// CVAR uje_cata = catapults status (0=on, 1=off) game_manager { spawn { // Game rules wm_axis_respawntime 3 wm_allied_respawntime 3 wm_number_of_objectives 8 wm_set_round_timelimit 30 // Objectives // 1: // 2: // 3: // 4: // 5: // 6: // 7: // 8: // Objective overview status indicators //wm_objective_status 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 wm_objective_status 8 1 0 wm_objective_status 8 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, -1=no winner at expiration) wm_setwinner 1 // wait for everything to settle wait 1000 } } catapult_script { trigger run { cvar uje_cata abort_if_equal 0 trigger catapult fire } } catapult { spawn { wait 500 accum 0 set 0 setstate catapult_push_trig invisible } trigger fire { cvar uje_cata abort_if_equal 0 accum 0 abort_if_equal 0 accum 0 set 0 playsound sound/movers/switches/switch_01.wav wait 2000 setstate catapult_trigger invisible playsound sound/weapons/rocket/rocket_fire.wav setstate catapult_push_trig default faceangles 0 0 -90 500 alertentity catapult_dust setstate catapult_push_trig invisible wait 2000 playsound sound/movers/doors/door4_closeq.wav volume 600 faceangles 0 0 0 4000 playsound sound/movers/doors/door4_endcq.wav volume 500 wait 1000 setstate catapult_trigger default accum 0 set 0 } } catapult1_script { trigger run1 { cvar uje_cata abort_if_equal 0 trigger catapult1 fire } } catapult1 { spawn { wait 500 accum 0 set 0 setstate catapult1_push_trig invisible } trigger fire { cvar uje_cata abort_if_equal 0 accum 0 abort_if_equal 0 accum 0 set 0 playsound sound/movers/switches/switch_01.wav wait 2000 setstate catapult1_trigger invisible playsound sound/weapons/rocket/rocket_fire.wav setstate catapult1_push_trig default faceangles 0 0 90 500 alertentity catapult1_dust setstate catapult1_push_trig invisible wait 2000 playsound sound/movers/doors/door4_closeq.wav volume 600 faceangles 0 0 0 4000 playsound sound/movers/doors/door4_endcq.wav volume 500 wait 1000 setstate catapult1_trigger default accum 0 set 0 } } elevator_start2 { trigger start { trigger elevator2 move_up } } elevator2 { spawn { wait 100 } trigger move_up { setstate elevator_trigger invisible wait 1000 playsound sound/UJE_egypt_sniper/tapijt.wav looping volume 500 gotomarker elevator_up2 100 wait stopsound playsound sound/UJE_egypt_sniper/tapijt_stop.wav wait 5000 trigger self move_down } trigger move_down { playsound sound/UJE_egypt_sniper/tapijt.wav looping volume 500 gotomarker elevator_down2 100 wait stopsound playsound sound/UJE_egypt_sniper/tapijt_stop.wav wait 1000 setstate elevator_trigger default } } elevator_start3 { trigger start { trigger elevator3 move_up } } elevator3 { spawn { wait 100 } trigger move_up { setstate elevator_trigger2 invisible wait 500 playsound sound/UJE_egypt_sniper/tapijt.wav looping volume 500 gotomarker elevator_up3 100 wait stopsound playsound sound/UJE_egypt_sniper/tapijt_stop.wav wait 5000 trigger self move_down } trigger move_down { playsound sound/UJE_egypt_sniper/tapijt.wav looping volume 500 gotomarker elevator_down3 100 wait stopsound playsound sound/UJE_egypt_sniper/tapijt_stop.wav wait 1000 setstate elevator_trigger2 default } } elevator_start4 { trigger start { trigger elevator4 move_up } } elevator4 { spawn { wait 100 } trigger move_up { setstate elevator_trigger invisible wait 1000 playsound sound/UJE_egypt_sniper/tapijt.wav looping volume 500 gotomarker elevator_up4 100 wait stopsound playsound sound/UJE_egypt_sniper/tapijt_stop.wav wait 5000 trigger self move_down } trigger move_down { playsound sound/UJE_egypt_sniper/tapijt.wav looping volume 500 gotomarker elevator_down4 100 wait stopsound playsound sound/UJE_egypt_sniper/tapijt_stop.wav wait 1000 setstate elevator_trigger default } } elevator_start5 { trigger start { trigger elevator5 move_up } } elevator5 { spawn { wait 100 } trigger move_up { setstate elevator_trigger2 invisible wait 500 playsound sound/UJE_egypt_sniper/tapijt.wav looping volume 500 gotomarker elevator_up5 100 wait stopsound playsound sound/UJE_egypt_sniper/tapijt_stop.wav wait 5000 trigger self move_down } trigger move_down { playsound sound/UJE_egypt_sniper/tapijt.wav looping volume 500 gotomarker elevator_down5 100 wait stopsound playsound sound/UJE_egypt_sniper/tapijt_stop.wav wait 1000 setstate elevator_trigger2 default } } //----------------------------------------------- //script_mover // accum 0: current position // accum 1: destination position ghost { spawn { wait 300 accum 0 set -1 accum 1 set -1 trigger self goto_0 } trigger goto_0 { accum 0 abort_if_equal 0 accum 1 set 0 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost_path_0 300 accel wait accum 0 set 0 } trigger goto_1 { accum 0 abort_if_equal 1 accum 1 set 1 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost_path_1 300 accel wait accum 0 set 1 } trigger goto_2 { accum 0 abort_if_equal 2 accum 1 set 2 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost_path_2 300 accel wait accum 0 set 2 } trigger goto_3 { accum 0 abort_if_equal 3 accum 1 set 3 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost_path_3 300 accel wait accum 0 set 3 } trigger goto_4 { accum 0 abort_if_equal 4 accum 1 set 4 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost_path_4 300 accel wait accum 0 set 4 } trigger goto_5 { accum 0 abort_if_equal 5 accum 1 set 5 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost_path_5 300 accel wait accum 0 set 5 } trigger goto_6 { accum 0 abort_if_equal 6 accum 1 set 6 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost_path_6 300 accel wait accum 0 set 6 } trigger goto_7 { accum 0 abort_if_equal 7 accum 1 set 7 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost_path_7 300 accel wait accum 0 set 7 } trigger goto_8 { accum 0 abort_if_equal 8 accum 1 set 8 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost_path_8 300 accel wait accum 0 set 8 } trigger goto_9 { accum 0 abort_if_equal 9 accum 1 set 9 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost_path_9 300 accel wait accum 0 set 9 } trigger goto_10 { accum 0 abort_if_equal 10 accum 1 set 10 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost_path_10 300 accel wait accum 0 set 10 } trigger goto_11 { accum 0 abort_if_equal 11 accum 1 set 11 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost_path_11 300 accel wait accum 0 set 11 } } //tbv. target_script_trigger ghost_script { trigger goto_0 { trigger ghost goto_0 } trigger goto_1 { trigger ghost goto_1 } trigger goto_2 { trigger ghost goto_2 } trigger goto_3 { trigger ghost goto_3 } trigger goto_4 { trigger ghost goto_4 } trigger goto_5 { trigger ghost goto_5 } trigger goto_6 { trigger ghost goto_6 } trigger goto_7 { trigger ghost goto_7 } trigger goto_8 { trigger ghost goto_8 } trigger goto_9 { trigger ghost goto_9 } trigger goto_10 { trigger ghost goto_10 } trigger goto_11 { trigger ghost goto_11 } } //trigger_hurt ghost_hurt { spawn { wait 500 attachtotag ghost origin } } //----------------------------------------------- //script_mover // accum 0: current position // accum 1: destination position ghost1 { spawn { wait 300 accum 0 set -1 accum 1 set -1 trigger self goto1_0 } trigger goto1_0 { accum 0 abort_if_equal 0 accum 1 set 0 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost1_path_0 300 accel wait accum 0 set 0 } trigger goto1_1 { accum 0 abort_if_equal 1 accum 1 set 1 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost1_path_1 300 accel wait accum 0 set 1 } trigger goto1_2 { accum 0 abort_if_equal 2 accum 1 set 2 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost1_path_2 300 accel wait accum 0 set 2 } trigger goto1_3 { accum 0 abort_if_equal 3 accum 1 set 3 stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 resetscript gotomarker ghost1_path_3 300 accel wait accum 0 set 3 } trigger goto1_4 { accum 0 abort_if_equal 4 accum 1 set 4 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost1_path_4 300 accel wait accum 0 set 4 } trigger goto1_5 { accum 0 abort_if_equal 5 accum 1 set 5 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost1_path_5 300 accel wait accum 0 set 5 } trigger goto1_6 { accum 0 abort_if_equal 6 accum 1 set 6 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost1_path_6 300 accel wait accum 0 set 6 } trigger goto1_7 { accum 0 abort_if_equal 7 accum 1 set 7 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost1_path_7 300 accel wait accum 0 set 7 } trigger goto1_8 { accum 0 abort_if_equal 8 accum 1 set 8 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost1_path_8 300 accel wait accum 0 set 8 } trigger goto1_9 { accum 0 abort_if_equal 9 accum 1 set 9 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost1_path_9 300 accel wait accum 0 set 9 } trigger goto1_10 { accum 0 abort_if_equal 10 accum 1 set 10 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost1_path_10 300 accel wait accum 0 set 10 } trigger goto1_11 { accum 0 abort_if_equal 11 accum 1 set 11 resetscript stopsound playsound sound/UJE_egypt_sniper/geesten.wav looping volume 500 gotomarker ghost1_path_11 300 accel wait accum 0 set 11 } } //tbv. target_script_trigger ghost1_script { trigger goto1_0 { trigger ghost1 goto1_0 } trigger goto1_1 { trigger ghost1 goto1_1 } trigger goto1_2 { trigger ghost1 goto1_2 } trigger goto1_3 { trigger ghost1 goto1_3 } trigger goto1_4 { trigger ghost1 goto1_4 } trigger goto1_5 { trigger ghost1 goto1_5 } trigger goto1_6 { trigger ghost1 goto1_6 } trigger goto1_7 { trigger ghost1 goto1_7 } trigger goto1_8 { trigger ghost1 goto1_8 } trigger goto1_9 { trigger ghost1 goto1_9 } trigger goto1_10 { trigger ghost1 goto1_10 } trigger goto1_11 { trigger ghost1 goto1_11 } } //trigger_hurt ghost1_hurt { spawn { wait 500 attachtotag ghost1 origin } }