// //Brush Scripting //Map: mp_sub //Last edited by: Brandon // game_manager { spawn { // Game rules wm_axis_respawntime 35 wm_allied_respawntime 20 wm_number_of_objectives 4 wm_set_round_timelimit 12 wm_setwinner 0 wm_set_defending_team 0 // Axis control all objectives at the start (0 == AXIS, 1 == ALLIED) 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 // Accum #1 will be the state of objective number one accum 1 set 0 wm_teamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" } trigger timelimit_hit { // Call function to check if the round has been won //trigger game_manager checkgame // move the submarine trigger submarine axis_woo } trigger objective1 { // Change the objective state internally, so UI can update, etc. // Allied takes control of objective #1 // wm_objective_status wm_objective_status 1 1 1 // Change the variable within the script so that we can check if someone wins the round accum 1 set 1 // Some kind of UI pop-up to alert players wm_announce "Allied team has destoryed the Axis Submarine!" // Call function to check if the round has been won trigger game_manager checkgame } trigger objective2 { // Change the objective state internally, so UI can update, etc. // Allied takes control of objective #1 // wm_objective_status wm_objective_status 2 1 1 // Some kind of UI pop-up to alert players wm_announce "Allies have breached the Sub Area!" trigger game_manager alarms_on } trigger objective3 { // Change the objective state internally, so UI can update, etc. // Allied takes control of objective #1 // wm_objective_status wm_objective_status 3 1 1 // Some kind of UI pop-up to alert players wm_announce "Allies have breached the Sub Area!" trigger game_manager alarms_on } trigger checkgame { accum 1 abort_if_not_equal 1 // Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 1 // move the submarine trigger submarine allies_woo wait 1500 // End the round wm_endround } trigger obj_flagred { // Change the objective state internally, so UI can update, etc. // Axis takes control of objective #3 // wm_objective_status wm_objective_status 4 1 1 wm_objective_status 4 0 2 setautospawn "Allied Spawn" 1 setstate ForwardSpawn_flag default alertentity ForwardSpawn_wobj // Some kind of UI pop-up to alert players wm_announce "Axis reclaims the Central Access Room!" } trigger obj_flagblue { // Change the objective state internally, so UI can update, etc. // Allied takes control of objective #3 wm_objective_status 4 0 2 wm_objective_status 4 1 1 setautospawn "Forward Spawn" 1 //setstate ForwardSpawn_wobj default alertentity ForwardSpawn_wobj // Some kind of UI pop-up to alert players wm_announce "Allies capture the Central Access Room!" } trigger alarms_on { alertentity sirens wait 1500 alertentity sirens } } ForwardSpawn_flag // THE RESPAWN FLAG { trigger axis_capture { trigger game_manager obj_flagred } trigger allied_capture { trigger game_manager obj_flagblue } } sub_filt //Sub Hangar Doors breached { spawn { wait 200 constructible_class 3 } death { trigger game_manager objective3 trigger game_manager alarms_on } } sub_doorway //Sub Hangar Doors breached { spawn { wait 200 constructible_class 3 } death { trigger game_manager objective2 trigger game_manager alarms_on } } allied_obj1 //the submarine explodo-object { spawn { wait 200 constructible_class 3 } death { trigger game_manager objective1 } } submarine // The moving sub { spawn { wait 200 } trigger allies_woo { faceangles 2 0 2 3 gotomarker sub_allied_pos1 3 wait 2000 alertentity sub_sound1 wait 300 alertentity sub_sound2 } trigger axis_woo { gotomarker subspot2 1000 wait alertentity opensubdoor alertentity axis_subsound1 gotomarker subspot3 200 wait gotomarker subspot4 200 wait alertentity opensubdoor } } allied_cp_open { spawn { wait 100 accum 0 set 0 // 0=CP Closed, 1=CP Damaged constructible_class 2 // Dyno+Satchel trigger self disable_cp_features // Default charge bar times setstate allied_cp_damaged invisible // Hide damaged CP clipbrush+model setstate allied_cp_damaged_model invisible trigger allied_cp_toi disable_hacabs } 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 allied_cp_toi disable_hacabs } trigger enable_cp_features { trigger alliedhqradio_toi enable_hacabs 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 trigger allied_cp_toi enable_hacabs } buildstart final { setstate allied_cp_closed invisible // Hide closed CP clipbrush+model setstate allied_cp_closed_model invisible setstate allied_cp_damaged invisible // Hide damaged CP clipbrush+model setstate allied_cp_damaged_model invisible } built final { accum 0 set 1 // Only show the damaged CP model trigger self enable_cp_features // Increase charge bar times wm_announce "Allied Command Post constructed. Charge speed increased!" // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 1 "allies_hq_compost_constructed" wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies" wm_addteamvoiceannounce 0 "axis_hq_compost_constructed_allies" // *----------------------------------- vo ------------------------------------------* } decayed final { setstate allied_cp_open_model invisible // Hide Open CP model trigger self show_damaged_cabinet // Show previous cabinet state trigger self show_closed_cabinet } death { trigger self show_damaged_cabinet // Show damaged CP model trigger self disable_cp_features // Default charge bar times wm_announce "Axis team has destroyed the Allied Command Post!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 1 "allies_hq_compost_damaged" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_removeteamvoiceannounce 0 "axis_hq_compost_constructed_allies" // *----------------------------------- vo ------------------------------------------* } trigger show_closed_cabinet { accum 0 abort_if_equal 1 // Closed cabinet active yet? setstate allied_cp_closed default setstate allied_cp_closed_model default } trigger show_damaged_cabinet { accum 0 abort_if_equal 0 // Damaged cabinet active yet? setstate allied_cp_damaged default setstate allied_cp_damaged_model default } } axis_cp_open { spawn { wait 100 accum 0 set 0 // 0=CP Closed, 1=CP Damaged constructible_class 2 // Dyno+Satchel trigger self disable_cp_features // Default charge bar times setstate axis_cp_damaged invisible // Hide damaged CP clipbrush+model setstate axis_cp_damaged_model invisible trigger axis_cp_toi disable_hacabs } 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 axis_cp_toi disable_hacabs } 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 trigger axis_cp_toi enable_hacabs } buildstart final { setstate axis_cp_closed invisible // Hide closed CP clipbrush+model setstate axis_cp_closed_model invisible setstate axis_cp_damaged invisible // Hide damaged CP clipbrush+model setstate axis_cp_damaged_model invisible } built final { accum 0 set 1 // Only show the damaged CP model trigger self enable_cp_features // Increase charge bar times wm_announce "Axis Command Post constructed. Charge speed increased!" // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 0 "axis_hq_compost_constructed" wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis" wm_addteamvoiceannounce 1 "allies_hq_compost_constructed_axis" // *----------------------------------- vo ------------------------------------------* } decayed final { setstate axis_cp_open_model invisible // Hide Open CP model trigger self show_damaged_cabinet // Show previous cabinet state trigger self show_closed_cabinet } death { trigger self show_damaged_cabinet // Show damaged CP model trigger self disable_cp_features // Default charge bar times wm_announce "Allied team has destroyed the Axis Command Post!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_compost_damaged" wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_removeteamvoiceannounce 1 "allies_hq_compost_constructed_axis" // *----------------------------------- vo ------------------------------------------* } trigger show_closed_cabinet { accum 0 abort_if_equal 1 // Closed cabinet active yet? setstate axis_cp_closed default setstate axis_cp_closed_model default } trigger show_damaged_cabinet { accum 0 abort_if_equal 0 // Damaged cabinet active yet? setstate axis_cp_damaged default setstate axis_cp_damaged_model default } } // ============================================================================ // Allied HQ bits and pieces // ============================================================================ allied_cp_toi { //----------------------------------------------------------------------- // Enable health/ammo cabinets, allied radio has been built //----------------------------------------------------------------------- trigger enable_hacabs { setstate allied_healthcabinet default setstate allied_ammocabinet default setstate allied_healthtrigger default setstate allied_ammotrigger default setstate allied_healthcabinet_dmg invisible setstate allied_ammocabinet_dmg invisible //setstate allied_cp_cm_marker default //setstate allied_cp_toi default } //----------------------------------------------------------------------- // Disable health/ammo cabinets, allied radio has been destroyed //----------------------------------------------------------------------- trigger disable_hacabs { setstate allied_healthcabinet invisible setstate allied_ammocabinet invisible setstate allied_healthtrigger invisible setstate allied_ammotrigger invisible setstate allied_healthcabinet_dmg default setstate allied_ammocabinet_dmg default //setstate allied_cp_cm_marker invisible //setstate allied_cp_toi invisible } } // ============================================================================ // AXIS CP bits and pieces // ============================================================================ axis_cp_toi { //----------------------------------------------------------------------- // Enable health/ammo cabinets, allied radio has been built //----------------------------------------------------------------------- trigger enable_hacabs { setstate axis_healthcabinet default setstate axis_ammocabinet default setstate axis_healthtrigger default setstate axis_ammotrigger default setstate axis_healthcabinet_dmg invisible setstate axis_ammocabinet_dmg invisible //setstate axis_cp_cm_marker default //setstate axis_cp_toi default } //----------------------------------------------------------------------- // Disable health/ammo cabinets, allied radio has been destroyed //----------------------------------------------------------------------- trigger disable_hacabs { setstate axis_healthcabinet invisible setstate axis_ammocabinet invisible setstate axis_healthtrigger invisible setstate axis_ammotrigger invisible setstate axis_healthcabinet_dmg default setstate axis_ammocabinet_dmg default //setstate axis_cp_cm_marker invisible //setstate axis_cp_toi invisible } } // REMOVAL OF GARBAGE checkpoint01 { spawn { remove } } checkpoint02 { spawn { remove } } checkpoint03 { spawn { remove } } checkpoint04 { spawn { remove } } checkpoint05 { spawn { remove } } checkpoint01_base { spawn { remove } } checkpoint02_base { spawn { remove } } checkpoint03_base { spawn { remove } } checkpoint04_base { spawn { remove } } checkpoint05_base { spawn { remove } } cp_redspawn { spawn { remove } } cp_redplayer { spawn { remove } } cp_bluespawn { spawn { remove } } cp_blueplayer { spawn { remove } } cp_junk01 { spawn { remove } } cp_junk02 { spawn { remove } }