game_manager { spawn { remapshader "models/mapobjects/tanks_sd/mg42turret" "models/mapobjects/tanks_sd/mg42turret_2" remapshaderflush // Game rules wm_axis_respawntime 10 wm_allied_respawntime 20 wm_number_of_objectives 6 wm_set_round_timelimit 30 wm_set_main_objective 1 0 wm_set_main_objective 1 1 wm_objective_status 1 1 0 //////1. Tank Barrier #1 wm_objective_status 1 0 0 wm_objective_status 2 1 0 ///////2. Tank Barrier #2 wm_objective_status 2 0 0 wm_objective_status 3 1 0 ///////3. The Command Post wm_objective_status 3 0 0 wm_objective_status 4 1 0 ///////4. The Safe Door wm_objective_status 4 0 0 wm_objective_status 5 1 0 ///////5. The Field Radio wm_objective_status 5 0 0 wm_objective_status 6 1 0 ///////5. The Side door wm_objective_status 6 0 0 // Stopwatch mode defending team (0=Axis, 1=Allies) wm_set_defending_team 1 // Winner on expiration of round timer (0=Axis, 1=Allies) wm_setwinner 1 wait 100 trigger self axis_first_spawns trigger self allied_first_spawns wait 2000 accum 4 set 0 // have the Allies stolen the tank? // start triggered loops on/off as required (eg: command post radio sounds) disablespeaker allied_cp_sound disablespeaker axis_cp_sound disablespeaker fieldradio_sound setstate rad_cm_marker invisible setstate doc_cm_marker invisible setstate telefon invisible // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "UJE_volendamned_escort_the_tank" wm_addteamvoiceannounce 1 "UJE_volendamned_allies_tankbar_construct" wm_addteamvoiceannounce 0 "UJE_volendamned_axis_destroy_bariere" // *---------------------------------------------------------------------------------* // Accum #1 will be the state of objective number one accum 1 set 0 } trigger axis_first_spawns { // at mapstart forward spawns need to be invisible.. setstate Axis_secondspawn invisible setstate Axissecondspawn invisible // select the first spawns.. setautospawn "Axis First Spawn" 0 } trigger axis_forward_spawns { // make the forward spawns visible.. setstate Axis_secondspawn default setstate Axissecondspawn default // select the forward spawnpoint.. setautospawn "Axis Second Spawn" 0 // make the first spawnpoint invisible.. setstate Axis_firstspawn invisible setstate Axisfirstspawn invisible // a global message wm_announce "New Axisspawns activated" } trigger allied_first_spawns { // at mapstart forward spawns need to be invisible.. setstate Allied_secondspawn invisible setstate Alliedsecondspawn invisible // select the first spawns.. setautospawn "Allied First Spawn" 1 } trigger allied_forward_spawns { // make the forward spawns visible.. setstate Allied_secondspawn default setstate Alliedsecondspawn default // select the forward spawnpoint.. setautospawn "Allied Second Spawn" 1 // make the first spawnpoint invisible.. setstate Allied_firstspawn invisible setstate Alliedfirstspawn invisible wm_announce "Allied new spawn" } // ************************************************ // ************ The Secret Dokuments ************** // ************************************************ trigger allied_obj1 { // Change the variable within the script so that we can check if someone wins the round accum 1 set 1 // Call function to check if the round has been won trigger game_manager checkgame } trigger allied_object_stolen { // Change the objective state internally, so UI can update, etc. // Allied have stolen the documents (0 == AXIS, 1 == ALLIED) setstate doc_cm_marker invisible setstate docs_trigger invisible } trigger allied_object_returned { // Change the objective state internally, so UI can update, etc. // Axis have returned the documents (0 == AXIS, 1 == ALLIED) setstate doc_cm_marker default setstate docs_trigger default } trigger checkgame { accum 1 abort_if_not_equal 1 // Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 0 wm_teamvoiceannounce 0 "axis_cap" // End the round wm_endround } } allied_obj1 //The Axis sending the Secret Documents. { spawn { } death { trigger game_manager allied_obj1 } } fieldradio { spawn { wait 200 trigger self setup constructible_class 2 } trigger setup { setstate fieldradio invisible setstate axismg invisible setstate allied_obj1 invisible setstate rad_cm_marker invisible setstate Baumaterial default setstate telefon invisible } buildstart final { setstate fieldradio underconstruction setstate Baumaterial default } built final { setstate fieldradio default setstate allied_obj1 default setstate axismg default setstate Baumaterial invisible enablespeaker fieldradio_sound wm_announce "^3The Axis Field Radio has been constructed." wm_teamvoiceannounce 0 "axis_tb_built" wm_objective_status 5 1 2 wm_objective_status 5 0 1 setstate rad_cm_marker default setstate telefon default } decayed final { setstate fieldradio invisible setstate Baumaterial default } death { trigger self startup disablespeaker fieldradio_sound wm_announce "^3Allies have destroyed the Axis Field Radio." wm_teamvoiceannounce 1 "allies_obj_dest" wm_objective_status 5 1 1 wm_objective_status 5 0 2 setstate rad_cm_marker invisible setstate telefon invisible } trigger startup { setstate fieldradio invisible setstate allied_obj1 invisible setstate Baumaterial default setstate axismg invisible repairmg42 construction_mg42 } } ////////////////////////////////////////////////////////////////////ACHTUNG PANZER ////////////////////// trigger allies_steal_tank { accum 4 abort_if_not_equal 0 wm_announce "Axis team are driving with the Tank !" accum 4 set 1 wm_set_main_objective 2 0 wm_set_main_objective 2 1 trigger game_manager allies_steal_tank_allied_msg trigger game_manager allies_steal_tank_axis_msg } trigger allies_steal_tank_allied_msg { } trigger allies_steal_tank_axis_msg { } } //======================================================= // ************************************************* // ***************** TANK STUFF ******************** // ************************************************* 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, track state // accum 1 // - bit 0: barrier1 state ( 0 = not built, 1 = built ) // - bit 1: barrier2 state ( 0 = not built, 1 = built ) // - bit 2: spline status ( 0 = not moving, 1 = moving ) // - bit 3: stuck check flag ( 0 = not stuck, 1 = stuck ) // - bit 4: flag for message ( 0 = dont display, 1= display ) // - bit 5: blank ( ) // - 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 spln2 -> spln78 // =========================================================================================== // track events: // - tracks_forward // - tracks_stop // - tracks_turn_left // - tracks_turn_right tank { spawn { wait 400 followspline 0 spln1 50000 length 32 wait trigger tank sound_idle trigger tank tracks_stop } // ======================================== // sound stuff 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 0 abort_if_equal 1 accum 0 set 1 remapshader models/mapobjects/tanks_sd/jag_tracks_left models/mapobjects/tanks_sd/jag_tracks_alt_forward remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_alt_forward remapshader models/mapobjects/tanks_sd/jag_wheels_left models/mapobjects/tanks_sd/jag_wheels_alt_forward remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_alt_forward remapshader models/mapobjects/tanks_sd/jag_cogs_left models/mapobjects/tanks_sd/jag_cogs_alt_forward remapshader models/mapobjects/tanks_sd/jag_cogs_right models/mapobjects/tanks_sd/jag_cogs_alt_forward remapshaderflush } trigger tracks_stop { accum 0 abort_if_equal 0 accum 0 set 0 remapshader models/mapobjects/tanks_sd/jag_tracks_left models/mapobjects/tanks_sd/jag_tracks_left remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_right remapshader models/mapobjects/tanks_sd/jag_wheels_left models/mapobjects/tanks_sd/jag_wheels_left remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_right remapshader models/mapobjects/tanks_sd/jag_cogs_left models/mapobjects/tanks_sd/jag_cogs_left remapshader models/mapobjects/tanks_sd/jag_cogs_right models/mapobjects/tanks_sd/jag_cogs_right remapshaderflush } trigger tracks_turn_left { accum 0 abort_if_equal 2 accum 0 set 2 remapshader models/mapobjects/tanks_sd/jag_tracks_left models/mapobjects/tanks_sd/jag_tracks_alt_backward remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_alt_forward remapshader models/mapobjects/tanks_sd/jag_wheels_left models/mapobjects/tanks_sd/jag_wheels_alt_backward remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_alt_forward remapshader models/mapobjects/tanks_sd/jag_cogs_left models/mapobjects/tanks_sd/jag_cogs_alt_backward remapshader models/mapobjects/tanks_sd/jag_cogs_right models/mapobjects/tanks_sd/jag_cogs_alt_forward remapshaderflush } trigger tracks_turn_right { accum 0 abort_if_equal 3 accum 0 set 3 remapshader models/mapobjects/tanks_sd/jag_tracks_left models/mapobjects/tanks_sd/jag_tracks_alt_forward remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_alt_backward remapshader models/mapobjects/tanks_sd/jag_wheels_left models/mapobjects/tanks_sd/jag_wheels_alt_forward remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_alt_backward remapshader models/mapobjects/tanks_sd/jag_cogs_left models/mapobjects/tanks_sd/jag_cogs_alt_forward remapshader models/mapobjects/tanks_sd/jag_cogs_right models/mapobjects/tanks_sd/jag_cogs_alt_backward remapshaderflush } // =========================================================================================== // =========================================================================================== trigger run_continue { accum 3 inc 1 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 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 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 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 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 } trigger run_0 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln2 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_1 { trigger self tracks_forward trigger game_manager allies_steal_tank accum 1 bitset 2 followspline 0 spln3 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_2 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln4 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_3 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln5 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_4 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln6 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_5 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln7 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_6 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln8 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_7 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln9 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_8 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln10 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_9 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln11 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_10 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln12 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_11 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln13 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_12 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln14 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_13 { trigger self tracks_turn_right accum 1 bitset 2 followspline 0 spln15 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_14 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln16 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_15 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln17 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_16 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln18 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_17 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln19 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_18 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln20 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_19 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln21 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_20 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln22 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_21 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln23 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_22 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln24 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_23 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln25 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_24 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln26 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_25 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln27 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_26 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln28 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_27 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln29 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_28 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln30 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_29 { trigger self tracks_forward trigger defense1_toi rubble_corner1 trigger self tracks_turn_left accum 1 bitset 2 followspline 0 spln31 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_30 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln32 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_31 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln33 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_32 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln34 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_33 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln35 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_34 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln36 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_35 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln37 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_36 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln38 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_37 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln39 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_38 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln40 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_39 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln41 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_40 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln42 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_41 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln43 50 wait length 32 accum 1 bitreset 2 trigger tank stuck_check_barrier1_built_msg trigger self run_continue } trigger run_42 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln44 50 wait length 32 accum 1 bitreset 2 trigger defense1_toi rubble_corner2 trigger defense2_toi rubble_corner3 trigger self run_continue } trigger run_43 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln45 50 wait length 32 accum 1 bitreset 2 accum 1 bitreset 2 // ********************************** trigger defense1 remove // ********************************** trigger self run_continue } trigger run_44 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln46 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_45 { trigger self tracks_turn_left accum 1 bitset 2 followspline 0 spln47 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_46 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln48 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_47 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln49 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_48 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln50 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_49 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln51 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_50 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln52 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_51 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln53 50 wait length 32 accum 1 bitreset 2 trigger game_manager allied_forward_spawns trigger self run_continue } trigger run_52 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln54 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_53 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln55 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_54 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln56 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_55 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln57 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_56 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln58 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_57 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln59 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_58 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln60 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_59 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln61 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_60 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln62 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_61 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln63 50 wait length 32 accum 1 bitreset 2 trigger tank stuck_check_barrier2_built_msg trigger self run_continue } trigger run_62 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln64 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_63 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln65 50 wait length 32 accum 1 bitreset 2 // ********************************** trigger defense2 remove // ********************************** trigger self run_continue } trigger run_64 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln66 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_65 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln67 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_66 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln68 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_67 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln69 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_68 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln70 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_69 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln71 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_70 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln72 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_71 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln73 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_72 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln74 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_73 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln75 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_74 { trigger self tracks_turn_left accum 1 bitset 2 followspline 0 spln76 50 wait length 32 accum 1 bitreset 2 trigger self run_continue } trigger run_75 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln77 50 wait length 32 accum 1 bitreset 2 trigger game_manager axis_forward_spawns trigger self run_continue } trigger run_76 { trigger self tracks_forward accum 1 bitset 2 followspline 0 spln78 50 wait length 32 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 turn accum 3 inc 1 } // =========================================================================================== // =========================================================================================== // =========================================================================================== // 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_barrier1_built trigger self stuck_check_barrier2_built trigger self stuck_check_scriptlockout trigger self stuck_check_finished } trigger stuck_check_finished { accum 3 abort_if_less_than 77 accum 1 bitset 3 } trigger stuck_check_scriptlockout { accum 5 abort_if_equal 0 accum 1 bitset 3 } trigger stuck_check_barrier1_built { accum 3 abort_if_not_equal 41 accum 1 abort_if_not_bitset 0 accum 1 bitset 3 } trigger stuck_check_barrier1_built_msg { accum 1 abort_if_not_bitset 0 } trigger stuck_check_barrier2_built { accum 3 abort_if_not_equal 63 accum 1 abort_if_not_bitset 1 accum 1 bitset 3 } trigger stuck_check_barrier2_built_msg { accum 1 abort_if_not_bitset 1 } // =========================================================================================== // 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 changemodel models/mapobjects/tanks_sd/jagdpanther_africa_tracks.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 trigger self deathcheck_message accum 1 bitset 4 changemodel models/mapobjects/tanks_sd/jagdpanther_africa_tracks2.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 deathcheck_message { accum 1 abort_if_not_bitset 4 wm_announce "^3The Tank has been damaged!" wm_teamvoiceannounce 0 "axtank_dam" wm_teamvoiceannounce 1 "altank_dam" } trigger startfire { startanimation 67 8 10 nolerp norandom noloop } trigger stopfire { startanimation 0 1 15 nolerp norandom } trigger enable_stage2 { accum 1 bitreset 0 } trigger disable_stage2 { accum 1 bitset 0 } trigger enable_stage4 { accum 1 bitreset 1 } trigger disable_stage4 { accum 1 bitset 1 } } tank_trigger { spawn { wait 500 attachtotag tank_shell tag_turret trigger tank_trigger bot_goal_loop } trigger bot_goal_loop { wait 4000 // check every 4 seconds trigger tank bot_active_check trigger tank_trigger bot_goal_loop } } tank_build { spawn { wait 500 attachtotag tank_shell tag_turret } } tank_construct { spawn { wait 1000 kill tank constructible_class 2 constructible_health 1200 constructible_constructxpbonus 10 constructible_destructxpbonus 10 } built final { alertentity tank wm_announce "^3The Tank has been repaired!" wm_teamvoiceannounce 0 "axtank_rep" wm_teamvoiceannounce 1 "altank_rep" } } tank_shell { spawn { wait 400 attachtotag tank tag_tank } } tank_turret { spawn { wait 500 attachtotag tank_shell tag_turret } trigger turn { wait 1000 playsound sound/vehicles/tank/turret_spin.wav looping faceangles 0 340 0 3000 stopsound playsound sound/vehicles/tank/turret_end.wav wait 500 trigger tank startfire playsound sound/vehicles/tank/tank_fire.wav trigger boomtrigger boom_all // triggers the hurts around bank explosions (each has its own wait for timing) trigger tank_flash run } trigger blow_doors { setstate tank_flash invisible wait 200 trigger tank stopfire alertentity bank_door1 wm_announce "^3 Axis have Destroyed the Bunker Door !" wm_teamvoiceannounce 0 "axis_obj_dest" wait 100 playsound sound/vehicles/tank/turret_spin.wav looping faceangles 0 0 0 3000 stopsound playsound sound/vehicles/tank/turret_end.wav trigger tank sound_death trigger tank script_lockout_stop } } 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_doors } } tank_disabler { trigger run { trigger tank tank_disable } } tank_enabler { trigger run { trigger tank tank_enable } } tank_smoke { spawn { wait 300 attachtotag tank_shell tag_smoke setstate tank_smoke invisible } } // ********************************************* // **************** CONSTRUCTIBLES ************* // ********************************************* //============================================== //====== TANK BARIERE 1 ======= //============================================== defense1 { spawn { wait 400 trigger defense1 setup constructible_class 3 } trigger setup { setstate defense1_materials default setstate defense1_materials_clip default setstate defense1_flag default setstate defense1_teeth invisible } buildstart final { setstate defense1_materials default setstate defense1_materials_clip default setstate defense1_flag default setstate defense1_teeth underconstruction } built final { setstate defense1_materials invisible setstate defense1_materials_clip invisible setstate defense1_flag invisible setstate defense1_teeth default trigger tank disable_stage2 wm_announce "^7Tank Barrier #1 has been constructed." // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "UJE_volendamned_axis_tankbar_constructed" wm_teamvoiceannounce 1 "UJE_volendamned_allies_tankbar_constructed" wm_removeteamvoiceannounce 0 "UJE_volendamned_axis_tankbar_constructed" wm_removeteamvoiceannounce 1 "UJE_volendamned_allies_tankbar_constructed" // *---------------------------------------------------------------------------------* wm_objective_status 1 1 1 wm_objective_status 1 0 2 } decayed final { setstate defense1_materials default setstate defense1_materials_clip default setstate defense1_flag default setstate defense1_teeth invisible } death { setstate defense1_materials default setstate defense1_materials_clip default setstate defense1_flag default setstate defense1_teeth invisible trigger tank enable_stage2 wm_announce "^7Tank Barrier #1 has been destroyed." // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "UJE_volendamned_axis_tankbar_destroyed" wm_teamvoiceannounce 1 "UJE_volendamned_allies_tankbar_destroyed" // *---------------------------------------------------------------------------------* wm_objective_status 1 1 2 wm_objective_status 1 0 1 } trigger remove { setstate defense1_toi invisible setstate defense1_materials invisible setstate defense1_materials_clip invisible setstate defense1_flag invisible setstate defense1_teeth invisible wm_objective_status 1 1 2 wm_objective_status 1 0 1 remove wm_announce "^7The tank is past the first barrier." // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "UJE_volendamned_axis_tankbar_past" wm_teamvoiceannounce 1 "UJE_volendamned_allies_tankbar_past" // *---------------------------------------------------------------------------------* } } //============================================== //====== TANK BLOCKER 2 ======= //============================================== defense2 { spawn { wait 400 trigger defense2 setup constructible_class 3 } trigger setup { setstate defense2_materials default setstate defense2_materials_clip default setstate defense2_flag default setstate defense2_teeth invisible } buildstart final { setstate defense2_materials default setstate defense2_materials_clip default setstate defense2_flag default setstate defense2_teeth underconstruction } built final { setstate defense2_materials invisible setstate defense2_materials_clip invisible setstate defense2_flag invisible setstate defense2_teeth default trigger tank disable_stage4 wm_announce "^3Tank Barrier #2 has been constructed." // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "UJE_volendamned_axis_tankbar_constructed" wm_teamvoiceannounce 1 "UJE_volendamned_allies_tankbar_constructed" wm_removeteamvoiceannounce 0 "UJE_volendamned_axis_tankbar_constructed" wm_removeteamvoiceannounce 1 "UJE_volendamned_allies_tankbar_constructed" // *---------------------------------------------------------------------------------* wm_objective_status 2 1 1 wm_objective_status 2 0 2 } decayed final { setstate defense2_materials default setstate defense2_materials_clip default setstate defense2_flag default setstate defense2_teeth invisible } death { setstate defense2_materials default setstate defense2_materials_clip default setstate defense2_flag default setstate defense2_teeth invisible trigger tank enable_stage4 wm_announce "^3Tank Barrier #2 has been destroyed." // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "UJE_volendamned_axis_tankbar_destroyed" wm_teamvoiceannounce 1 "UJE_volendamned_allies_tankbar_destroyed" // *---------------------------------------------------------------------------------* wm_objective_status 2 1 2 wm_objective_status 2 0 1 } trigger remove { setstate defense2_toi invisible setstate defense2_materials invisible setstate defense2_materials_clip invisible setstate defense2_flag invisible setstate defense2_teeth invisible wm_objective_status 2 1 2 wm_objective_status 2 0 1 remove wm_announce "^7The tank is past the second barrier." // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "UJE_volendamned_axis_tankbar_past" wm_teamvoiceannounce 1 "UJE_volendamned_allies_tankbar_past" // *---------------------------------------------------------------------------------* } } // ================================================ neutral_cp_toi { spawn { wait 50 accum 0 set 0 // 0=Neutral Closed, 1=Allied Damaged, 2=Axis Damaged trigger self show_previous_cabinet // Setup teamdoors and correct cabinet } trigger set_alliedcabinet { accum 0 set 1 // Allied has been cabinet built } trigger set_axiscabinet { accum 0 set 2 // Axis has been cabinet built } trigger show_previous_cabinet // Show correct CP state { accum 0 trigger_if_equal 0 neutral_cp_toi show_neutral_cabinet accum 0 trigger_if_equal 1 neutral_cp_toi show_allied_cabinet accum 0 trigger_if_equal 2 neutral_cp_toi show_axis_cabinet } trigger show_neutral_cabinet // Neutral Closed CP { setstate neutral_cp_closed default setstate neutral_cp_closed_model default } trigger show_allied_cabinet // Allied damaged CP { setstate allied_cp_damaged default setstate allied_cp_damaged_model default } trigger show_axis_cabinet // Axis damaged CP { setstate axis_cp_damaged default setstate axis_cp_damaged_model default } trigger hide_all_cabinet // Hide all previous CP states { setstate neutral_cp_closed invisible setstate neutral_cp_closed_model invisible setstate allied_cp_damaged invisible setstate allied_cp_damaged_model invisible setstate axis_cp_damaged invisible setstate axis_cp_damaged_model invisible } } // ================================================ allied_cp_open { spawn { wait 50 constructible_class 2 // Dyno+Satchel setstate allied_cp_damaged invisible // Hide damaged CP model+clip setstate allied_cp_damaged_model invisible trigger self disable_cp_features // Default charge bar times } trigger disable_cp_features { setstate allied_cp_open_model invisible // Hide Open CP model setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 sethqstatus 1 0 // Landmines team warning message disablespeaker allied_cp_sound // Disable morse code sound } trigger enable_cp_features { setstate allied_cp_open_model default // Show open CP model setchargetimefactor 1 soldier 0.75 setchargetimefactor 1 lieutenant 0.75 setchargetimefactor 1 medic 0.75 setchargetimefactor 1 engineer 0.75 setchargetimefactor 1 covertops 0.75 sethqstatus 1 1 // Landmines team warning message enablespeaker allied_cp_sound // Enable morse code sound } buildstart final { trigger neutral_cp_toi hide_all_cabinet // Hide all previous cabinet states } built final { trigger neutral_cp_toi set_alliedcabinet // Allied cabinet has been built trigger self enable_cp_features // Increase charge bar times wm_announce "Allied Command Post constructed. Charge speed increased!^3 CP Spawn activated!" wm_objective_status 3 1 1 wm_objective_status 3 0 2 trigger alliedcpspawns_obj on // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies" wm_teamvoiceannounce 1 "allies_hq_compost_constructed" wm_removeteamvoiceannounce 1 "allies_hq_compost_construct" // *----------------------------------- vo ------------------------------------------* } decayed final { setstate allied_cp_open_model invisible // Hide Open CP model trigger neutral_cp_toi show_previous_cabinet // Show previous cabinet state } death { trigger neutral_cp_toi show_previous_cabinet // Show damaged cabinet state trigger self disable_cp_features // Default charge bar times wm_announce "Axis team has destroyed the Allied Command Post!" trigger alliedcpspawns_obj off wm_objective_status 3 1 2 wm_objective_status 3 0 1 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 1 "allies_hq_compost_damaged" // *----------------------------------- vo ------------------------------------------* } } // ================================================ axis_cp_open { spawn { wait 100 constructible_class 2 // Dyno+Satchel setstate axis_cp_damaged invisible // Hide damaged CP model+clip setstate axis_cp_damaged_model invisible trigger self disable_cp_features // Default charge bar times } trigger disable_cp_features { setstate axis_cp_open_model invisible // Hide Open CP model setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 sethqstatus 0 0 // Landmines team warning message disablespeaker axis_cp_sound // Disable morse code sound } trigger enable_cp_features { setstate axis_cp_open_model default // Show open CP model setchargetimefactor 0 soldier 0.75 setchargetimefactor 0 lieutenant 0.75 setchargetimefactor 0 medic 0.75 setchargetimefactor 0 engineer 0.75 setchargetimefactor 0 covertops 0.75 sethqstatus 0 1 // Landmines team warning message enablespeaker axis_cp_sound // Enable morse code sound } buildstart final { trigger neutral_cp_toi hide_all_cabinet // Hide all previous cabinet states } built final { trigger neutral_cp_toi set_axiscabinet // Allied cabinet built trigger self enable_cp_features // Increase charge bar times wm_announce "Axis Command Post constructed. Charge speed increased!^3 CP Spawn activated!" wm_objective_status 3 1 2 wm_objective_status 3 0 1 trigger axiscpspawns_obj on // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_compost_constructed" wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis" wm_removeteamvoiceannounce 0 "axis_hq_compost_construct" // *----------------------------------- vo ------------------------------------------* } decayed final { setstate axis_cp_open_model invisible // Hide Open CP model trigger neutral_cp_toi show_previous_cabinet // Show previous cabinet state } death { trigger neutral_cp_toi show_previous_cabinet // Show damaged cabinet state trigger self disable_cp_features // Default charge bar times wm_announce "Allied team has destroyed the Axis Command Post!" wm_objective_status 3 1 1 wm_objective_status 3 0 2 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 0 "axis_hq_compost_damaged" wm_teamvoiceannounce 1 "allies_hq_compost_construct" // *----------------------------------- vo ------------------------------------------* trigger axiscpspawns_obj off } } ////////////////Trigger for the Spawnpoints alliedcpspawns_obj { spawn { wait 50 setstate alliedcpspawns_obj invisible setstate alliedcpspawns invisible } trigger on { setstate alliedcpspawns_obj default setstate alliedcpspawns default } trigger off { setstate alliedcpspawns_obj invisible setstate alliedcpspawns invisible } } alliedcpspawns { spawn { wait 50 setstate alliedcpspawns invisible } } /////////////////// Axis cp spawn axiscpspawns_obj { spawn { wait 50 setstate axiscpspawns_obj invisible setstate axiscpspawns invisible } trigger on { setstate axiscpspawns_obj default setstate axiscpspawns default } trigger off { setstate axiscpspawns_obj invisible setstate axiscpspawns invisible } } axiscpspawns { spawn { wait 50 setstate axiscpspawns invisible } } /////////////////////////Bank Wall bankwall { spawn { wait 50 // Wait for all entities to spawn constructible_class 3 // Dynamite only } death { setstate doc_cm_marker default wm_announce "Axis have destroyed the ^3Safe Door^1 !" wm_teamvoiceannounce 0 "axis_obj_dest" wm_objective_status 4 1 2 wm_objective_status 4 0 1 } } /////////////////////////Metal Door kltuer { spawn { wait 50 // Wait for all entities to spawn constructible_class 3 // Dynamite only } death { wm_announce "Axis have destroyed the ^3Metal Door^1 !" wm_teamvoiceannounce 0 "axis_obj_dest" wm_objective_status 6 1 2 wm_objective_status 6 0 1 } } //Sachel door tb { spawn { wait 200 trigger tb setup constructible_class 2 } trigger setup { setstate tb invisible setstate tb_materials default setstate tb_materials_clip default setstate tb_flag default } buildstart final { setstate tb underconstruction setstate tb_materials default setstate tb_materials_clip default setstate tb_flag default } built final { setstate tb default setstate tb_materials invisible setstate tb_materials_clip invisible setstate tb_flag invisible wm_announce "the side door has been contructed" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "UJE_volendamned_axis_door_build" wm_teamvoiceannounce 1 "UJE_volendamned_allies_door_constructed" wm_removeteamvoiceannounce 0 "UJE_volendamned_axis_door_build" wm_removeteamvoiceannounce 1 "UJE_volendamned_allies_door_constructed" // *---------------------------------------------------------------------------------* } decayed final { setstate tb invisible setstate tb_materials default setstate tb_materials_clip default setstate tb_flag default } death { setstate tb invisible setstate tb_materials default setstate tb_materials_clip default setstate tb_flag default wm_announce "the side door has been destroyed" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "UJE_volendamned_axis_door_destroyed" wm_teamvoiceannounce 1 "UJE_volendamned_allies_construct_door" wm_removeteamvoiceannounce 0 "UJE_volendamned_axis_door_destroyed" wm_removeteamvoiceannounce 1 "UJE_volendamned_allies_construct_door" // *---------------------------------------------------------------------------------* } } ///////// //Boten// ///////// boat1 { spawn { wait 300 followspline 0 boat_pline0 10000 wait playsound sound/UJE_volendamned/boat.wav looping volume 600 trigger self rijdenmaar } trigger rijdenmaar { followspline 0 boat_pline1 200 wait followspline 0 boat_pline2 200 wait followspline 0 boat_pline3 200 wait followspline 0 boat_pline4 200 wait followspline 0 boat_pline5 200 wait followspline 0 boat_pline6 200 wait followspline 0 boat_pline7 200 wait followspline 0 boat_pline8 200 wait followspline 0 boat_pline9 200 wait followspline 0 boat_pline10 200 wait followspline 0 boat_pline11 200 wait followspline 0 boat_pline12 200 wait followspline 0 boat_pline0 200 wait trigger self rijdenmaar } } boat2 { spawn { wait 300 followspline 0 boat_pline3 10000 wait playsound sound/UJE_volendamned/boat.wav looping volume 600 trigger self rijdenmaar } trigger rijdenmaar { followspline 0 boat_pline4 200 wait followspline 0 boat_pline5 200 wait followspline 0 boat_pline6 200 wait followspline 0 boat_pline7 200 wait followspline 0 boat_pline8 200 wait followspline 0 boat_pline9 200 wait followspline 0 boat_pline10 200 wait followspline 0 boat_pline11 200 wait followspline 0 boat_pline12 200 wait followspline 0 boat_pline0 200 wait followspline 0 boat_pline1 200 wait followspline 0 boat_pline2 200 wait followspline 0 boat_pline3 200 wait trigger self rijdenmaar } } boat3 { spawn { wait 300 followspline 0 boat_pline9 10000 wait playsound sound/UJE_volendamned/boat.wav looping volume 600 trigger self rijdenmaar } trigger rijdenmaar { followspline 0 boat_pline10 200 wait followspline 0 boat_pline11 200 wait followspline 0 boat_pline12 200 wait followspline 0 boat_pline0 200 wait followspline 0 boat_pline1 200 wait followspline 0 boat_pline2 200 wait followspline 0 boat_pline3 200 wait followspline 0 boat_pline4 200 wait followspline 0 boat_pline5 200 wait followspline 0 boat_pline6 200 wait followspline 0 boat_pline7 200 wait followspline 0 boat_pline8 200 wait followspline 0 boat_pline9 200 wait trigger self rijdenmaar } }