================================== axisbasedoor_trigger { // activate // { // Trigger klaxon sound for 10s // alertentity axisbase_alert // } } // =========================================================================================== // Garage Doors for Tank // =========================================================================================== tbdoor1_trigger1 { spawn { accum 3 set 0 // Initial state of lever. (0=down, 1=up) } trigger main { trigger tbdoor1_trigger1 up trigger tbdoor1_trigger1 down } trigger up { accum 3 abort_if_not_equal 0 // Lever up already ? globalaccum 4 abort_if_not_equal 0 // Flexible Door moving ? resetscript globalaccum 4 set 1 // Door is opening ... accum 3 set 1 // Lever is in up position trigger tbflywheel1 start // Set flywheel moving trigger tbflywheel1 clockwise // Start turning trigger tbflywheel1_sound wheel1_run trigger tbdoor1_lever1 up // Move lever trigger tbdoor1-9 open // Start moving all the door sections } trigger down { accum 3 abort_if_not_equal 1 // Lever down already ? globalaccum 4 abort_if_not_equal 0 // Flexible Door moving ? resetscript globalaccum 4 set 1 // Door is opening ... accum 3 set 0 // Lever is in up position trigger tbflywheel1 start // Set flywheel moving trigger tbflywheel1 anticlockwise // Start turning trigger tbflywheel1_sound wheel1_run trigger tbdoor1_lever1 down // Move lever trigger tbdoor1-9 close // Start moving all the door sections } } tbdoor1_lever1 { trigger down { gotomarker tbdoor1_lever1_downpos 16 playsound sound/movers/switches/butn2.wav } trigger up { gotomarker tbdoor1_lever1_uppos 16 playsound sound/movers/switches/switch.wav } } tbflywheel1_sound { trigger wheel1_run { trigger tbflywheel1 sound_start wait 400 trigger tbflywheel1 sound_run } } tbflywheel1 { spawn { accum 3 set 0 // Flywheel moving (0=No, 1=Yes) } trigger sound_start { stopsound playsound sound/movers/motors/motor_start_01.wav volume 127 } trigger sound_run { playsound sound/movers/motors/motor_loop_01.wav looping volume 512 } trigger sound_stop { stopsound playsound sound/movers/motors/motor_end_01.wav volume 127 } trigger clockwise { accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 90 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 180 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 270 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 0 0 0 250 wait trigger tbflywheel1 clockwise } trigger anticlockwise { accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 270 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 180 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 90 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 0 0 0 250 wait trigger tbflywheel1 anticlockwise } trigger start { accum 3 set 1 // Start wheel moving } trigger stop { accum 3 set 0 // Stop wheel moving trigger self sound_stop } } tbdoor1-9 { spawn { wait 200 trigger tbdoor1_trigger1 up } trigger open { stopsound // Kill all currently playing sounds belonging to this entity only playsound sound/movers/misc/garage_door_start_01.wav volume 96 wait 50 playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512 followpath 1 tbdrspln1-3 50 wait length 16 followpath 1 tbdrspln1-4 50 wait length 16 trigger tbflywheel1 stop // Turn off flywheel globalaccum 4 set 0 // Flexible door 1 has stopped moving stopsound // Kill all currently playing sounds belonging to this entity only playsound sound/movers/misc/garage_door_end_01.wav volume 96 } trigger close { stopsound // Kill all currently playing sounds belonging to this entity only playsound sound/movers/misc/garage_door_start_01.wav volume 96 wait 50 playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512 followpath 0 tbdrspln1-4 50 wait length 16 followpath 0 tbdrspln1-3 50 wait length 16 trigger tbflywheel1 stop // Turn off flywheel globalaccum 4 set 0 // Flexible door 1 has stopped moving stopsound // Kill all currently playing sounds belonging to this entity only playsound sound/movers/misc/garage_door_end_01.wav volume 96 } } tbdoor1-8 { spawn { wait 100 attatchtotrain tbdoor1-9 16 } } tbdoor1-7 { spawn { wait 100 attatchtotrain tbdoor1-8 16 } } tbdoor1-6 { spawn { wait 100 attatchtotrain tbdoor1-7 16 } } tbdoor1-5 { spawn { wait 100 attatchtotrain tbdoor1-6 16 } } tbdoor1-4 { spawn { wait 100 attatchtotrain tbdoor1-5 16 } } tbdoor1-3 { spawn { wait 100 attatchtotrain tbdoor1-4 16 } } tbdoor1-2 { spawn { wait 100 attatchtotrain tbdoor1-3 16 } } tbdoor1-1 { spawn { wait 100 attatchtotrain tbdoor1-2 16 } } // =========================================================================================== // Garage Doors for Tank // =========================================================================================== tbdoor2_trigger1 { spawn { accum 3 set 0 // Initial state of lever. (0=down, 1=up) } trigger main { trigger tbdoor2_trigger1 up trigger tbdoor2_trigger1 down } trigger up { accum 3 abort_if_not_equal 0 // Lever up already ? globalaccum 5 abort_if_not_equal 0 // Flexible Door moving ? resetscript globalaccum 5 set 1 // Door is opening ... accum 3 set 1 // Lever is in up position trigger tbflywheel2 start // Set flywheel moving trigger tbflywheel2 clockwise // Start turning trigger tbflywheel2_sound wheel2_run trigger tbdoor2_lever1 up // Move lever trigger tbdoor2-9 open // Start moving all the door sections } trigger down { accum 3 abort_if_not_equal 1 // Lever down already ? globalaccum 5 abort_if_not_equal 0 // Flexible Door moving ? resetscript globalaccum 5 set 1 // Door is opening ... accum 3 set 0 // Lever is in up position trigger tbflywheel2 start // Set flywheel moving trigger tbflywheel2 anticlockwise // Start turning trigger tbflywheel2_sound wheel2_run trigger tbdoor2_lever1 down // Move lever trigger tbdoor2-9 close // Start moving all the door sections } } tbdoor2_lever1 { trigger down { gotomarker tbdoor2_lever1_downpos 16 playsound sound/movers/switches/butn2.wav } trigger up { gotomarker tbdoor2_lever1_uppos 16 playsound sound/movers/switches/switch.wav } } tbflywheel2_sound { trigger wheel2_run { trigger tbflywheel2 sound_start wait 400 trigger tbflywheel2 sound_run } } tbflywheel2 { spawn { accum 3 set 0 // Flywheel moving (0=No, 1=Yes) } trigger sound_start { stopsound playsound sound/movers/motors/motor_start_01.wav volume 127 } trigger sound_run { playsound sound/movers/motors/motor_loop_01.wav looping volume 512 } trigger sound_stop { stopsound playsound sound/movers/motors/motor_end_01.wav volume 127 } trigger clockwise { accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 90 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 180 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 270 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 0 0 0 250 wait trigger tbflywheel2 clockwise } trigger anticlockwise { accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 270 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 180 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 90 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 0 0 0 250 wait trigger tbflywheel2 anticlockwise } trigger start { accum 3 set 1 // Start wheel moving } trigger stop { accum 3 set 0 // Stop wheel moving trigger self sound_stop } } tbdoor2-9 { spawn { wait 200 trigger tbdoor2_trigger1 up } trigger open { stopsound // Kill all currently playing sounds belonging to this entity only playsound sound/movers/misc/garage_door_start_01.wav volume 96 wait 50 playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512 followpath 1 tbdrspln2-3 50 wait length 16 followpath 1 tbdrspln2-4 50 wait length 16 trigger tbflywheel2 stop // Turn off flywheel globalaccum 5 set 0 // Flexible door 1 has stopped moving stopsound // Kill all currently playing sounds belonging to this entity only playsound sound/movers/misc/garage_door_end_01.wav volume 96 } trigger close { stopsound // Kill all currently playing sounds belonging to this entity only playsound sound/movers/misc/garage_door_start_01.wav volume 96 wait 50 playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512 followpath 0 tbdrspln2-4 50 wait length 16 followpath 0 tbdrspln2-3 50 wait length 16 trigger tbflywheel2 stop // Turn off flywheel globalaccum 5 set 0 // Flexible door 1 has stopped moving stopsound // Kill all currently playing sounds belonging to this entity only playsound sound/movers/misc/garage_door_end_01.wav volume 96 } } tbdoor2-8 { spawn { wait 100 attatchtotrain tbdoor2-9 16 } } tbdoor2-7 { spawn { wait 100 attatchtotrain tbdoor2-8 16 } } tbdoor2-6 { spawn { wait 100 attatchtotrain tbdoor2-7 16 } } tbdoor2-5 { spawn { wait 100 attatchtotrain tbdoor2-6 16 } } tbdoor2-4 { spawn { wait 100 attatchtotrain tbdoor2-5 16 } } tbdoor2-3 { spawn { wait 100 attatchtotrain tbdoor2-4 16 } } tbdoor2-2 { spawn { wait 100 attatchtotrain tbdoor2-3 16 } } tbdoor2-1 { spawn { wait 100 attatchtotrain tbdoor2-2 16 } } // =========================================================================================== // Tank destruction entities // =========================================================================================== // ---------------------------------------------------------------------------- // Water grate entrance on Allied side of map // ---------------------------------------------------------------------------- tunnelgrate_solid { spawn { wait 200 setstate tunnelgrate_solid default setstate tunnelgrate_dmg invisible } trigger switch { // Some kind of UI pop-up to alert players wm_announce "Allied team has breached the Tunnel Grate!" alertentity tunnelgrate_explo trigger hurt_tunnelgrateblast boom setstate tunnelgrate_solid invisible setstate tunnelgrate_dmg default alertentity tunnelgrate_rubble1 } } hurt_tunnelgrateblast { spawn { wait 200 setstate hurt_tunnelgrateblast invisible } trigger boom { setstate hurt_tunnelgrateblast default wait 100 remove } } // ---------------------------------------------------------------------------- // Cave door on Allied side of map // ---------------------------------------------------------------------------- cavedoor_solid { spawn { wait 200 setstate cavedoor_solid default setstate cavedoor_dmg invisible } trigger switch { alertentity cavedoor_explo trigger hurt_cavedoorblast boom setstate cavedoor_solid invisible setstate cavedoor_dmg default alertentity cavedoor_rubble1 } } hurt_cavedoorblast { spawn { wait 200 setstate hurt_cavedoorblast invisible } trigger boom { setstate hurt_cavedoorblast default wait 100 remove } } // ---------------------------------------------------------------------------- // Front gate of axis complex // ---------------------------------------------------------------------------- basedoor_solid { spawn { wait 200 setstate basedoor_solid default setstate basedoor_dmg invisible } trigger switch { alertentity basedoor_explo trigger hurt_basedoorblast boom setstate basedoor_solid invisible setstate basedoor_dmg default alertentity basedoor_rubble1 } } hurt_basedoorblast { spawn { wait 200 setstate hurt_basedoorblast invisible } trigger boom { setstate hurt_basedoorblast default wait 100 remove } } // ---------------------------------------------------------------------------- // Side wall of axis complex // ---------------------------------------------------------------------------- basewall_solid { spawn { wait 200 setstate basewall_solid default setstate basewall_trighurt default } trigger switch { alertentity basewall_explo trigger hurt_basewallblast boom setstate basewall_solid invisible alertentity basewall_rubble1 setstate basewall_trighurt invisible } } hurt_basewallblast { spawn { wait 200 setstate hurt_basewallblast invisible } trigger boom { setstate hurt_basewallblast default wait 100 remove } } //mortis ammohut_obj { spawn { set { //these have to be set inside the spawn{} function, not create{} description "Health and Ammo Hut" message "Health and Ammo" } wait 50 setstate ammohut_obj invisible setstate ammohut_spawn invisible } trigger on { setstate ammohut_obj default setstate ammohut_spawn default wm_announce "Allied Health and Ammo Hut spawn enabled!" } trigger off { setstate ammohut_obj invisible setstate ammohut_spawn invisible wm_announce "Allied Health and Ammo Hut spawn disabled!" } } //mortis axiscp_obj { spawn { set { //these have to be set inside the spawn{} function, not create{} description "Axis CP" message "Axis CP" } wait 50 setstate axiscp_obj invisible setstate axiscp_spawn invisible } trigger on { setstate axiscp_obj default setstate axiscp_spawn default wm_announce "Axis CP spawn enabled!" } trigger off { setstate axiscp_obj invisible setstate axiscp_spawn invisible wm_announce "Axis CP spawn disabled!" } }
Texto alterado
Abrir arquivo
// ============================================================================ // Map: Fueldump // Last update : 16/06/03 Sock // ============================================================================ // rain - Tue Sep 23 20:24:55 EDT 2003 - fixed setautospawns // bani - Mon Jan 5 23:45:25 PST 2004 - allied spawn at garage commandpost // mortis - Fri Jun 24 18:11:58 PDT 2005 - set allied autospawn to HQ by default at spline 73 // 2/3Soul - Sat Jan 15 17:12:56 GMT 2005 - east depot defences only partially constructable // mortis - Thu Sep 15 20:30:20 PDT 2005 - merged 2/3 soul features and mortis features // mortis - Tue Jun 6 09:46:59 PDT 2006 - adjusted waitstates in checkgame routine // mortis - Wed Jul 19 10:57:18 2006 added arni's fueldump anti-trickjump playerclips // mortis - Wed Jul 19 10:57:18 2006 added 2 of arni's extra axis spawns + routine // mortis - Fri Mar 30 10:10:34 2007 PDT made bridge easier to build + added new axis and allied spawns // noname - Wed Jul 10 12:35 2013 added /SS/StinVec's Allied Constructible Fueldump Assault Bridge game_manager { spawn { //extra spawns for axis at cp create { scriptName "axiscp_obj" classname "team_WOLF_objective" targetname "axiscp_obj" origin "-2062 -1580 610" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4) spawnflags 1 // TEAM_AXIS(2) } create { scriptName "axiscp_spawn1" classname "team_CTF_redspawn" targetname "axiscp_spawn" origin "-2149 -1520 610" spawnflags 3 // TEAM_AXIS angle "270" } create { scriptName "axiscp_spawn2" classname "team_CTF_redspawn" targetname "axiscp_spawn" origin "-1988 -1520 610" spawnflags 3 // TEAM_AXIS angle "270" } create { scriptName "axiscp_spawn3" classname "team_CTF_redspawn" targetname "axiscp_spawn" origin "-2149 -1648 610" spawnflags 3 // TEAM_AXIS angle "270" } create { scriptName "axiscp_spawn4" classname "team_CTF_redspawn" targetname "axiscp_spawn" origin "-2012 -1648 610" spawnflags 3 // TEAM_AXIS angle "270" } // extra spawns for Allies at Ammo Hut create { scriptName "ammohut_obj" classname "team_WOLF_objective" targetname "ammohut_obj" origin "-3132 -8346 390" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4) spawnflags 2 // TEAM_ALLIES(2) } create { scriptName "ammohut_spawn1" classname "team_CTF_bluespawn" targetname "ammohut_spawn" origin "-3231 -8346 390" spawnflags 2 // TEAM_ALLIES angle "90" } create { scriptName "ammohut_spawn2" classname "team_CTF_bluespawn" targetname "ammohut_spawn" origin "-3250 -8225 390" spawnflags 2 // TEAM_ALLIES angle "90" } create { scriptName "ammohut_spawn3" classname "team_CTF_bluespawn" targetname "ammohut_spawn" origin "-3023 -8371 390" spawnflags 2 // TEAM_ALLIES angle "90" } create { scriptName "ammohut_spawn4" classname "team_CTF_bluespawn" targetname "ammohut_spawn" origin "-3032 -8231 390" spawnflags 2 // TEAM_ALLIES angle "90" } // extra spawns for axis - thanks arni create { scriptName "fueldumpxt_obj" classname "team_WOLF_objective" targetname "fueldumpxt_obj" origin "-10556 -6692 5" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4) spawnflags 1 // TEAM_AXIS(2) } create { scriptName "fueldumpxt_spawn1" classname "team_CTF_redspawn" targetname "fueldumpxt_spawn" origin "-10603 -6705 220" spawnflags 3 // TEAM_AXIS angle "56" } create { scriptName "fueldumpxt_spawn2" classname "team_CTF_redspawn" targetname "fueldumpxt_spawn" origin "-10521 -6751 220" spawnflags 3 // TEAM_AXIS angle "110" } // fueldump anti-trickjump player clips - courtesy arni create { scriptName "fueljump1" classname "func_fakebrush" origin "-8762 -5157 648" contents 65536 // CONTENTS_PLAYERCLIP // high fueljump mins "-250 -50 -50" maxs "50 50 150" } create { scriptName "fueljump2" classname "func_fakebrush" origin "-10430 -5126 424" contents 65536 // CONTENTS_PLAYERCLIP // mg bunker mins "-50 -20 -20" maxs "20 20 30" } create { scriptName "fueljump3" classname "func_fakebrush" origin "-9536 -5215 340" contents 1 // main gate "hut" mins "-35 -35 -20" maxs "35 35 5" } create { scriptName "fueldumphq_obj" classname "team_WOLF_objective" targetname "fueldumphq_obj" origin "-10853 -2036 6" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4) spawnflags 2 // TEAM_ALLIES(2) } create { scriptName "fueldumphq_spawn1" classname "team_CTF_bluespawn" targetname "fueldumphq_spawn" origin "11072 -2448 512" spawnflags 2 // TEAM_ALLIES } create { scriptName "fueldumphq_spawn2" classname "team_CTF_bluespawn" targetname "fueldumphq_spawn" origin "-10995 -2448 512" spawnflags 2 // TEAM_ALLIES } create { scriptName "fueldumphq_spawn3" classname "team_CTF_bluespawn" targetname "fueldumphq_spawn" origin "-10918 -2448 512" spawnflags 2 // TEAM_ALLIES } create { scriptName "fueldumphq_spawn4" classname "team_CTF_bluespawn" targetname "fueldumphq_spawn" origin "-10841 -2448 512" spawnflags 2 // TEAM_ALLIES } create { scriptName "fueldumphq_spawn5" classname "team_CTF_bluespawn" targetname "fueldumphq_spawn" origin "11072 -2288 512" spawnflags 2 // TEAM_ALLIES } create { scriptName "fueldumphq_spawn6" classname "team_CTF_bluespawn" targetname "fueldumphq_spawn" origin "-10995 -2288 512" spawnflags 2 // TEAM_ALLIES } create { scriptName "fueldumphq_spawn7" classname "team_CTF_bluespawn" targetname "fueldumphq_spawn" origin "-10918 -2288 512" spawnflags 2 // TEAM_ALLIES } create { scriptName "fueldumphq_spawn8" classname "team_CTF_bluespawn" targetname "fueldumphq_spawn" origin "-10841 -2288 512" spawnflags 2 // TEAM_ALLIES } //----START----/SS/StinVec’s Allied Constructible Fueldump Assault Bridge create { scriptname "fdbridge_toi" targetname "fdbridge_toi" target "fdbridge" classname "trigger_objective_info" infoAllied "Build Fueldump Assault Bridge" infoAxis "Destroy Fueldump Assault Bridge" shortname "Allied Assault Bridge" track "/SS/StinVec’s Fueldump Bridge" spawnflags "2" score "50" origin "-10326 -5523 633" mins "-52 -66 -34" maxs "52 66 34" } create { scriptname "fdbridge_materials" targetname "fdbridge_materials" classname "misc_gamemodel" angle "90" origin "-10326 -5523 633" skin "models/mapobjects/cmarker/allied_crates.skin" model "models/mapobjects/cmarker/cmarker_crates.md3" } create { scriptname "fdbridge_material_hurt" targetname "fdbridge_material_hurt" spawnflags 24 classname "trigger_hurt" dmg 0 sound "sound/player/hurt_barbwire.wav" origin "-10712 -5931 603" mins "-30 -30 -20" maxs "30 30 20" } create { scriptname "fdbridge_flag" targetname "fdbridge_flag" classname "misc_gamemodel" spawnflags "2" origin "-10326 -5482 646" angle "90" frames "190" modelscale "0.4" model "models/mapobjects/cmarker/cmarker_flag.md3" skin "models/mapobjects/cmarker/allied_cflag.skin" } create { model "*10" scriptname "fdbridge" targetname "fdbridge" classname "func_constructible" origin "-10712 -5931 603" spawnflags "8" modelscale 1.04 } //----END----/SS/StinVec’s Allied Constructible Fueldump Assault Bridge // Game rules wm_axis_respawntime 30 wm_allied_respawntime 20 wm_number_of_objectives 7 wm_set_round_timelimit 30 wm_set_main_objective 2 0 wm_set_main_objective 1 1 wm_objective_status 1 1 0 wm_objective_status 1 0 0 wm_objective_status 2 1 0 wm_objective_status 2 0 0 wm_objective_status 3 1 0 wm_objective_status 3 0 0 wm_objective_status 4 1 0 wm_objective_status 4 0 0 wm_objective_status 5 1 0 wm_objective_status 5 0 0 wm_objective_status 6 1 0 wm_objective_status 6 0 0 wm_objective_status 7 1 0 wm_objective_status 7 0 0 // Stopwatch mode defending team (0=Axis, 1=Allies) wm_set_defending_team 0 // Winner on expiration of round timer (0=Axis, 1=Allies) wm_setwinner 0 // Accumulator to check win conditions accum 1 set 0 // Setup the auto spawn points for the map wait 500 setautospawn "Allied Entrance Spawn" 1 setautospawn "Tunnel Store Room" 0 // Garage Doors globalaccum 4 set 0 // Flexible Door 1 status. (0=stationary, 1=moving) globalaccum 5 set 0 // Flexible Door 2 status. (0=stationary, 1=moving) // CP speakers disablespeaker axishq_sound disablespeaker alliedhq_sound wait 2000 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_bridge_stop" wm_addteamvoiceannounce 1 "fueldump_allies_bridge_construct" wm_teamvoiceannounce 0 "fueldump_axis_bridge_stop" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 1 "fueldump_allies_bridge_construct" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Constructing a Bridge over the frozen river //----------------------------------------------------------------------- trigger objective1 { wm_announce "Allied team has constructed the bridge!" } //----------------------------------------------------------------------- // Destroying the Tunnel Doors. //----------------------------------------------------------------------- trigger objective2 { wm_announce "Allied team has breached the Tunnel Doors!" setstate tunneldoor_toi invisible // rain - fixed axis spawn point // mortis - force noobs to use Garage HQ spawn point by default alertentity t108 // Switch the tunnel spawns around setautospawn "Tunnel Store Room" 1 setautospawn "Axis Fuel Dump" 0 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_gates_stop" wm_addteamvoiceannounce 0 "fueldump_axis_depotdef_construct" wm_teamvoiceannounce 0 "fueldump_axis_tunnel_destroyed" wm_teamvoiceannounce 0 "fueldump_axis_depotdef_construct" wm_teamvoiceannounce 1 "fueldump_allies_tank_depot" wm_teamvoiceannounce 1 "allies_hq_compost_construct" wm_removeteamvoiceannounce 0 "fueldump_axis_tunnel_stop" // *---------------------------------------------------------------------------------* wm_set_main_objective 2 0 wm_set_main_objective 2 1 } //----------------------------------------------------------------------- // Destroying the Axis Depot Gates. //----------------------------------------------------------------------- trigger objective3 { wm_announce "Allied team has breached the Depot Gates!" setstate depotgate_toi invisible // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_gates_destroyed" wm_addteamvoiceannounce 0 "fueldump_axis_fueldump_defend" wm_addteamvoiceannounce 1 "fueldump_allies_fueldump_destroy" wm_teamvoiceannounce 0 "fueldump_axis_gates_destroyed" wm_teamvoiceannounce 0 "fueldump_axis_fueldump_defend" wm_teamvoiceannounce 1 "fueldump_allies_tank_reardepot" wm_teamvoiceannounce 1 "fueldump_allies_fueldump_destroy" wm_removeteamvoiceannounce 0 "fueldump_axis_gates_stop" wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct" wm_removeteamvoiceannounce 1 "fueldump_allies_tank_depot" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Destroying the Axis Fueldump. //----------------------------------------------------------------------- trigger objective4 { // Change the variable within the script so that we can check if someone wins the round accum 1 set 1 // Big bang sequence of fueldump here alertentity fueldump_explo1 alertentity fueldump_explo2 alertentity fueldump_explo3 setstate fueldump_ladder invisible alertentity fueldump_rubble1 alertentity fueldump_rubble2 alertentity fueldump_rubble3 // Some kind of UI pop-up to alert players wm_announce "Allied team has destroyed the Axis Fuel Dump!" wm_objective_status 4 1 1 wm_objective_status 4 0 2 // mortis reduced waitstate wait 100 // Call function to check if the round has been won trigger game_manager checkgame } //----------------------------------------------------------------------- // Escort the Tank to destroy the Side Wall to the rear of the Depot. //----------------------------------------------------------------------- trigger objective5 { wm_announce "Allied team has breached the Depot Side Wall!" setstate depotsidewall_toi invisible // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "fueldump_axis_fueldump_defend" wm_teamvoiceannounce 1 "fueldump_allies_wall_destroyed" wm_teamvoiceannounce 1 "fueldump_allies_fueldump_destroy" wm_removeteamvoiceannounce 1 "fueldump_allies_tank_reardepot" // *---------------------------------------------------------------------------------* } trigger checkgame { accum 1 abort_if_not_equal 1 wm_setwinner 1 // mortis reduced waitstate wait 100 wm_endround } } //bani fueldumphq_obj { spawn { set { //these have to be set inside the spawn{} function, not create{} description "Garage HQ" message "Garage HQ" } wait 50 setstate fueldumphq_obj invisible setstate fueldumphq_spawn invisible } trigger on { setstate fueldumphq_obj default setstate fueldumphq_spawn default } trigger off { setstate fueldumphq_obj invisible setstate fueldumphq_spawn invisible } } //mortis - add arni's spawn routine fueldumpxt_obj { spawn { set { description "Truck" message "Truck" } wait 50 setstate fueldumpxt_obj default setstate fueldumpxt_spawn default } } // ============================================================================ // LMS stuff to remove from obj mode // ============================================================================ thebridge_lms { spawn { wait 100 setstate thebridge_lms invisible setstate lms_hacabinet_cm_marker invisible setstate lms_hacabinet_toi invisible setstate lms_healthcabinet invisible setstate lms_ammocabinet invisible setstate lms_healthtrigger invisible setstate lms_ammotrigger invisible setstate lms_healthcabinet_clip invisible setstate lms_ammocabinet_clip invisible setstate lms_alliedstaircase invisible } } // ============================================================================ // AXIS HQ bits and pieces // ============================================================================ axis_radio_destroyed { spawn { wait 200 setstate axis_radio_destroyed invisible setstate axis_radio_destroyed_model invisible } trigger hide { setstate axis_radio_destroyed invisible setstate axis_radio_destroyed_model invisible } trigger show { setstate axis_radio_destroyed default setstate axis_radio_destroyed_model default setstate axishqstuff invisible // Arial tower outside of building } } axis_radio_closed { spawn { wait 200 setstate axis_radio_closed default setstate axis_radio_closed_model default } trigger hide { setstate axis_radio_closed invisible setstate axis_radio_closed_model invisible } trigger show { setstate axis_radio_closed default setstate axis_radio_closed_model default } } axis_radio_built { spawn { wait 400 constructible_class 2 trigger self setup setstate axishqstuff invisible } trigger setup { setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 sethqstatus 0 0 } buildstart final { trigger axis_radio_built_model trans trigger axis_radio_destroyed hide trigger axis_radio_closed hide setstate axishqstuff underconstruction } decayed final { trigger axis_radio_built_model hide trigger axis_radio_closed show setstate axishqstuff invisible } built final { trigger axis_radio_built_model show trigger axis_radio_closed hide trigger axis_radio_destroyed hide trigger axis_radio_built_model enable_axis_features enablespeaker axishq_sound setstate axishqstuff default //mortis trigger axiscp_obj on } death { trigger axis_radio_built_model hide trigger axis_radio_destroyed show trigger axis_radio_built_model disable_axis_features disablespeaker axishq_sound //mortis trigger axiscp_obj off } } axis_radio_built_model { spawn { wait 400 setstate axis_radio_built_model invisible accum 0 bitreset 0 // set if radio is built accum 0 bitreset 1 // set if goal should be ignored } trigger show { setstate axis_radio_built_model default } trigger hide { setstate axis_radio_built_model invisible } trigger trans { setstate axis_radio_built_model underconstruction } trigger enable_axis_features { //----------------------------------------------------------------------- // Increase Axis charge times //----------------------------------------------------------------------- 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 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_compost_constructed" wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis" wm_removeteamvoiceannounce 0 "axis_hq_compost_construct" // *---------------------------------------------------------------------------------* wm_objective_status 6 0 1 wm_objective_status 6 1 2 wm_announce "Axis Command Post constructed. Charge speed increased!" accum 0 bitset 0 } trigger disable_axis_features { //----------------------------------------------------------------------- // Decrease Axis charge times //----------------------------------------------------------------------- setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 sethqstatus 0 0 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 0 "axis_hq_compost_damaged" // *---------------------------------------------------------------------------------* wm_announce "Allied team has destroyed the Axis Command Post!" wm_objective_status 6 0 0 wm_objective_status 6 1 0 accum 0 bitreset 0 } } // ============================================================================ // Allied HQ bits and pieces // ============================================================================ alliedhqradio_toi { //----------------------------------------------------------------------- // Enable health/ammo cabinets, allied radio has been built //----------------------------------------------------------------------- trigger enable_hacabs { setstate tankbay_healthcabinet default setstate tankbay_ammocabinet default setstate tankbay_healthtrigger default setstate tankbay_ammotrigger default setstate tankbay_healthcabinet_dmg invisible setstate tankbay_ammocabinet_dmg invisible setstate tankbay_hacabinet_cm_marker default setstate tankbay_hacabinet_toi default } //----------------------------------------------------------------------- // Disable health/ammo cabinets, allied radio has been destroyed //----------------------------------------------------------------------- trigger disable_hacabs { setstate tankbay_healthcabinet invisible setstate tankbay_ammocabinet invisible setstate tankbay_healthtrigger invisible setstate tankbay_ammotrigger invisible setstate tankbay_healthcabinet_dmg default setstate tankbay_ammocabinet_dmg default setstate tankbay_hacabinet_cm_marker invisible setstate tankbay_hacabinet_toi invisible } } allied_radio_destroyed { spawn { wait 200 setstate allied_radio_destroyed invisible setstate allied_radio_destroyed_model invisible } trigger hide { setstate allied_radio_destroyed invisible setstate allied_radio_destroyed_model invisible } trigger show { setstate allied_radio_destroyed default setstate allied_radio_destroyed_model default } } allied_radio_closed { spawn { wait 200 setstate allied_radio_closed default setstate allied_radio_closed_model default } trigger hide { setstate allied_radio_closed invisible setstate allied_radio_closed_model invisible } trigger show { setstate allied_radio_closed default setstate allied_radio_closed_model default } } allied_radio_built { spawn { wait 400 constructible_class 2 trigger allied_radio_built setup } trigger setup { setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 sethqstatus 1 0 trigger alliedhqradio_toi disable_hacabs } buildstart final { trigger allied_radio_built_model trans trigger allied_radio_destroyed hide trigger allied_radio_closed hide } decayed final { trigger allied_radio_built_model hide trigger allied_radio_closed show } built final { trigger allied_radio_built_model show trigger allied_radio_closed hide trigger allied_radio_destroyed hide trigger allied_radio_built_model enable_allied_features enablespeaker alliedhq_sound //bani trigger fueldumphq_obj on } death { trigger allied_radio_built_model hide trigger allied_radio_destroyed show trigger allied_radio_built_model disable_allied_features disablespeaker alliedhq_sound //bani trigger fueldumphq_obj off } } allied_radio_built_model { spawn { wait 400 setstate allied_radio_built_model invisible accum 0 bitreset 0 // set if radio is built accum 0 bitreset 1 // set if goal should be ignored } trigger show { setstate allied_radio_built_model default } trigger hide { setstate allied_radio_built_model invisible } trigger trans { setstate allied_radio_built_model underconstruction } trigger enable_allied_features { trigger alliedhqradio_toi enable_hacabs //----------------------------------------------------------------------- // Increase Allies charge times //----------------------------------------------------------------------- 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 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies" wm_teamvoiceannounce 1 "allies_hq_compost_constructed" wm_removeteamvoiceannounce 1 "allies_hq_compost_construct" // *---------------------------------------------------------------------------------* wm_objective_status 7 1 1 wm_objective_status 7 0 2 wm_announce "Allied Command Post constructed. Charge speed increased!" accum 0 bitset 0 } trigger disable_allied_features { trigger alliedhqradio_toi disable_hacabs //----------------------------------------------------------------------- // Decrease Allies charge times //----------------------------------------------------------------------- setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 sethqstatus 1 0 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 1 "allies_hq_compost_damaged" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" // *---------------------------------------------------------------------------------* wm_announce "Axis team has destroyed the Allied Command Post!" wm_objective_status 7 0 0 wm_objective_status 7 1 0 accum 0 bitreset 0 } } // ============================================================================ // The Bridge // ============================================================================ thebridge { spawn { accum 7 set 0 // Bridge stage construction and tank status wait 200 constructible_class 3 constructible_chargebarreq 1 //mortis reduce chargebar req setstate bridgematerials_stage1 default setstate bridgematerials_stage2 default accum 7 bitset 1 // Tank NOT over bridge yet } //----------------------------------------------------------------------- // Stage 1 is BUILT //----------------------------------------------------------------------- built stage1 { setstate bridgematerials_stage1 invisible // Remove stage 1 construction items trigger game_manager objective1 accum 7 abort_if_not_bitset 1 // Tank over bridge? // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_addteamvoiceannounce 1 "fueldump_allies_bridge_reinforce" wm_teamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_teamvoiceannounce 1 "fueldump_allies_bridge_reinforce" wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_stop" wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_construct" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Stage 1 is DESTROYED //----------------------------------------------------------------------- death { setstate bridgematerials_stage1 default // Restore stage 1 construction items togglespeaker bridge_expl // Explosion trigger tank clearBridge // Some kind of UI pop-up to alert players wm_announce "Axis team has destroyed the Bridge!" accum 7 abort_if_not_bitset 1 // Tank over bridge? // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_bridge_stop" wm_addteamvoiceannounce 1 "fueldump_allies_bridge_construct" wm_teamvoiceannounce 0 "fueldump_axis_bridge_destroyed" wm_teamvoiceannounce 1 "fueldump_allies_bridge_construct" wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_reinforce" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Stage 2 is BUILT //----------------------------------------------------------------------- built final { setstate bridgematerials_stage2 invisible trigger tank setBridge // Some kind of UI pop-up to alert players wm_announce "Allied team has reinforced the Bridge!" accum 7 abort_if_not_bitset 1 // Tank over bridge? // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_addteamvoiceannounce 1 "fueldump_allies_tank_bridge" wm_teamvoiceannounce 0 "fueldump_axis_bridge_reinforced" wm_teamvoiceannounce 1 "fueldump_allies_bridge_reinforced" wm_teamvoiceannounce 1 "fueldump_allies_tank_bridge" wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_stop" wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_reinforce" // *---------------------------------------------------------------------------------* wm_set_main_objective 1 0 // Completed an objective } //----------------------------------------------------------------------- // Stage 2 is DESTROYED, go back to stage 1 //----------------------------------------------------------------------- destroyed final { setstate bridgematerials_stage2 default togglespeaker bridge_expl trigger tank clearBridge // Some kind of UI pop-up to alert players wm_announce "Axis team has damaged the Bridge!" accum 7 abort_if_not_bitset 1 // Tank over bridge? // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_addteamvoiceannounce 1 "fueldump_allies_bridge_reinforce" wm_teamvoiceannounce 0 "fueldump_axis_bridge_damaged" wm_teamvoiceannounce 1 "fueldump_allies_bridge_damaged" wm_removeteamvoiceannounce 1 "fueldump_allies_tank_bridge" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Tank has made it over the bridge and on route to the cave doors // remove all VO reference to the bridge construct/destruct //----------------------------------------------------------------------- trigger tank_passed { accum 7 bitreset 1 // Tank over bridge, no more announcements // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_tunnel_stop" wm_addteamvoiceannounce 1 "fueldump_allies_tank_depot" wm_teamvoiceannounce 0 "fueldump_axis_tunnel_stop" wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_destroy" wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_stop" wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_construct" wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_reinforce" wm_removeteamvoiceannounce 1 "fueldump_allies_tank_bridge" // *---------------------------------------------------------------------------------* } } // ============================================================================ // The Fuel Dump // ============================================================================ axisfueldump { spawn { wait 200 constructible_class 3 setstate fueldump_solid default setstate fueldump_damaged invisible setstate fueldump_smoke1 invisible setstate fueldump_smoke2 invisible setstate fueldump_smoke3 invisible } death { trigger game_manager objective4 setstate fueldump_smoke1 default setstate fueldump_smoke2 default setstate fueldump_smoke3 default trigger hurt_fueldumpblast boom setstate fueldump_solid invisible setstate fueldump_damaged default } } hurt_fueldumpblast { spawn { wait 200 setstate hurt_fueldumpblast invisible } trigger boom { setstate hurt_fueldumpblast default wait 100 remove } } // ============================================================================ // Fuel Dump Barricades // ============================================================================ frontdump { spawn { wait 200 constructible_class 2 setstate frontdumpmaterials_stage1 default setstate frontdumpmaterials_stage2 default setstate frontdump1_trighurt invisible setstate frontdump2_trighurt invisible } //----------------------------------------------------------------------- // Stage 1 is BUILT //----------------------------------------------------------------------- // 2/3Soul - added entities of frontdumpmaterials_stage2 and frontdump_toi , and set states to invisible built stage1 { setstate frontdumpmaterials_stage1 invisible setstate frontdumpmaterials_stage2 invisible setstate frontdump_toi invisible setstate frontdump1_trighurt default } //----------------------------------------------------------------------- // Stage 1 is DESTROYED //----------------------------------------------------------------------- // 2/3Soul - added entities of frontdumpmaterials_stage2 and frontdump_toi , and set states to default death { setstate frontdumpmaterials_stage1 default setstate frontdumpmaterials_stage2 default setstate frontdump_toi default setstate frontdump1_trighurt invisible // Some kind of UI pop-up to alert players wm_announce "Allied team has destroyed the East Axis Base Fortification!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "fueldump_axis_depotdef_destroyed" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Stage 2 is BUILT //----------------------------------------------------------------------- // 2/3Soul - because of alterations to *built stage1*, this code never gets called built final { setstate frontdumpmaterials_stage2 invisible setstate frontdump2_trighurt default // Some kind of UI pop-up to alert players wm_announce "Axis team has constructed the East Axis Base Fortification!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 1 "fueldump_allies_depotdef_destroy" wm_teamvoiceannounce 0 "fueldump_axis_depotdef_constructed" wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroy" wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Stage 2 is DESTROYED, go back to stage 1 //----------------------------------------------------------------------- // 2/3Soul - because of alterations to *built stage1*, this code never gets called destroyed final { setstate frontdumpmaterials_stage2 default setstate frontdump2_trighurt invisible // Some kind of UI pop-up to alert players wm_announce "Allied team has damaged the East Axis Base Fortification!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_depotdef_construct" wm_teamvoiceannounce 0 "fueldump_axis_depotdef_breached" wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroyed" wm_removeteamvoiceannounce 1 "fueldump_allies_depotdef_destroy" // *---------------------------------------------------------------------------------* } } reardump { spawn { wait 200 constructible_class 2 setstate reardumpmaterials_stage1 default setstate reardumpmaterials_stage2 default setstate backdump1_trighurt invisible setstate backdump2_trighurt invisible } //----------------------------------------------------------------------- // Stage 1 is BUILT //----------------------------------------------------------------------- built stage1 { setstate reardumpmaterials_stage1 invisible setstate backdump1_trighurt default } //----------------------------------------------------------------------- // Stage 1 is DESTROYED //----------------------------------------------------------------------- death { setstate reardumpmaterials_stage1 default setstate backdump1_trighurt invisible // Some kind of UI pop-up to alert players wm_announce "Allied team has destroyed the West Axis Base Fortification!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "fueldump_axis_depotdef_destroyed" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Stage 2 is BUILT //----------------------------------------------------------------------- built final { setstate reardumpmaterials_stage2 invisible setstate backdump2_trighurt default // Some kind of UI pop-up to alert players wm_announce "Axis team has constructed the West Axis Base Fortification!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 1 "fueldump_allies_depotdef_destroy" wm_teamvoiceannounce 0 "fueldump_axis_depotdef_constructed" wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroy" wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct" // *---------------------------------------------------------------------------------* } //----------------------------------------------------------------------- // Stage 2 is DESTROYED, go back to stage 1 //----------------------------------------------------------------------- destroyed final { setstate reardumpmaterials_stage2 default setstate backdump2_trighurt invisible // Some kind of UI pop-up to alert players wm_announce "Allied team has damaged the West Axis Base Fortification!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "fueldump_axis_depotdef_construct" wm_teamvoiceannounce 0 "fueldump_axis_depotdef_breached" wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroyed" wm_removeteamvoiceannounce 1 "fueldump_allies_depotdef_destroy" // *---------------------------------------------------------------------------------* } } // ============================================================================ // Footbridge on Allied side of the map // ============================================================================ footbridge { spawn { wait 200 constructible_class 2 constructible_chargebarreq .75 //mortis reduce chargebar req setstate footbridge invisible setstate footbridgematerials default setstate lms_footbridge invisible } buildstart final { setstate footbridge underconstruction } built final { setstate footbridge default setstate footbridgematerials invisible // Some kind of UI pop-up to alert players wm_announce "Allied team has constructed the Foot Bridge!" } decayed final { setstate footbridge invisible setstate footbridgematerials default } death { setstate footbridge invisible setstate footbridgematerials default // Some kind of UI pop-up to alert players wm_announce "Axis team has destroyed the Foot Bridge!" } } //----START----/SS/StinVec’s Allied Constructible Fueldump Assault Bridge fdbridge { spawn { wait 200 faceangles 0 -47 2 1 constructible_class 3 constructible_chargebarreq 1.5 constructible_constructxpbonus 20 trigger fdbridge setup } trigger show_materials { setstate fdbridge_materials default setstate fdbridge_flag default } trigger hide_materials { setstate fdbridge_materials invisible setstate fdbridge_flag invisible } trigger show_fdbridge { setstate fdbridge default } trigger hide_fdbridge { setstate fdbridge invisible } trigger building_fdbridge { setstate fdbridge underconstruction } trigger setup { setstate fdbridge_material_hurt invisible trigger self hide_fdbridge trigger self show_materials } buildstart final { trigger self building_fdbridge trigger self show_materials } built final { trigger self show_fdbridge trigger self hide_materials wm_announce "^4***ALLIES: ^3The Allied Fueldump Assault Bridge has been constructed!^7" wm_announce "^1***AXIS: ^3 DESTROY IT WITH DYNAMITE!" } decayed final { trigger self hide_fdbridge trigger self show_materials } death { trigger self hide_fdbridge trigger self show_materials setstate fdbridge_material_hurt default wait 10 setstate fdbridge_material_hurt invisible wm_announce "^1AXIS ^)have destroyed the Allied Fueldump Assault Bridge!^7" } } //----END----/SS/StinVec’s Allied Constructible Fueldump Assault Bridge // ============================================================================ // Allied MG42 Nest - on Allied side of the map // ============================================================================ alliedbarnmg42nest { spawn { wait 200 constructible_class 2 setstate alliedbarnmg42 invisible setstate alliedbarnmg42materials default } buildstart final { setstate alliedbarnmg42 underconstruction } built final { setstate alliedbarnmg42 default setstate alliedbarnmg42materials invisible // Some kind of UI pop-up to alert players wm_announce "Allied team has constructed the Road MG Nest!" } decayed final { setstate alliedbarnmg42 invisible setstate alliedbarnmg42materials default } death { setstate alliedbarnmg42 invisible setstate alliedbarnmg42materials default repairmg42 alliedbarnmg42 // Some kind of UI pop-up to alert players wm_announce "Axis team has destroyed the Road MG Nest!" } } // ============================================================================ // AXIS GUARD TOWER - on Allied side of the map // ============================================================================ axistunneltower { spawn { wait 200 constructible_class 2 setstate axistunneltower invisible setstate axistunneltowermg42 invisible setstate tunneltowermaterials default } buildstart final { setstate axistunneltower underconstruction setstate axistunneltowermg42 underconstruction } built final { setstate axistunneltower default setstate axistunneltowermg42 default setstate tunneltowermaterials invisible // Some kind of UI pop-up to alert players wm_announce "Axis team has constructed the Tunnel MG!" } decayed final { setstate axistunneltower invisible setstate axistunneltowermg42 invisible setstate tunneltowermaterials default } death { trigger axistunneltowerblast boom setstate axistunneltower invisible setstate axistunneltowermg42 invisible repairmg42 axistunneltowermg42 setstate tunneltowermaterials default // Some kind of UI pop-up to alert players wm_announce "Allied team has destroyed the Tunnel MG!" } } // Trigger hurt brush around the tower to catch all people // in the tower when it is destroyed. axistunneltowerblast { spawn { wait 200 setstate axistunneltowerblast invisible } trigger boom { setstate axistunneltowerblast default wait 500 setstate axistunneltowerblast invisible } } // ============================================================================ // ALLIED MG42 NEST next to the tank bay // - on Axis side of the map // ============================================================================ alliedsidemg42 { spawn { wait 200 constructible_class 2 setstate alliedsidemg42_sandbags invisible setstate alliedsidemg42_gun invisible } buildstart final { setstate alliedsidemg42_sandbags underconstruction setstate alliedsidemg42_gun underconstruction } built final { setstate alliedsidemg42_sandbags default setstate alliedsidemg42_gun default setstate sidetowermaterials invisible // Some kind of UI pop-up to alert players wm_announce "Allied team has constructed the Side MG Nest!" } decayed final { setstate alliedsidemg42_sandbags invisible setstate alliedsidemg42_gun invisible } death { setstate alliedsidemg42_sandbags invisible setstate alliedsidemg42_gun invisible repairmg42 alliedsidemg42_gun setstate sidetowermaterials default // Some kind of UI pop-up to alert players wm_announce "Axis team has destroyed the Side MG Nest!" } } // ============================================================================ // AXIS GUARD TOWER next to the tank bay // - on Axis side of the map // ============================================================================ axissidetower { spawn { wait 200 constructible_class 2 setstate axissidetower invisible setstate axissidetowermg42 invisible setstate sidetowermaterials default } buildstart final { setstate axissidetower underconstruction setstate axissidetowermg42 underconstruction } built final { setstate axissidetower default setstate axissidetowermg42 default setstate sidetowermaterials invisible // Some kind of UI pop-up to alert players wm_announce "Axis team has constructed the Side MG Nest!" } decayed final { setstate axissidetower invisible setstate axissidetowermg42 invisible } death { trigger axissidetowerblast boom setstate axissidetower invisible setstate axissidetowermg42 invisible repairmg42 axissidetowermg42 setstate sidetowermaterials default // Some kind of UI pop-up to alert players wm_announce "Allied team has destroyed the Side MG Nest!" } } // Trigger hurt brush around the tower to catch all people // in the tower when it is destroyed. axissidetowerblast { spawn { wait 200 setstate axissidetowerblast invisible } trigger boom { setstate axissidetowerblast default wait 500 setstate axissidetowerblast invisible } } // ============================================================================ // Tank stuff starts here // ============================================================================ tank_sound { trigger start { trigger tank sound_start wait 3400 trigger tank sound_move } trigger stop { trigger tank sound_stop wait 1400 trigger tank sound_idle } trigger rebirth { trigger tank sound_rebirth wait 1400 trigger tank sound_idle } } // digibob: converting truck script from goldrush over... // ============================================================================ // accum 0, dynamite count // accum 1 // - bit 0: bridge state ( 0 = not built, 1 = built ) // - bit 1: blank ( ) // - bit 2: spline status ( 0 = not moving, 1 = moving ) // - bit 3: stuck check flag ( 0 = not stuck, 1 = stuck ) // - bit 4: blank ( ) // - bit 5: track state ( 0 = stopped, 1 = forward ) // - bit 6: temp register (XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX) // - bit 7: death status ( 0 = alive, 1 = dead ) // - bit 8: player check ( 0 = players, 1 = no players ) // - bit 9: visible state ( 0 = alive, 1 = dead ) // accum 2, blank // accum 3, current movement loop position // accum 4, stop counter // accum 5, lockout ref counter // accum 6, blank // accum 7, blank // =========================================================================================== // spline points are spln0 -> spln65 tunnel1 -> tunnel12 spln66 -> spln86 spln2_0 -> spln2_39 // =========================================================================================== // track events: // - tracks_forward // - tracks_stop // - tracks_turningleft // - tracks_turningright tank { spawn { wait 50 faceangles 0 180 0 50 trigger self sound_idle accum 1 bitset 5 trigger self tracks_stop // Reset the tank+turret into correct position followspline 0 spln0 10000 wait length -64 followspline 1 spln0 10000 wait length -64 // Instant test teleporter // accum 3 set 90 } // =========================================================================================== trigger startfire { startanimation 67 8 10 nolerp norandom } trigger stopfire { startanimation 0 1 15 nolerp norandom } // =========================================================================================== trigger sound_idle { stopsound playsound sound/vehicles/tank/tank_idle.wav looping volume 512 } trigger sound_start { stopsound playsound sound/vehicles/tank/tank_revup.wav volume 196 } trigger sound_move { stopsound playsound sound/vehicles/tank/tank_move.wav looping volume 512 } trigger sound_stop { stopsound playsound sound/vehicles/tank/tank_revdown.wav volume 196 } trigger sound_death { stopsound playsound sound/vehicles/tank/tank_stop.wav volume 256 } trigger sound_rebirth { stopsound playsound sound/vehicles/tank/tank_start.wav volume 196 } // =========================================================================================== trigger tracks_forward { accum 1 abort_if_bitset 5 accum 1 bitset 5 remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_forward remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_forward remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_forward remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_forward remapshaderflush } trigger tracks_turningleft { remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_forward remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_forward remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_backward remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_backward remapshaderflush } trigger tracks_turningright { remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_backward remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_backward remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_forward remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_forward remapshaderflush } trigger tracks_stop { accum 1 abort_if_not_bitset 5 accum 1 bitreset 5 remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_r remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_r remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_l remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_l remapshaderflush } // =========================================================================================== // =========================================================================================== trigger run_incpos { accum 3 inc 1 } trigger run_continue { trigger self run_incpos trigger self deathcheck trigger self stopcheck trigger self move } // =========================================================================================== // =========================================================================================== // movement trigger move_check { trigger self stuck_check accum 1 abort_if_bitset 3 trigger self dispatch } trigger move { trigger self move_check wait 500 trigger self move } trigger dispatch { accum 3 trigger_if_equal 0 tank run_0 accum 3 trigger_if_equal 1 tank run_1 accum 3 trigger_if_equal 2 tank run_2 accum 3 trigger_if_equal 3 tank run_3 accum 3 trigger_if_equal 4 tank run_4 accum 3 trigger_if_equal 5 tank run_5 accum 3 trigger_if_equal 6 tank run_6 accum 3 trigger_if_equal 7 tank run_7 accum 3 trigger_if_equal 8 tank run_8 accum 3 trigger_if_equal 9 tank run_9 accum 3 trigger_if_equal 10 tank run_10 accum 3 trigger_if_equal 11 tank run_11 accum 3 trigger_if_equal 12 tank run_12 accum 3 trigger_if_equal 13 tank run_13 //----------------------------------------- // First corner by the road MG nest //----------------------------------------- // accum 3 trigger_if_equal 14 tank run_14 accum 3 trigger_if_equal 15 tank run_15 accum 3 trigger_if_equal 16 tank run_16 accum 3 trigger_if_equal 17 tank run_17 accum 3 trigger_if_equal 18 tank run_18 accum 3 trigger_if_equal 19 tank run_19 accum 3 trigger_if_equal 20 tank run_20 accum 3 trigger_if_equal 21 tank run_21 accum 3 trigger_if_equal 22 tank run_22 accum 3 trigger_if_equal 23 tank run_23 accum 3 trigger_if_equal 24 tank run_24 accum 3 trigger_if_equal 25 tank run_25 accum 3 trigger_if_equal 26 tank run_26 accum 3 trigger_if_equal 27 tank run_27 accum 3 trigger_if_equal 28 tank run_28 accum 3 trigger_if_equal 29 tank run_29 accum 3 trigger_if_equal 30 tank run_30 accum 3 trigger_if_equal 31 tank run_31 accum 3 trigger_if_equal 32 tank run_32 accum 3 trigger_if_equal 33 tank run_33 accum 3 trigger_if_equal 34 tank run_34 accum 3 trigger_if_equal 35 tank run_35 accum 3 trigger_if_equal 36 tank run_36 accum 3 trigger_if_equal 37 tank run_37 accum 3 trigger_if_equal 38 tank run_38 accum 3 trigger_if_equal 39 tank run_39 accum 3 trigger_if_equal 40 tank run_40 accum 3 trigger_if_equal 41 tank run_41 accum 3 trigger_if_equal 42 tank run_42 //----------------------------------------- // Turning outside of cave front doors //----------------------------------------- // accum 3 trigger_if_equal 43 tank run_43 accum 3 trigger_if_equal 44 tank run_44 accum 3 trigger_if_equal 45 tank run_45 accum 3 trigger_if_equal 46 tank run_46 accum 3 trigger_if_equal 47 tank run_47 accum 3 trigger_if_equal 48 tank run_48 accum 3 trigger_if_equal 49 tank run_49 accum 3 trigger_if_equal 50 tank run_50 accum 3 trigger_if_equal 51 tank run_51 accum 3 trigger_if_equal 52 tank run_52 accum 3 trigger_if_equal 53 tank run_53 accum 3 trigger_if_equal 54 tank run_54 accum 3 trigger_if_equal 55 tank run_55 accum 3 trigger_if_equal 56 tank run_56 accum 3 trigger_if_equal 57 tank run_57 accum 3 trigger_if_equal 58 tank run_58 accum 3 trigger_if_equal 59 tank run_59 accum 3 trigger_if_equal 60 tank run_60 //----------------------------------------- // First corner of cave route // accum 3 trigger_if_equal 61 tank run_61 accum 3 trigger_if_equal 62 tank run_62 // accum 3 trigger_if_equal 63 tank run_63 accum 3 trigger_if_equal 64 tank run_64 accum 3 trigger_if_equal 65 tank run_65 accum 3 trigger_if_equal 66 tank run_66 accum 3 trigger_if_equal 67 tank run_67 accum 3 trigger_if_equal 68 tank run_68 accum 3 trigger_if_equal 69 tank run_69 accum 3 trigger_if_equal 70 tank run_70 accum 3 trigger_if_equal 71 tank run_71 accum 3 trigger_if_equal 72 tank run_72 //----------------------------------------- // Last corner of cave route // accum 3 trigger_if_equal 73 tank run_73 accum 3 trigger_if_equal 74 tank run_74 accum 3 trigger_if_equal 75 tank run_75 accum 3 trigger_if_equal 76 tank run_76 accum 3 trigger_if_equal 77 tank run_77 accum 3 trigger_if_equal 78 tank run_78 accum 3 trigger_if_equal 79 tank run_79 accum 3 trigger_if_equal 80 tank run_80 accum 3 trigger_if_equal 81 tank run_81 accum 3 trigger_if_equal 82 tank run_82 accum 3 trigger_if_equal 83 tank run_83 accum 3 trigger_if_equal 84 tank run_84 accum 3 trigger_if_equal 85 tank run_85 accum 3 trigger_if_equal 86 tank run_86 accum 3 trigger_if_equal 87 tank run_87 accum 3 trigger_if_equal 88 tank run_88 accum 3 trigger_if_equal 89 tank run_89 accum 3 trigger_if_equal 90 tank run_90 accum 3 trigger_if_equal 91 tank run_91 accum 3 trigger_if_equal 92 tank run_92 accum 3 trigger_if_equal 93 tank run_93 accum 3 trigger_if_equal 94 tank run_94 accum 3 trigger_if_equal 95 tank run_95 accum 3 trigger_if_equal 96 tank run_96 accum 3 trigger_if_equal 97 tank run_97 accum 3 trigger_if_equal 98 tank run_98 accum 3 trigger_if_equal 99 tank run_99 accum 3 trigger_if_equal 100 tank run_100 accum 3 trigger_if_equal 101 tank run_101 accum 3 trigger_if_equal 102 tank run_102 accum 3 trigger_if_equal 103 tank run_103 accum 3 trigger_if_equal 104 tank run_104 accum 3 trigger_if_equal 105 tank run_105 accum 3 trigger_if_equal 106 tank run_106 accum 3 trigger_if_equal 107 tank run_107 accum 3 trigger_if_equal 108 tank run_108 accum 3 trigger_if_equal 109 tank run_109 accum 3 trigger_if_equal 110 tank run_110 accum 3 trigger_if_equal 111 tank run_111 accum 3 trigger_if_equal 112 tank run_112 accum 3 trigger_if_equal 113 tank run_113 accum 3 trigger_if_equal 114 tank run_114 accum 3 trigger_if_equal 115 tank run_115 accum 3 trigger_if_equal 116 tank run_116 accum 3 trigger_if_equal 117 tank run_117 accum 3 trigger_if_equal 118 tank run_118 accum 3 trigger_if_equal 119 tank run_119 accum 3 trigger_if_equal 120 tank run_120 accum 3 trigger_if_equal 121 tank run_121 accum 3 trigger_if_equal 122 tank run_122 accum 3 trigger_if_equal 123 tank run_123 accum 3 trigger_if_equal 124 tank run_124 accum 3 trigger_if_equal 125 tank run_125 accum 3 trigger_if_equal 126 tank run_126 accum 3 trigger_if_equal 127 tank run_127 accum 3 trigger_if_equal 128 tank run_128 accum 3 trigger_if_equal 129 tank run_129 accum 3 trigger_if_equal 130 tank run_130 accum 3 trigger_if_equal 131 tank run_131 accum 3 trigger_if_equal 132 tank run_132 accum 3 trigger_if_equal 133 tank run_133 } // =========================================================================================== // =========================================================================================== trigger run_0 { accum 1 bitset 2 trigger tank_turret2 run_0 followspline 0 spln0 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_1 { accum 1 bitset 2 trigger tank_turret2 run_1 followspline 0 spln1 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_2 { accum 1 bitset 2 trigger tank_turret2 run_2 followspline 0 spln2 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Jig next to spawn hut //----------------------------------------------------------------------- trigger run_3 { accum 1 bitset 2 trigger tank_turret2 run_3 // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln3 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_4 { accum 1 bitset 2 trigger tank_turret2 run_4 followspline 0 spln4 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Jig next to spawn hut //----------------------------------------------------------------------- trigger run_5 { accum 1 bitset 2 trigger tank_turret2 run_5 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 spln5 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_6 { accum 1 bitset 2 trigger tank_turret2 run_6 followspline 0 spln6 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_7 { accum 1 bitset 2 trigger tank_turret2 run_7 followspline 0 spln7 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_8 { accum 1 bitset 2 trigger tank_turret2 run_8 followspline 0 spln8 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Jig next to fence //----------------------------------------------------------------------- trigger run_9 { accum 1 bitset 2 trigger tank_turret2 run_9 // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln9 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Jig next to fence //----------------------------------------------------------------------- trigger run_10 { accum 1 bitset 2 trigger tank_turret2 run_10 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 spln10 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_11 { accum 1 bitset 2 trigger tank_turret2 run_11 followspline 0 spln11 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_12 { accum 1 bitset 2 trigger tank_turret2 run_12 followspline 0 spln12 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // First corner past road MG nest //----------------------------------------------------------------------- trigger run_13 { accum 1 bitset 2 trigger tank_turret2 run_13 // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln13 80 wait length -64 followspline 0 spln14 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_incpos trigger self run_continue } trigger run_15 { accum 1 bitset 2 trigger tank_turret2 run_15 followspline 0 spln15 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_16 { accum 1 bitset 2 trigger tank_turret2 run_16 followspline 0 spln16 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_17 { accum 1 bitset 2 trigger tank_turret2 run_17 followspline 0 spln17 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Small track skip opp MG nest //----------------------------------------------------------------------- trigger run_18 { accum 1 bitset 2 trigger tank_turret2 run_18 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 spln18 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 //mortis trigger ammohut_obj on trigger self run_continue } trigger run_19 { accum 1 bitset 2 trigger tank_turret2 run_19 followspline 0 spln19 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_20 { accum 1 bitset 2 trigger tank_turret2 run_20 followspline 0 spln20 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_21 { accum 1 bitset 2 trigger tank_turret2 run_21 followspline 0 spln21 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_22 { accum 1 bitset 2 trigger tank_turret2 run_22 followspline 0 spln22 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_23 { accum 1 bitset 2 trigger tank_turret2 run_23 followspline 0 spln23 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Small track skip near signpost //----------------------------------------------------------------------- trigger run_24 { accum 1 bitset 2 trigger tank_turret2 run_24 // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln24 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_25 { accum 1 bitset 2 trigger tank_turret2 run_25 followspline 0 spln25 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Small track skip near signpost //----------------------------------------------------------------------- trigger run_26 { accum 1 bitset 2 trigger tank_turret2 run_26 // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln26 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_27 { accum 1 bitset 2 trigger tank_turret2 run_27 followspline 0 spln27 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Small track skip near signpost //----------------------------------------------------------------------- trigger run_28 { accum 1 bitset 2 trigger tank_turret2 run_28 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 spln28 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_29 { accum 1 bitset 2 trigger tank_turret2 run_29 followspline 0 spln29 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_30 { accum 1 bitset 2 trigger tank_turret2 run_30 followspline 0 spln30 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Second corner before river bridge //----------------------------------------------------------------------- trigger run_31 { accum 1 bitset 2 trigger tank_turret2 run_31 // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln31 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Destroy frozen river grate //----------------------------------------------------------------------- trigger run_32 { accum 1 bitset 2 trigger tank_turret2 run_32 followspline 0 spln32 80 wait length -64 accum 1 bitreset 2 trigger self script_lockout trigger self tracks_stop trigger tank_sound stop startanimation 45 10 15 nolerp norandom wait 666 startanimation 0 1 15 nolerp norandom wait 900 trigger self run_incpos trigger tank_turret turn4 // will break the lockout } trigger run_33 { accum 1 bitset 2 trigger tank_turret2 run_33 followspline 0 spln33 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_34 { accum 1 bitset 2 trigger tank_turret2 run_34 followspline 0 spln34 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // River bridge //----------------------------------------------------------------------- trigger run_35 { accum 1 bitset 2 trigger tank_turret2 run_35 followspline 0 spln35 80 wait length -64 followspline 0 spln36 80 wait length -64 followspline 0 spln37 80 wait length -64 followspline 0 spln38 80 wait length -64 followspline 0 spln39 80 wait length -64 followspline 0 spln40 80 wait length -64 accum 1 bitreset 2 // setup sounds trigger thebridge tank_passed // Remove all bridge ref VO trigger self run_continue } trigger run_36 { accum 1 bitset 2 trigger tank_turret2 run_36 followspline 0 spln41 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_37 { accum 1 bitset 2 trigger tank_turret2 run_37 followspline 0 spln42 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_38 { accum 1 bitset 2 trigger tank_turret2 run_38 followspline 0 spln43 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_39 { accum 1 bitset 2 trigger tank_turret2 run_39 followspline 0 spln44 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_40 { accum 1 bitset 2 trigger tank_turret2 run_40 followspline 0 spln45 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Destroy cave front door //----------------------------------------------------------------------- trigger run_41 { accum 1 bitset 2 trigger tank_turret2 run_41 followspline 0 spln46 80 wait length -64 accum 1 bitreset 2 trigger self script_lockout trigger self tracks_stop trigger tank_sound stop startanimation 45 10 15 nolerp norandom wait 666 startanimation 0 1 15 nolerp norandom wait 900 trigger self run_incpos trigger tank_turret turn } trigger run_42 { accum 1 bitset 2 trigger tank_turret2 run_42 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 spln47 80 wait length -64 followspline 0 spln48 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_incpos trigger self run_continue } trigger run_44 { accum 1 bitset 2 trigger tank_turret2 run_44 followspline 0 spln49 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_45 { accum 1 bitset 2 trigger tank_turret2 run_45 followspline 0 spln50 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_46 { accum 1 bitset 2 trigger tank_turret2 run_46 followspline 0 spln51 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_47 { accum 1 bitset 2 trigger tank_turret2 run_47 followspline 0 spln52 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_48 { accum 1 bitset 2 trigger tank_turret2 run_48 followspline 0 spln53 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_49 { accum 1 bitset 2 trigger tank_turret2 run_49 followspline 0 spln54 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_50 { accum 1 bitset 2 trigger tank_turret2 run_50 followspline 0 spln55 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_51 { accum 1 bitset 2 trigger tank_turret2 run_51 followspline 0 spln56 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_52 { accum 1 bitset 2 trigger tank_turret2 run_52 followspline 0 spln57 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_53 { accum 1 bitset 2 trigger tank_turret2 run_53 followspline 0 spln58 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_54 { accum 1 bitset 2 trigger tank_turret2 run_54 followspline 0 spln59 80 wait length -64 accum 1 bitreset 2 //mortis trigger ammohut_obj off trigger self run_continue } trigger run_55 { accum 1 bitset 2 trigger tank_turret2 run_55 followspline 0 spln60 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_56 { accum 1 bitset 2 trigger tank_turret2 run_56 followspline 0 spln61 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_57 { accum 1 bitset 2 trigger tank_turret2 run_57 followspline 0 spln62 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_58 { accum 1 bitset 2 trigger tank_turret2 run_58 followspline 0 spln63 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_59 { accum 1 bitset 2 trigger tank_turret2 run_59 followspline 0 spln64 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // First section of the mountain tunnel //----------------------------------------------------------------------- trigger run_60 { accum 1 bitset 2 trigger tank_turret2 run_60 // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln65 80 wait length -64 roll 0 -1 dampout followspline 0 tunnel1 80 wait length -64 roll -1 5 dampin dampout // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_incpos trigger self run_continue } trigger run_62 { accum 1 bitset 2 trigger tank_turret2 run_62 followspline 0 tunnel2 80 wait length -64 roll 4 1 dampout followspline 0 tunnel3 80 wait length -64 roll 5 -5 dampin accum 1 bitreset 2 trigger self run_incpos trigger self run_continue } trigger run_64 { accum 1 bitset 2 trigger tank_turret2 run_64 followspline 0 tunnel4 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Turning past cave spawn exit //----------------------------------------------------------------------- trigger run_65 { accum 1 bitset 2 trigger tank_turret2 run_65 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 tunnel5 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_66 { accum 1 bitset 2 trigger tank_turret2 run_66 followspline 0 tunnel6 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_67 { accum 1 bitset 2 trigger tank_turret2 run_67 followspline 0 tunnel7 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Turning past small cave exit on axis side //----------------------------------------------------------------------- trigger run_68 { accum 1 bitset 2 trigger tank_turret2 run_68 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 tunnel8 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_69 { accum 1 bitset 2 trigger tank_turret2 run_69 followspline 0 tunnel9 80 wait length -64 roll 0 1 dampout accum 1 bitreset 2 trigger self run_continue } trigger run_70 { accum 1 bitset 2 trigger tank_turret2 run_70 followspline 0 tunnel10 80 wait length -64 roll 1 4 dampin accum 1 bitreset 2 trigger self run_continue } trigger run_71 { accum 1 bitset 2 trigger tank_turret2 run_71 followspline 0 tunnel11 80 wait length -64 roll 5 1 dampin accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Final corner in the cave system //----------------------------------------------------------------------- trigger run_72 { accum 1 bitset 2 trigger tank_turret2 run_72 followspline 0 tunnel12 80 wait length -64 roll 6 -4 dampin // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln66 80 wait length -64 roll 2 -2 dampin dampout // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_incpos trigger self run_continue } trigger run_74 { accum 1 bitset 2 trigger tank_turret2 run_74 followspline 0 spln67 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_75 { accum 1 bitset 2 trigger tank_turret2 run_75 followspline 0 spln68 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_76 { accum 1 bitset 2 trigger tank_turret2 run_76 followspline 0 spln69 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_77 { accum 1 bitset 2 trigger tank_turret2 run_77 followspline 0 spln70 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_78 { accum 1 bitset 2 trigger tank_turret2 run_78 followspline 0 spln71 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_79 { accum 1 bitset 2 trigger tank_turret2 run_79 followspline 0 spln72 80 wait length -64 accum 1 bitreset 2 setautospawn "Garage HQ" 1 setautospawn "Axis Fuel Dump" 0 wm_announce "The Allies have exited the tunnel!" wm_announce "The Allies are attempting to send in reinforcements from the command post!" trigger self run_continue } trigger run_80 { accum 1 bitset 2 trigger tank_turret2 run_80 followspline 0 spln73 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_81 { accum 1 bitset 2 trigger tank_turret2 run_81 followspline 0 spln74 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_82 { accum 1 bitset 2 trigger tank_turret2 run_82 followspline 0 spln75 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_83 { accum 1 bitset 2 trigger tank_turret2 run_83 followspline 0 spln76 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_84 { accum 1 bitset 2 trigger tank_turret2 run_84 followspline 0 spln77 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_85 { accum 1 bitset 2 trigger tank_turret2 run_85 followspline 0 spln78 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_86 { accum 1 bitset 2 trigger tank_turret2 run_86 followspline 0 spln79 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_87 { accum 1 bitset 2 trigger tank_turret2 run_87 followspline 0 spln80 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_88 { accum 1 bitset 2 trigger tank_turret2 run_88 followspline 0 spln81 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_89 { accum 1 bitset 2 trigger tank_turret2 run_89 followspline 0 spln82 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_90 { accum 1 bitset 2 trigger tank_turret2 run_90 followspline 0 spln83 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_91 { accum 1 bitset 2 trigger tank_turret2 run_91 followspline 0 spln84 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_92 { accum 1 bitset 2 trigger tank_turret2 run_92 followspline 0 spln85 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Front of AXIS base //----------------------------------------------------------------------- trigger run_93 { accum 1 bitset 2 trigger tank_turret2 run_93 followspline 0 spln86 80 wait length -64 accum 1 bitreset 2 trigger self script_lockout trigger self tracks_stop trigger tank_sound stop startanimation 45 10 15 nolerp norandom wait 666 startanimation 0 1 15 nolerp norandom wait 900 trigger tank_turret turn2 trigger self run_incpos } //----------------------------------------------------------------------- // Turning round for the next route //----------------------------------------------------------------------- trigger run_94 { accum 1 bitset 2 trigger tank_turret2 run_94 // Start tracks turning in opp directions trigger self tracks_turningleft faceangles 0 105 0 8000 // pitch yaw roll time(ms) // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_95 { accum 1 bitset 2 trigger tank_turret2 run_95 followspline 0 spln2_0 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_96 { accum 1 bitset 2 trigger tank_turret2 run_96 followspline 0 spln2_1 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_97 { accum 1 bitset 2 trigger tank_turret2 run_97 followspline 0 spln2_2 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Turning towards tank bay path //----------------------------------------------------------------------- trigger run_98 { accum 1 bitset 2 trigger tank_turret2 run_98 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 spln2_3 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_99 { accum 1 bitset 2 trigger tank_turret2 run_99 followspline 0 spln2_4 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_100 { accum 1 bitset 2 trigger tank_turret2 run_100 followspline 0 spln2_5 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_101 { accum 1 bitset 2 trigger tank_turret2 run_101 followspline 0 spln2_6 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_102 { accum 1 bitset 2 trigger tank_turret2 run_102 followspline 0 spln2_7 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_103 { accum 1 bitset 2 trigger tank_turret2 run_103 followspline 0 spln2_8 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Turning to face the tank bay //----------------------------------------------------------------------- trigger run_104 { accum 1 bitset 2 trigger tank_turret2 run_104 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 spln2_9 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_105 { accum 1 bitset 2 trigger tank_turret2 run_105 followspline 0 spln2_10 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_106 { accum 1 bitset 2 trigger tank_turret2 run_106 followspline 0 spln2_11 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_107 { accum 1 bitset 2 trigger tank_turret2 run_107 followspline 0 spln2_12 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Turning down the side of the tank bay //----------------------------------------------------------------------- trigger run_108 { accum 1 bitset 2 trigger tank_turret2 run_108 // Start tracks turning in opp directions trigger self tracks_turningright followspline 0 spln2_13 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_109 { accum 1 bitset 2 trigger tank_turret2 run_109 followspline 0 spln2_14 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_110 { accum 1 bitset 2 trigger tank_turret2 run_110 followspline 0 spln2_15 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_111 { accum 1 bitset 2 trigger tank_turret2 run_111 followspline 0 spln2_16 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_112 { accum 1 bitset 2 trigger tank_turret2 run_112 followspline 0 spln2_17 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_113 { accum 1 bitset 2 trigger tank_turret2 run_113 followspline 0 spln2_18 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_114 { accum 1 bitset 2 trigger tank_turret2 run_114 followspline 0 spln2_19 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_115 { accum 1 bitset 2 trigger tank_turret2 run_115 followspline 0 spln2_20 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_116 { accum 1 bitset 2 trigger tank_turret2 run_116 followspline 0 spln2_21 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_117 { accum 1 bitset 2 trigger tank_turret2 run_117 followspline 0 spln2_22 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_118 { accum 1 bitset 2 trigger tank_turret2 run_118 followspline 0 spln2_23 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_119 { accum 1 bitset 2 trigger tank_turret2 run_119 followspline 0 spln2_24 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_120 { accum 1 bitset 2 trigger tank_turret2 run_120 followspline 0 spln2_25 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } //----------------------------------------------------------------------- // Final turn towards fueldump //----------------------------------------------------------------------- trigger run_121 { accum 1 bitset 2 trigger tank_turret2 run_121 // Start tracks turning in opp directions trigger self tracks_turningleft followspline 0 spln2_26 80 wait length -64 // Reset tracks back to forward motion accum 1 bitreset 5 trigger self tracks_forward accum 1 bitreset 2 trigger self run_continue } trigger run_122 { accum 1 bitset 2 trigger tank_turret2 run_122 followspline 0 spln2_27 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_123 { accum 1 bitset 2 trigger tank_turret2 run_123 followspline 0 spln2_28 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_124 { accum 1 bitset 2 trigger tank_turret2 run_124 followspline 0 spln2_29 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_125 { accum 1 bitset 2 trigger tank_turret2 run_125 followspline 0 spln2_30 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_126 { accum 1 bitset 2 trigger tank_turret2 run_126 followspline 0 spln2_31 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_127 { accum 1 bitset 2 trigger tank_turret2 run_127 followspline 0 spln2_32 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_128 { accum 1 bitset 2 trigger tank_turret2 run_128 followspline 0 spln2_33 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_129 { accum 1 bitset 2 trigger tank_turret2 run_129 followspline 0 spln2_35 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_130 { accum 1 bitset 2 trigger tank_turret2 run_130 followspline 0 spln2_36 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_131 { accum 1 bitset 2 trigger tank_turret2 run_131 followspline 0 spln2_37 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_132 { accum 1 bitset 2 trigger tank_turret2 run_132 followspline 0 spln2_38 80 wait length -64 accum 1 bitreset 2 trigger self run_continue } trigger run_133 { accum 1 bitset 2 trigger tank_turret2 run_133 followspline 0 spln2_39 80 wait length -64 roll 0 -1 dampin dampout accum 1 bitreset 2 trigger self script_lockout trigger tank_construct final_pos trigger self tracks_stop trigger self sound_death trigger tank_sound stop startanimation 45 10 15 nolerp norandom wait 666 startanimation 0 1 15 nolerp norandom wait 900 trigger tank_turret turn3 trigger self run_incpos } // =========================================================================================== // =========================================================================================== // stuck checking // digibob: since we cant return variables, just use bit 3 of accum 1 as a register... mmmm assembly... trigger stuck_check { accum 1 bitreset 3 trigger self stuck_check_bridge_built trigger self stuck_check_bridge_dyna trigger self stuck_check_scriptlockout trigger self stuck_check_finished } trigger stuck_check_finished { accum 3 abort_if_less_than 134 accum 1 bitset 3 } trigger stuck_check_scriptlockout { accum 5 abort_if_equal 0 accum 1 bitset 3 } trigger stuck_check_bridge_built { accum 3 abort_if_not_equal 35 accum 1 abort_if_bitset 0 accum 1 bitset 3 } trigger stuck_check_bridge_dyna { accum 3 abort_if_not_equal 35 accum 0 set_to_dynamitecount bridgetarget accum 0 abort_if_equal 0 accum 1 bitset 3 } // =========================================================================================== // =========================================================================================== // stop check trigger stopcheck_setup { accum 1 bitset 6 // stop if we're stuck/no-one's pushing :) accum 1 abort_if_bitset 8 // no one in the trigger, abort trigger self stuck_check // call the stop check function accum 1 abort_if_bitset 3 // we're stuck so break out accum 1 bitreset 6 // we're free to move } trigger stopcheck { trigger self stopcheck_setup accum 1 abort_if_not_bitset 6 trigger self script_lockout // Any just stopped moving stuff goes here trigger tank_sound stop trigger self tracks_stop startanimation 45 10 15 nolerp norandom wait 666 startanimation 0 1 15 nolerp norandom wait 900 trigger self script_lockout_stop resetscript } // =========================================================================================== // =========================================================================================== // script lockouts trigger script_lockout { accum 5 inc 1 } trigger script_lockout_stop { accum 5 inc -1 } // =========================================================================================== // =========================================================================================== // enable/disable trigger tank_enable { trigger self stuck_check accum 1 abort_if_bitset 3 // stuck check accum 4 set 0 // reset stop counter accum 1 bitreset 8 // reset stop check accum 1 abort_if_bitset 2 // already following spline accum 5 abort_if_not_equal 0 // are we not in a script lockout? accum 1 abort_if_bitset 7 // death check // Any just started moving stuff goes here trigger self script_lockout trigger tank_sound start startanimation 55 10 15 nolerp norandom wait 666 startanimation 5 40 15 nolerp norandom wait 500 trigger self tracks_forward trigger self script_lockout_stop trigger self move } trigger tank_disable { accum 4 inc 1 // up the stop counter accum 4 abort_if_less_than 4 accum 1 bitset 8 // set stop check trigger self deathcheck } // =========================================================================================== // =========================================================================================== // death / rebirth rebirth { accum 1 bitreset 9 // we're visibly alive accum 1 bitreset 7 // we're alive again trigger self script_lockout // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_tank_repaired_allies" wm_teamvoiceannounce 1 "allies_hq_tank_repaired" // *---------------------------------------------------------------------------------* wm_announce "The Tank has been repaired" changemodel models/mapobjects/tanks_sd/churchhill.md3 setstate tank_smoke invisible trigger tank_sound rebirth wait 500 trigger self script_lockout_stop } death { accum 1 bitset 7 } trigger deathcheck { accum 1 abort_if_not_bitset 7 // are we dead? accum 1 abort_if_bitset 9 // are we not already visibly dead? accum 1 abort_if_bitset 2 // are we not following a spline? accum 5 abort_if_not_equal 0 // are we not in a script lockout? accum 1 bitset 9 // we're now visibly dead // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_tank_damaged" wm_teamvoiceannounce 1 "allies_hq_tank_damaged_axis" // *---------------------------------------------------------------------------------* wm_announce "The Tank has been damaged" changemodel models/mapobjects/tanks_sd/churchhill_broken.md3 setstate tank_smoke default kill tank_construct trigger self sound_death trigger self tracks_stop trigger self script_lockout trigger self tracks_stop startanimation 45 10 15 nolerp norandom wait 666 startanimation 0 1 15 nolerp norandom trigger self script_lockout_stop resetscript } trigger setBridge { wm_objective_status 1 1 1 wm_objective_status 1 0 2 accum 1 bitset 0 } trigger clearBridge { wm_objective_status 1 1 0 wm_objective_status 1 0 0 accum 1 bitreset 0 } } tank_disabler { trigger run { trigger tank tank_disable } } tank_enabler { trigger run { trigger tank tank_enable } } tank_trigger { spawn { wait 100 attachtotag tank tag_turret } } tank_build { spawn { wait 100 attachtotag tank tag_turret } } tank_construct { spawn { wait 400 constructible_class 2 constructible_health 1200 } built final { alertentity tank } trigger final_pos { constructible_constructxpbonus 3 constructible_destructxpbonus 3 } } //================================================================================ // Physical tank turret MODEL //================================================================================ tank_turret { spawn { wait 500 attachtotag tank tag_turret } //----------------------------------------------------------------------- // CAVE FRONT DOOR //----------------------------------------------------------------------- trigger turn { wait 1000 trigger tank_turret2 spin_start trigger tank_turret2 turn faceangles 0 80 0 3000 trigger tank_turret2 spin_stop wait 500 trigger tank startfire trigger tank_turret2 avre_fire trigger tank_flash run } trigger blow_door { setstate tank_flash invisible wait 200 trigger tank stopfire trigger cavedoor_solid switch alertentity tunnel_wobj setautospawn "Tunnel Store Room" 1 setautospawn "Axis Fuel Dump" 0 trigger game_manager objective2 wm_objective_status 2 1 1 wm_objective_status 2 0 2 wait 200 trigger tank_turret2 spin_start trigger tank_turret2 turn_back faceangles 0 0 0 3000 trigger tank_turret2 spin_stop trigger tank script_lockout_stop } //----------------------------------------------------------------------- // AXIS BASE FRONT GATE //----------------------------------------------------------------------- trigger turn2 { wait 1000 trigger tank_turret2 spin_start trigger tank_turret2 turn2 faceangles 0 348 0 2000 //-30 trigger tank_turret2 spin_stop wait 500 trigger tank startfire trigger tank_turret2 avre_fire trigger tank_flash run2 } trigger blow_door2 { setstate tank_flash invisible wait 200 trigger tank stopfire trigger basedoor_solid switch trigger game_manager objective3 wm_objective_status 3 1 1 wm_objective_status 3 0 2 wait 200 trigger tank_turret2 spin_start trigger tank_turret2 turn2_back faceangles 0 0 0 2000 trigger tank_turret2 spin_stop trigger tank script_lockout_stop } //----------------------------------------------------------------------- // AXIS BASE SIDE WALL //----------------------------------------------------------------------- trigger turn3 { wait 1000 trigger tank_turret2 spin_start trigger tank_turret2 turn3 faceangles 0 35 0 3000 trigger tank_turret2 spin_stop wait 500 trigger tank startfire trigger tank_turret2 avre_fire trigger tank_flash run3 trigger tank script_lockout_stop } trigger blow_door3 { setstate tank_flash invisible wait 200 trigger tank stopfire trigger basewall_solid switch trigger game_manager objective5 wm_objective_status 5 1 1 wm_objective_status 5 0 2 wait 200 trigger tank_turret2 spin_start trigger tank_turret2 turn3_back faceangles 0 0 0 3000 trigger tank_turret2 spin_stop } //----------------------------------------------------------------------- // FROZEN STREAM - GRATE ENTRANCE //----------------------------------------------------------------------- trigger turn4 { wait 1000 trigger tank_turret2 spin_start trigger tank_turret2 turn4 faceangles 0 45 0 4000 //+20 trigger tank_turret2 spin_stop wait 500 trigger tank startfire trigger tank_turret2 avre_fire trigger tank_flash run4 } trigger blow_door4 { setstate tank_flash invisible wait 200 trigger tank stopfire trigger tunnelgrate_solid switch wait 200 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "fueldump_axis_grate_destroyed" wm_teamvoiceannounce 1 "fueldump_allies_grate_destroyed" // *---------------------------------------------------------------------------------* trigger tank_turret2 spin_start trigger tank_turret2 turn4_back faceangles 0 0 0 4000 trigger tank_turret2 spin_stop trigger tank script_lockout_stop } } //================================================================================ // Test brushage for the tank turret //================================================================================ tank_turret2solid { spawn { remove } } //================================================================================ // Metal CLIP brush tank turret //================================================================================ tank_turret2 { spawn { wait 50 // Reset the tank+turret into correct position followspline 0 spln0 10000 wait length -64 followspline 1 spln0 10000 wait length -64 } trigger avre_fire { playsound sound/vehicles/tank/tank_fire.wav volume 300 } trigger spin_start { stopsound playsound sound/vehicles/tank/turret_spin.wav looping volume 127 } trigger spin_stop { stopsound playsound sound/vehicles/tank/turret_end.wav volume 96 } //----------------------------------------------------------------------- // CAVE FRONT DOOR //----------------------------------------------------------------------- trigger turn { faceangles 0 170 0 3000 } trigger turn_back { faceangles 0 90 0 3000 } //----------------------------------------------------------------------- // AXIS BASE FRONT GATE sequence //----------------------------------------------------------------------- trigger turn2 { faceangles 0 255 0 3000 //225 } trigger turn2_back { faceangles 0 270 0 3000 } //----------------------------------------------------------------------- // AXIS BASE SIDE WALL //----------------------------------------------------------------------- trigger turn3 { faceangles 14 305 0 3000 } trigger turn3_back { faceangles 8 270 0 3000 followspline 0 spln2_39 10000 wait length -64 } //----------------------------------------------------------------------- // FROZEN STREAM - GRATE ENTRANCE //----------------------------------------------------------------------- trigger turn4 { faceangles 0 145 0 4000 //160 } trigger turn4_back { faceangles 0 100 0 4000 //115 } //----------------------------------------------------------------------- trigger run_0 { followspline 0 spln0 80 wait length -64 } trigger run_1 { followspline 0 spln1 80 wait length -64 } trigger run_2 { followspline 0 spln2 80 wait length -64 } trigger run_3 { followspline 0 spln3 80 wait length -64 } trigger run_4 { followspline 0 spln4 80 wait length -64 } trigger run_5 { followspline 0 spln5 80 wait length -64 } trigger run_6 { followspline 0 spln6 80 wait length -64 } trigger run_7 { followspline 0 spln7 80 wait length -64 } trigger run_8 { followspline 0 spln8 80 wait length -64 } trigger run_9 { followspline 0 spln9 80 wait length -64 } trigger run_10 { followspline 0 spln10 80 wait length -64 } trigger run_11 { followspline 0 spln11 80 wait length -64 } trigger run_12 { followspline 0 spln12 80 wait length -64 } trigger run_13 { followspline 0 spln13 80 wait length -64 followspline 0 spln14 80 wait length -64 } trigger run_15 { followspline 0 spln15 80 wait length -64 } trigger run_16 { followspline 0 spln16 80 wait length -64 } trigger run_17 { followspline 0 spln17 80 wait length -64 } trigger run_18 { followspline 0 spln18 80 wait length -64 } trigger run_19 { followspline 0 spln19 80 wait length -64 } trigger run_20 { followspline 0 spln20 80 wait length -64 } trigger run_21 { followspline 0 spln21 80 wait length -64 } trigger run_22 { followspline 0 spln22 80 wait length -64 } trigger run_23 { followspline 0 spln23 80 wait length -64 } trigger run_24 { followspline 0 spln24 80 wait length -64 } trigger run_25 { followspline 0 spln25 80 wait length -64 } trigger run_26 { followspline 0 spln26 80 wait length -64 } trigger run_27 { followspline 0 spln27 80 wait length -64 } trigger run_28 { followspline 0 spln28 80 wait length -64 } trigger run_29 { followspline 0 spln29 80 wait length -64 } trigger run_30 { followspline 0 spln30 80 wait length -64 } trigger run_31 { followspline 0 spln31 80 wait length -64 } trigger run_32 { followspline 0 spln32 80 wait length -64 } trigger run_33 { followspline 0 spln33 80 wait length -64 } trigger run_34 { followspline 0 spln34 80 wait length -64 } //----------------------------------------------------------------------- // River bridge //----------------------------------------------------------------------- trigger run_35 { followspline 0 spln35 80 wait length -64 followspline 0 spln36 80 wait length -64 followspline 0 spln37 80 wait length -64 followspline 0 spln38 80 wait length -64 followspline 0 spln39 80 wait length -64 followspline 0 spln40 80 wait length -64 } trigger run_36 { followspline 0 spln41 80 wait length -64 } trigger run_37 { followspline 0 spln42 80 wait length -64 } trigger run_38 { followspline 0 spln43 80 wait length -64 } trigger run_39 { followspline 0 spln44 80 wait length -64 } trigger run_40 { followspline 0 spln45 80 wait length -64 } trigger run_41 { followspline 0 spln46 80 wait length -64 } trigger run_42 { followspline 0 spln47 80 wait length -64 followspline 0 spln48 80 wait length -64 } trigger run_44 { followspline 0 spln49 80 wait length -64 } trigger run_45 { followspline 0 spln50 80 wait length -64 } trigger run_46 { followspline 0 spln51 80 wait length -64 } trigger run_47 { followspline 0 spln52 80 wait length -64 } trigger run_48 { followspline 0 spln53 80 wait length -64 } trigger run_49 { followspline 0 spln54 80 wait length -64 } trigger run_50 { followspline 0 spln55 80 wait length -64 } trigger run_51 { followspline 0 spln56 80 wait length -64 } trigger run_52 { followspline 0 spln57 80 wait length -64 } trigger run_53 { followspline 0 spln58 80 wait length -64 } trigger run_54 { followspline 0 spln59 80 wait length -64 } trigger run_55 { followspline 0 spln60 80 wait length -64 } trigger run_56 { followspline 0 spln61 80 wait length -64 } trigger run_57 { followspline 0 spln62 80 wait length -64 } trigger run_58 { followspline 0 spln63 80 wait length -64 } trigger run_59 { followspline 0 spln64 80 wait length -64 } trigger run_60 { followspline 0 spln65 80 wait length -64 roll 0 -1 dampout followspline 0 tunnel1 80 wait length -64 roll -1 5 dampin dampout } trigger run_62 { followspline 0 tunnel2 80 wait length -64 roll 4 1 dampout followspline 0 tunnel3 80 wait length -64 roll 5 -5 dampin } trigger run_64 { followspline 0 tunnel4 80 wait length -64 } trigger run_65 { followspline 0 tunnel5 80 wait length -64 } trigger run_66 { followspline 0 tunnel6 80 wait length -64 } trigger run_67 { followspline 0 tunnel7 80 wait length -64 } trigger run_68 { followspline 0 tunnel8 80 wait length -64 } trigger run_69 { followspline 0 tunnel9 80 wait length -64 roll 0 1 dampout } trigger run_70 { followspline 0 tunnel10 80 wait length -64 roll 1 4 dampin } trigger run_71 { followspline 0 tunnel11 80 wait length -64 roll 5 1 dampin } trigger run_72 { followspline 0 tunnel12 80 wait length -64 roll 6 -4 dampin followspline 0 spln66 80 wait length -64 roll -2 2 dampin dampout } trigger run_74 { followspline 0 spln67 80 wait length -64 } trigger run_75 { followspline 0 spln68 80 wait length -64 } trigger run_76 { followspline 0 spln69 80 wait length -64 } trigger run_77 { followspline 0 spln70 80 wait length -64 } trigger run_78 { followspline 0 spln71 80 wait length -64 } trigger run_79 { followspline 0 spln72 80 wait length -64 } trigger run_80 { followspline 0 spln73 80 wait length -64 } trigger run_81 { followspline 0 spln74 80 wait length -64 } trigger run_82 { followspline 0 spln75 80 wait length -64 } trigger run_83 { followspline 0 spln76 80 wait length -64 } trigger run_84 { followspline 0 spln77 80 wait length -64 } trigger run_85 { followspline 0 spln78 80 wait length -64 } trigger run_86 { followspline 0 spln79 80 wait length -64 } trigger run_87 { followspline 0 spln80 80 wait length -64 } trigger run_88 { followspline 0 spln81 80 wait length -64 } trigger run_89 { followspline 0 spln82 80 wait length -64 } trigger run_90 { followspline 0 spln83 80 wait length -64 } trigger run_91 { followspline 0 spln84 80 wait length -64 } trigger run_92 { followspline 0 spln85 80 wait length -64 } //----------------------------------------------------------------------- // Front of AXIS base //----------------------------------------------------------------------- trigger run_93 { followspline 0 spln86 80 wait length -64 } //----------------------------------------------------------------------- // Turning round for the next route //----------------------------------------------------------------------- trigger run_94 { faceangles 0 105 0 8000 // pitch yaw roll time(ms) } trigger run_95 { followspline 0 spln2_0 80 wait length -64 } trigger run_96 { followspline 0 spln2_1 80 wait length -64 } trigger run_97 { followspline 0 spln2_2 80 wait length -64 } trigger run_98 { followspline 0 spln2_3 80 wait length -64 } trigger run_99 { followspline 0 spln2_4 80 wait length -64 } trigger run_100 { followspline 0 spln2_5 80 wait length -64 } trigger run_101 { followspline 0 spln2_6 80 wait length -64 } trigger run_102 { followspline 0 spln2_7 80 wait length -64 } trigger run_103 { followspline 0 spln2_8 80 wait length -64 } trigger run_104 { followspline 0 spln2_9 80 wait length -64 } trigger run_105 { followspline 0 spln2_10 80 wait length -64 } trigger run_106 { followspline 0 spln2_11 80 wait length -64 } trigger run_107 { followspline 0 spln2_12 80 wait length -64 } trigger run_108 { followspline 0 spln2_13 80 wait length -64 } trigger run_109 { followspline 0 spln2_14 80 wait length -64 } trigger run_110 { followspline 0 spln2_15 80 wait length -64 } trigger run_111 { followspline 0 spln2_16 80 wait length -64 } trigger run_112 { followspline 0 spln2_17 80 wait length -64 } trigger run_113 { followspline 0 spln2_18 80 wait length -64 } trigger run_114 { followspline 0 spln2_19 80 wait length -64 } trigger run_115 { followspline 0 spln2_20 80 wait length -64 } trigger run_116 { followspline 0 spln2_21 80 wait length -64 } trigger run_117 { followspline 0 spln2_22 80 wait length -64 } trigger run_118 { followspline 0 spln2_23 80 wait length -64 } trigger run_119 { followspline 0 spln2_24 80 wait length -64 } trigger run_120 { followspline 0 spln2_25 80 wait length -64 } trigger run_121 { followspline 0 spln2_26 80 wait length -64 } trigger run_122 { followspline 0 spln2_27 80 wait length -64 } trigger run_123 { followspline 0 spln2_28 80 wait length -64 } trigger run_124 { followspline 0 spln2_29 80 wait length -64 } trigger run_125 { followspline 0 spln2_30 80 wait length -64 } trigger run_126 { followspline 0 spln2_31 80 wait length -64 } trigger run_127 { followspline 0 spln2_32 80 wait length -64 } trigger run_128 { followspline 0 spln2_33 80 wait length -64 } trigger run_129 { followspline 0 spln2_35 80 wait length -64 } trigger run_130 { followspline 0 spln2_36 80 wait length -64 } trigger run_131 { followspline 0 spln2_37 80 wait length -64 } trigger run_132 { followspline 0 spln2_38 80 wait length -64 } trigger run_133 { followspline 0 spln2_39 80 wait length -64 roll 0 -1 dampin dampout } } tank_smoke { spawn { wait 300 attachtotag tank tag_turret setstate tank_smoke invisible } } tank_flash { spawn { setstate tank_flash invisible } trigger run { setstate tank_flash default attachtotag tank_turret tag_flash faceangles 0 90 0 50 wait 50 trigger tank_turret blow_door } trigger run2 { setstate tank_flash default attachtotag tank_turret tag_flash faceangles 0 90 0 50 wait 50 trigger tank_turret blow_door2 } trigger run3 { setstate tank_flash default attachtotag tank_turret tag_flash faceangles 0 90 0 50 wait 50 trigger tank_turret blow_door3 } trigger run4 { setstate tank_flash default attachtotag tank_turret tag_flash faceangles 0 90 0 50 wait 50 trigger tank_turret blow_door4 } } // =========================================================================================== // Axis Base team door trigger // for Allied engineers ONLY // =========================================================================================== axisbasedoor_trigger { // activate // { // Trigger klaxon sound for 10s // alertentity axisbase_alert // } } // =========================================================================================== // Garage Doors for Tank // =========================================================================================== tbdoor1_trigger1 { spawn { accum 3 set 0 // Initial state of lever. (0=down, 1=up) } trigger main { trigger tbdoor1_trigger1 up trigger tbdoor1_trigger1 down } trigger up { accum 3 abort_if_not_equal 0 // Lever up already ? globalaccum 4 abort_if_not_equal 0 // Flexible Door moving ? resetscript globalaccum 4 set 1 // Door is opening ... accum 3 set 1 // Lever is in up position trigger tbflywheel1 start // Set flywheel moving trigger tbflywheel1 clockwise // Start turning trigger tbflywheel1_sound wheel1_run trigger tbdoor1_lever1 up // Move lever trigger tbdoor1-9 open // Start moving all the door sections } trigger down { accum 3 abort_if_not_equal 1 // Lever down already ? globalaccum 4 abort_if_not_equal 0 // Flexible Door moving ? resetscript globalaccum 4 set 1 // Door is opening ... accum 3 set 0 // Lever is in up position trigger tbflywheel1 start // Set flywheel moving trigger tbflywheel1 anticlockwise // Start turning trigger tbflywheel1_sound wheel1_run trigger tbdoor1_lever1 down // Move lever trigger tbdoor1-9 close // Start moving all the door sections } } tbdoor1_lever1 { trigger down { gotomarker tbdoor1_lever1_downpos 16 playsound sound/movers/switches/butn2.wav } trigger up { gotomarker tbdoor1_lever1_uppos 16 playsound sound/movers/switches/switch.wav } } tbflywheel1_sound { trigger wheel1_run { trigger tbflywheel1 sound_start wait 400 trigger tbflywheel1 sound_run } } tbflywheel1 { spawn { accum 3 set 0 // Flywheel moving (0=No, 1=Yes) } trigger sound_start { stopsound playsound sound/movers/motors/motor_start_01.wav volume 127 } trigger sound_run { playsound sound/movers/motors/motor_loop_01.wav looping volume 512 } trigger sound_stop { stopsound playsound sound/movers/motors/motor_end_01.wav volume 127 } trigger clockwise { accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 90 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 180 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 270 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 0 0 0 250 wait trigger tbflywheel1 clockwise } trigger anticlockwise { accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 270 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 180 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 90 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 0 0 0 250 wait trigger tbflywheel1 anticlockwise } trigger start { accum 3 set 1 // Start wheel moving } trigger stop { accum 3 set 0 // Stop wheel moving trigger self sound_stop } } tbdoor1-9 { spawn { wait 200 trigger tbdoor1_trigger1 up } trigger open { stopsound // Kill all currently playing sounds belonging to this entity only playsound sound/movers/misc/garage_door_start_01.wav volume 96 wait 50 playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512 followpath 1 tbdrspln1-3 50 wait length 16 followpath 1 tbdrspln1-4 50 wait length 16 trigger tbflywheel1 stop // Turn off flywheel globalaccum 4 set 0 // Flexible door 1 has stopped moving stopsound // Kill all currently playing sounds belonging to this entity only playsound sound/movers/misc/garage_door_end_01.wav volume 96 } trigger close { stopsound // Kill all currently playing sounds belonging to this entity only playsound sound/movers/misc/garage_door_start_01.wav volume 96 wait 50 playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512 followpath 0 tbdrspln1-4 50 wait length 16 followpath 0 tbdrspln1-3 50 wait length 16 trigger tbflywheel1 stop // Turn off flywheel globalaccum 4 set 0 // Flexible door 1 has stopped moving stopsound // Kill all currently playing sounds belonging to this entity only playsound sound/movers/misc/garage_door_end_01.wav volume 96 } } tbdoor1-8 { spawn { wait 100 attatchtotrain tbdoor1-9 16 } } tbdoor1-7 { spawn { wait 100 attatchtotrain tbdoor1-8 16 } } tbdoor1-6 { spawn { wait 100 attatchtotrain tbdoor1-7 16 } } tbdoor1-5 { spawn { wait 100 attatchtotrain tbdoor1-6 16 } } tbdoor1-4 { spawn { wait 100 attatchtotrain tbdoor1-5 16 } } tbdoor1-3 { spawn { wait 100 attatchtotrain tbdoor1-4 16 } } tbdoor1-2 { spawn { wait 100 attatchtotrain tbdoor1-3 16 } } tbdoor1-1 { spawn { wait 100 attatchtotrain tbdoor1-2 16 } } // =========================================================================================== // Garage Doors for Tank // =========================================================================================== tbdoor2_trigger1 { spawn { accum 3 set 0 // Initial state of lever. (0=down, 1=up) } trigger main { trigger tbdoor2_trigger1 up trigger tbdoor2_trigger1 down } trigger up { accum 3 abort_if_not_equal 0 // Lever up already ? globalaccum 5 abort_if_not_equal 0 // Flexible Door moving ? resetscript globalaccum 5 set 1 // Door is opening ... accum 3 set 1 // Lever is in up position trigger tbflywheel2 start // Set flywheel moving trigger tbflywheel2 clockwise // Start turning trigger tbflywheel2_sound wheel2_run trigger tbdoor2_lever1 up // Move lever trigger tbdoor2-9 open // Start moving all the door sections } trigger down { accum 3 abort_if_not_equal 1 // Lever down already ? globalaccum 5 abort_if_not_equal 0 // Flexible Door moving ? resetscript globalaccum 5 set 1 // Door is opening ... accum 3 set 0 // Lever is in up position trigger tbflywheel2 start // Set flywheel moving trigger tbflywheel2 anticlockwise // Start turning trigger tbflywheel2_sound wheel2_run trigger tbdoor2_lever1 down // Move lever trigger tbdoor2-9 close // Start moving all the door sections } } tbdoor2_lever1 { trigger down { gotomarker tbdoor2_lever1_downpos 16 playsound sound/movers/switches/butn2.wav } trigger up { gotomarker tbdoor2_lever1_uppos 16 playsound sound/movers/switches/switch.wav } } tbflywheel2_sound { trigger wheel2_run { trigger tbflywheel2 sound_start wait 400 trigger tbflywheel2 sound_run } } tbflywheel2 { spawn { accum 3 set 0 // Flywheel moving (0=No, 1=Yes) } trigger sound_start { stopsound playsound sound/movers/motors/motor_start_01.wav volume 127 } trigger sound_run { playsound sound/movers/motors/motor_loop_01.wav looping volume 512 } trigger sound_stop { stopsound playsound sound/movers/motors/motor_end_01.wav volume 127 } trigger clockwise { accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 90 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 180 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 270 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 0 0 0 250 wait trigger tbflywheel2 clockwise } trigger anticlockwise { accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 270 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 180 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 90 0 0 250 wait accum 3 abort_if_not_equal 1 // Flywheel moving ? faceangles 0 0 0 250 wait trigger tbflywheel2 anticlockwise } trigger start { accum 3 set 1 // Start wheel moving } trigger stop { accum 3 set 0 // Stop wheel moving trigger self sound_stop } } tbdoor2-9 { spawn { wait 200 trigger tbdoor2_trigger1 up } trigger open { stopsound // Kill all currently playing sounds belonging to this entity only playsound sound/movers/misc/garage_door_start_01.wav volume 96 wait 50 playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512 followpath 1 tbdrspln2-3 50 wait length 16 followpath 1 tbdrspln2-4 50 wait length 16 trigger tbflywheel2 stop // Turn off flywheel globalaccum 5 set 0 // Flexible door 1 has stopped moving stopsound // Kill all currently playing sounds belonging to this entity only playsound sound/movers/misc/garage_door_end_01.wav volume 96 } trigger close { stopsound // Kill all currently playing sounds belonging to this entity only playsound sound/movers/misc/garage_door_start_01.wav volume 96 wait 50 playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512 followpath 0 tbdrspln2-4 50 wait length 16 followpath 0 tbdrspln2-3 50 wait length 16 trigger tbflywheel2 stop // Turn off flywheel globalaccum 5 set 0 // Flexible door 1 has stopped moving stopsound // Kill all currently playing sounds belonging to this entity only playsound sound/movers/misc/garage_door_end_01.wav volume 96 } } tbdoor2-8 { spawn { wait 100 attatchtotrain tbdoor2-9 16 } } tbdoor2-7 { spawn { wait 100 attatchtotrain tbdoor2-8 16 } } tbdoor2-6 { spawn { wait 100 attatchtotrain tbdoor2-7 16 } } tbdoor2-5 { spawn { wait 100 attatchtotrain tbdoor2-6 16 } } tbdoor2-4 { spawn { wait 100 attatchtotrain tbdoor2-5 16 } } tbdoor2-3 { spawn { wait 100 attatchtotrain tbdoor2-4 16 } } tbdoor2-2 { spawn { wait 100 attatchtotrain tbdoor2-3 16 } } tbdoor2-1 { spawn { wait 100 attatchtotrain tbdoor2-2 16 } } // =========================================================================================== // Tank destruction entities // =========================================================================================== // ---------------------------------------------------------------------------- // Water grate entrance on Allied side of map // ---------------------------------------------------------------------------- tunnelgrate_solid { spawn { wait 200 setstate tunnelgrate_solid default setstate tunnelgrate_dmg invisible } trigger switch { // Some kind of UI pop-up to alert players wm_announce "Allied team has breached the Tunnel Grate!" alertentity tunnelgrate_explo trigger hurt_tunnelgrateblast boom setstate tunnelgrate_solid invisible setstate tunnelgrate_dmg default alertentity tunnelgrate_rubble1 } } hurt_tunnelgrateblast { spawn { wait 200 setstate hurt_tunnelgrateblast invisible } trigger boom { setstate hurt_tunnelgrateblast default wait 100 remove } } // ---------------------------------------------------------------------------- // Cave door on Allied side of map // ---------------------------------------------------------------------------- cavedoor_solid { spawn { wait 200 setstate cavedoor_solid default setstate cavedoor_dmg invisible } trigger switch { alertentity cavedoor_explo trigger hurt_cavedoorblast boom setstate cavedoor_solid invisible setstate cavedoor_dmg default alertentity cavedoor_rubble1 } } hurt_cavedoorblast { spawn { wait 200 setstate hurt_cavedoorblast invisible } trigger boom { setstate hurt_cavedoorblast default wait 100 remove } } // ---------------------------------------------------------------------------- // Front gate of axis complex // ---------------------------------------------------------------------------- basedoor_solid { spawn { wait 200 setstate basedoor_solid default setstate basedoor_dmg invisible } trigger switch { alertentity basedoor_explo trigger hurt_basedoorblast boom setstate basedoor_solid invisible setstate basedoor_dmg default alertentity basedoor_rubble1 } } hurt_basedoorblast { spawn { wait 200 setstate hurt_basedoorblast invisible } trigger boom { setstate hurt_basedoorblast default wait 100 remove } } // ---------------------------------------------------------------------------- // Side wall of axis complex // ---------------------------------------------------------------------------- basewall_solid { spawn { wait 200 setstate basewall_solid default setstate basewall_trighurt default } trigger switch { alertentity basewall_explo trigger hurt_basewallblast boom setstate basewall_solid invisible alertentity basewall_rubble1 setstate basewall_trighurt invisible } } hurt_basewallblast { spawn { wait 200 setstate hurt_basewallblast invisible } trigger boom { setstate hurt_basewallblast default wait 100 remove } } //mortis ammohut_obj { spawn { set { //these have to be set inside the spawn{} function, not create{} description "Health and Ammo Hut" message "Health and Ammo" } wait 50 setstate ammohut_obj invisible setstate ammohut_spawn invisible } trigger on { setstate ammohut_obj default setstate ammohut_spawn default wm_announce "Allied Health and Ammo Hut spawn enabled!" } trigger off { setstate ammohut_obj invisible setstate ammohut_spawn invisible wm_announce "Allied Health and Ammo Hut spawn disabled!" } } //mortis axiscp_obj { spawn { set { //these have to be set inside the spawn{} function, not create{} description "Axis CP" message "Axis CP" } wait 50 setstate axiscp_obj invisible setstate axiscp_spawn invisible } trigger on { setstate axiscp_obj default setstate axiscp_spawn default wm_announce "Axis CP spawn enabled!" } trigger off { setstate axiscp_obj invisible setstate axiscp_spawn invisible wm_announce "Axis CP spawn disabled!" } }
Encontrar Diferença