//Braundorf b4 script //Written (with sections copied and pasted from other scripts) by Brevik //last edit: syd 25-may-05 - fixed plant time + misc bugs. game_manager { spawn { create { scriptName "bugfix1" classname "func_fakebrush" origin "3583 -2771 144" contents 65536 // CONTENTS_PLAYERCLIP mins "-5 -5 -5" maxs "5 5 5" } create { scriptName "bugfix2" classname "func_fakebrush" origin "3922 -3995 144" contents 65536 // CONTENTS_PLAYERCLIP mins "-5 -5 -5" maxs "5 5 5" } create { scriptName "bugfix3" classname "func_fakebrush" origin "2374 -2484 128" contents 65536 // CONTENTS_PLAYERCLIP mins "-10 -10 -22" maxs "10 10 22" } remapshaderflush // Game rules wm_axis_respawntime 30 wm_allied_respawntime 20 wm_number_of_objectives 7 wm_set_round_timelimit 20 // Objectives //1 Primary: Blow up Main Gate //2 Primary: Destroy Bunker Controls //3 Secondary: Blow up Side Door //4 Secondary: Hold Factory District //5 Build Command Post //6 Destroy Side Gate // Current main objectives for each team (0=Axis, 1=Allies) wm_objective_status 1 0 0 wm_objective_status 1 1 0 wm_objective_status 2 0 0 wm_objective_status 2 1 0 wm_objective_status 3 0 0 wm_objective_status 3 1 0 wm_objective_status 4 0 0 wm_objective_status 4 1 0 wm_objective_status 5 0 0 wm_objective_status 5 1 0 wm_objective_status 6 0 0 wm_objective_status 6 1 0 wm_objective_status 7 0 0 wm_objective_status 7 1 0 wm_set_main_objective 2 0 wm_set_main_objective 2 1 //Accum values accum 1 set 0 //Overall Allied status accum 2 set 2 //set 2 = null value // 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 0 wait 150 // Set initial spawn points for both teams setautospawn "Factory District Spawn" 1 //Uses name from description field of team_WOLF_objective setautospawn "Factory District Spawn" 0 // Announce "build the command post..." wait 1000 // *----------------------------------- vo ------------------------------------------* // wm_teamvoiceannounce 1 "allies_hq_compost_construct" // wm_addteamvoiceannounce 1 "allies_hq_compost_construct" // wm_teamvoiceannounce 0 "axis_hq_compost_construct" // wm_addteamvoiceannounce 0 "axis_hq_compost_construct" // *----------------------------------- vo ------------------------------------------* } trigger endgame { wait 500 wm_objective_status 2 1 1 wm_objective_status 2 0 2 // Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 1 // End the round wm_endround wait 500 } } //End of Game_manager section // -------------------- // BUNKER CONTROLS CODE // -------------------- bunker_controls_script { spawn { wait 200 constructible_class 3 } death { // wait 200 wm_announce "Allies have destroyed the Bunker Controls!" // wm_teamvoiceannounce 0 "allies_hq_objective_destroyed" // wm_teamvoiceannounce 1 "allies_hq_objective_destroyed" trigger game_manager endgame setstate bc_debris default setstate bc_smoke default togglespeaker bc_explosion2 } } bc_debris_script { spawn { wait 200 setstate bc_debris invisible } } bc_smoke_script { spawn { wait 200 setstate bc_smoke invisible } } // -------------- // MAIN GATE CODE // -------------- main_gate_script { spawn { wait 200 constructible_class 3 } death { trigger forward_spawn force_allied trigger forward_spawn check_obj trigger forward_spawn kill setstate mg_debris default wm_announce "Allies have destroyed the Main Gate!" wm_teamvoiceannounce 0 "allies_hq_objective_destroyed" wm_teamvoiceannounce 1 "allies_hq_objective_destroyed" wm_objective_status 1 0 2 wm_objective_status 1 1 1 } } mg_debris_script { spawn { wait 200 setstate mg_debris invisible } } // -------------- // SIDE DOOR CODE // -------------- side_door_script { spawn { wait 200 constructible_class 3 } death { wm_announce "Allies have destroyed the Side Door!" wm_teamvoiceannounce 0 "allies_hq_objective_destroyed" wm_teamvoiceannounce 1 "allies_hq_objective_destroyed" wm_objective_status 3 0 2 wm_objective_status 3 1 1 } } // -------------- // SIDE GATE CODE // -------------- side_gate { spawn { wait 200 constructible_class 2 constructible_constructxpbonus 7 constructible_destructxpbonus 7 } built final { wm_announce "The side gate has been built!" wm_teamvoiceannounce 0 "axis_hq_const_completed" wm_teamvoiceannounce 1 "axis_hq_const_completed" setstate side_gate default setstate side_gate_materials invisible setstate side_gate_materials_extras invisible setstate cm_marker_sidegate default wm_objective_status 7 0 1 wm_objective_status 7 1 2 } decayed final { setstate side_gate_materials default setstate side_gate_materials_extras default setstate side_gate invisible setstate cm_marker_sidegate invisible } death { wm_announce "The side gate has been destroyed!" wm_teamvoiceannounce 0 "allies_hq_const_destroyed" wm_teamvoiceannounce 1 "allies_hq_const_destroyed" setstate side_gate_materials default setstate side_gate_materials_extras default setstate cm_marker_sidegate invisible wm_objective_status 7 0 2 wm_objective_status 7 1 1 } } cm_marker_sidegate { spawn { wait 200 setstate cm_marker_sidegate invisible } } // ------------------ // FORWARD SPAWN CODE // ------------------ forward_spawn { spawn { accum 0 set 0 } trigger axis_capture { // setstate forwardflag_wobj default accum 0 abort_if_equal 0 accum 0 set 0 alertentity forwardflag_wobj // Some kind of UI pop-up to alert players wm_announce "Axis recapture the factory district!" wm_teamvoiceannounce 0 "axis_hq_objective_captured" wm_teamvoiceannounce 1 "allies_hq_objective_lost" wm_objective_status 4 0 1 wm_objective_status 4 1 2 } trigger allied_capture { // setstate forwardflag_wobj default accum 0 abort_if_equal 1 accum 0 set 1 alertentity forwardflag_wobj // Message to alert players wm_announce "Allies capture the factory district!" wm_teamvoiceannounce 0 "axis_hq_objective_lost" wm_teamvoiceannounce 1 "allies_hq_objective_captured" wm_objective_status 4 0 2 wm_objective_status 4 1 1 } trigger check_obj { accum 0 abort_if_equal 1 // Do Allied own the flag? wm_objective_status 4 0 2 wm_objective_status 4 1 1 } trigger force_allied { accum 0 abort_if_equal 1 // Do Allied own the flag? alertentity forwardflag_wobj alertentity forward_spawn // Message to alert players wm_announce "Allies permanently capture the factory district!" wm_teamvoiceannounce 0 "axis_hq_objective_lost" wm_teamvoiceannounce 1 "allies_hq_objective_captured" wm_objective_status 4 0 2 wm_objective_status 4 1 1 } trigger kill { remove } } // ------------------------------------------------- // COMMAND POST CODE: Copied from sock's online LDR // ------------------------------------------------- // ================================================ neutral_cp_toi { spawn { wait 50 accum 3 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 3 set 1 // Allied cabinet has been built } trigger set_axiscabinet { accum 3 set 2 // Axis cabinet has been built } trigger show_previous_cabinet // Show correct CP state { accum 3 trigger_if_equal 0 neutral_cp_toi show_neutral_cabinet accum 3 trigger_if_equal 1 neutral_cp_toi show_allied_cabinet accum 3 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 100 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 wm_objective_status 5 0 0 wm_objective_status 5 1 0 wm_objective_status 6 0 0 wm_objective_status 6 1 0 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 0.71248 setchargetimefactor 1 medic 0.75 setchargetimefactor 1 engineer 0.75 setchargetimefactor 1 covertops 0.75 wm_objective_status 5 0 2 wm_objective_status 5 1 1 wm_objective_status 6 0 2 wm_objective_status 6 1 1 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 trigger cpspawn_wobj on wm_announce "Allied Command Post constructed. Charge speed increased!" // *----------------------------------- 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 trigger cpspawn_wobj off wm_announce "Axis team has destroyed the Allied Command Post!" // *----------------------------------- 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 wm_objective_status 5 0 0 wm_objective_status 5 1 0 wm_objective_status 6 0 0 wm_objective_status 6 1 0 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 0.71248 setchargetimefactor 0 medic 0.75 setchargetimefactor 0 engineer 0.75 setchargetimefactor 0 covertops 0.75 wm_objective_status 5 0 1 wm_objective_status 5 1 2 wm_objective_status 6 0 1 wm_objective_status 6 1 2 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_objective_status 5 0 1 wm_objective_status 5 1 2 wm_announce "Axis Command Post constructed. Charge speed increased!" // *----------------------------------- 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!" // *----------------------------------- 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 ------------------------------------------* } } // ----------------------- // COMMAND POST SPAWN CODE // ----------------------- cp_spawn { spawn { wait 50 setstate cp_spawn invisible } } cpspawn_wobj { spawn { wait 50 setstate cpspawn_wobj invisible setstate cp_spawn invisible } trigger on { setstate cpspawn_wobj default setstate cp_spawn default } trigger off { setstate cpspawn_wobj invisible setstate cp_spawn invisible } }