// rain - Tue Sep 23 20:32:03 EDT 2003 - fixed setautospawns game_manager { spawn { // Game rules wm_number_of_objectives 1 wm_set_round_timelimit 5 // Remove tunnel spawn point setstate tunnel_wobj invisible // Setup the auto spawn points for the map // rain - wait 100ms instead of 50 so spawns are set up wait 100 setstate t108 invisible // rain - fix allied autospawn setautospawn "Allied Entrance Spawn" 1 setautospawn "Axis Fuel Dump" 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) wait 1000 // *----------------------------------- 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_construct" // *---------------------------------------------------------------------------------* } } // ============================================================================ // OBJ stuff to remove from LMS mode // ============================================================================ thebridge_lms { spawn { wait 100 setstate thebridge_lms default setstate lms_alliedstaircase default setstate tankbay_hacabinet_cm_marker invisible setstate tankbay_hacabinet_toi invisible setstate tankbay_healthcabinet invisible setstate tankbay_ammocabinet invisible setstate tankbay_healthtrigger invisible setstate tankbay_ammotrigger invisible setstate tankbay_healthcabinet_dmg invisible setstate tankbay_ammocabinet_dmg invisible setstate tankbay_healthcabinet_clip invisible setstate tankbay_ammocabinet_clip invisible setstate alliedhut_hacabinet_cm_marker invisible setstate alliedhut_hacabinet_toi invisible setstate alliedhut_healthcabinet invisible setstate alliedhut_ammocabinet invisible setstate alliedhut_healthtrigger invisible setstate alliedhut_ammotrigger invisible setstate alliedhut_healthcabinet_clip invisible setstate alliedhut_ammocabinet_clip invisible setstate tunneldoor_toi invisible setstate depotgate_toi invisible setstate depotsidewall_toi invisible setstate hurt_tunnelgrateblast invisible setstate hurt_cavedoorblast invisible setstate hurt_basedoorblast invisible setstate hurt_basewallblast invisible setstate hurt_fueldumpblast invisible setstate axistunneltowerblast invisible setstate axissidetowerblast invisible setstate axistunneltowerblast invisible setstate axissidetowerblast invisible setstate fueldump_solid invisible setstate fueldump_damaged default setstate fueldump_smoke1 invisible setstate fueldump_smoke2 invisible setstate fueldump_smoke3 invisible } } // ============================================================================ // Team doors to be removed from LMS // ============================================================================ axisbasedoor { spawn { wait 100 remove } } axiscentraldoor { spawn { wait 100 remove } } // ---------------------------------------------------------------------------- // Water grate entrance on Allied side of map // Func_explosive/func_static entities // ---------------------------------------------------------------------------- tunnelgrate_solid { spawn { wait 100 setstate tunnelgrate_dmg default setstate tunnelgrate_solid invisible } } // ---------------------------------------------------------------------------- // Cave door on Allied side of map // Func_explosive/func_static entities // ---------------------------------------------------------------------------- cavedoor_solid { spawn { wait 100 setstate cavedoor_dmg default setstate cavedoor_solid invisible } } // ---------------------------------------------------------------------------- // Front gate of axis complex // Func_explosive/func_static entities // ---------------------------------------------------------------------------- basedoor_solid { spawn { wait 100 setstate basedoor_dmg default setstate basedoor_solid invisible } } // ---------------------------------------------------------------------------- // Side wall of axis complex // Func_explosive/func_static entities // ---------------------------------------------------------------------------- basewall_solid { spawn { wait 100 setstate basewall_solid invisible setstate basewall_trighurt invisible } } // =========================================================================================== // Fuel Dump Barricades // =========================================================================================== frontdump { spawn { wait 100 setstate frontdumpmaterials_stage1 invisible setstate frontdumpmaterials_stage2 invisible setstate frontdump_toi invisible setstate frontdump1_trighurt invisible setstate frontdump2_trighurt invisible wait 100 remove } } reardump { spawn { wait 100 setstate reardumpmaterials_stage1 invisible setstate reardumpmaterials_stage2 invisible setstate reardump_toi invisible setstate reardump1_trighurt invisible setstate reardump2_trighurt invisible wait 100 remove } } axisfueldump { spawn { wait 100 setstate fueldump_ladder invisible setstate fueldump_toi invisible wait 100 remove } } // =========================================================================================== // The Tanker stuff // =========================================================================================== tank { spawn { wait 100 remove } } tank_disabler { spawn { wait 100 remove } } tank_enabler { spawn { wait 100 remove } } tank_trigger { spawn { wait 200 remove } } tank_build { spawn { wait 100 remove } } tank_construct { spawn { wait 100 remove } } tank_turret { spawn { wait 100 remove } } //================================================================================ // Test brushage for the tank turret //================================================================================ tank_turret2solid { spawn { wait 50 remove } } tank_turret2 { spawn { wait 50 remove } } tank_smoke { spawn { wait 50 remove } } tank_flash { spawn { wait 50 remove } } // ============================================================================ // The Bridge ... its the big one that takes ages to build ... // ============================================================================ thebridge { spawn { wait 200 setstate bridgematerials_stage1 invisible setstate bridgematerials_stage2 invisible setstate bridge_construct_toi invisible wait 100 remove } } // ============================================================================ // Footbridge on Allied side of the map // ============================================================================ footbridge { spawn { wait 200 // the construct command only works on single stage func_constructible objects. // construct footbridge setstate footbridgematerials invisible setstate footbridge_toi invisible setstate footbridge invisible setstate lms_footbridge default } } // ============================================================================ // 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 } death { setstate alliedbarnmg42 invisible setstate alliedbarnmg42materials default repairmg42 alliedbarnmg42 } } // ============================================================================ // AXIS GUARD TOWER - on Allied side of the map // ============================================================================ axistunneltower { spawn { wait 200 constructible_class 2 setstate tunneltowerstructure invisible setstate axistunneltowermg42 invisible setstate tunneltowermaterials default } buildstart final { setstate tunneltowerstructure underconstruction setstate axistunneltowermg42 underconstruction } built final { setstate tunneltowerstructure default setstate axistunneltowermg42 default setstate tunneltowermaterials invisible } death { setstate tunneltowerstructure invisible setstate axistunneltowermg42 invisible setstate tunneltowermaterials default repairmg42 axistunneltowermg42 // Some kind of UI pop-up to alert players wm_announce "Allied team has destroyed the Tunnel Guard Tower!" wm_voiceannounce 0 SYS_ObjDestroyed wm_voiceannounce 1 SYS_ObjDestroyed } } // ============================================================================ // 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 } 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 MG42 Nest!" wm_voiceannounce 0 SYS_ObjDestroyed wm_voiceannounce 1 SYS_ObjDestroyed } } // ============================================================================ // AXIS GUARD TOWER next to the tank bay // - on Axis side of the map // ============================================================================ axissidetower { spawn { wait 200 constructible_class 2 setstate sidetowerstructure invisible setstate axissidetowermg42 invisible setstate sidetowermaterials default } buildstart final { setstate sidetowerstructure underconstruction setstate axissidetowermg42 underconstruction } built final { setstate sidetowerstructure default setstate axissidetowermg42 default setstate sidetowermaterials invisible } death { setstate sidetowerstructure 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 Guard Tower!" wm_voiceannounce 0 SYS_ObjDestroyed wm_voiceannounce 1 SYS_ObjDestroyed } } // =========================================================================================== // 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 // print "Flex Door 1 opening ..." 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 // print "Flex Door 1 closing ..." 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 followpath 1 tbdrspln1-2 100 wait length 16 } 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 } } // ============================================================================ // 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 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 } buildstart final { trigger axis_radio_built_model trans trigger axis_radio_destroyed hide trigger axis_radio_closed hide } decayed final { trigger axis_radio_built_model hide trigger axis_radio_closed show } built final { trigger axis_radio_built_model show trigger axis_radio_closed hide trigger axis_radio_destroyed hide trigger allied_radio_built_model enable_axis_features enablespeaker axishq_sound } death { trigger axis_radio_built_model hide trigger axis_radio_destroyed show trigger axis_radio_built_model disable_axis_features disablespeaker axishq_sound } } 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 { 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 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" // *---------------------------------------------------------------------------------* accum 0 bitset 0 } trigger disable_axis_features { setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 sethqstatus 0 0 wm_announce "Allied team has destroyed the Axis Command Post!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 0 "axis_hq_compost_damaged" // *---------------------------------------------------------------------------------* accum 0 bitreset 0 } } // ============================================================================ // Allied HQ bits and pieces // ============================================================================ 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 } 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 } death { trigger allied_radio_built_model hide trigger allied_radio_destroyed show trigger allied_radio_built_model disable_allied_features disablespeaker alliedhq_sound } } 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 { 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 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" // *---------------------------------------------------------------------------------* accum 0 bitset 0 } trigger disable_allied_features { setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 sethqstatus 1 1 wm_announce "Axis team has destroyed the Allied Command Post!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 1 "allies_hq_compost_damaged" // *---------------------------------------------------------------------------------* accum 0 bitreset 0 } }