// rain - Tue Sep 23 19:57:17 EDT 2003 - fixed autospawns // rain - Sun Feb 29 18:56:48 EST 2004 - moved autospawn flags so that // the resulting choice of spawnpoints is approximately the same // bani - Mon Mar 1 00:38:32 PST 2004 - fix map bugs, falling deaths // rain - Thu Apr 1 21:46:24 EST 2004 - fix weird underwater movement // bugs game_manager { spawn { //bani - cheat fix create { scriptName "cheatfix" classname "func_fakebrush" origin "7591 6428 -109" contents 65536 // CONTENTS_PLAYERCLIP mins "-100 -50 -50" maxs "100 50 200" } //bani - bug fixes create { scriptName "bugfix1" classname "func_fakebrush" origin "3592 7176 -430" contents 65536 // CONTENTS_PLAYERCLIP mins "-40 -2 -66" maxs "40 2 136" } //bani - bug fixes create { scriptName "bugfix2" classname "func_fakebrush" origin "3534 7212 -430" contents 65536 // CONTENTS_PLAYERCLIP mins "-10 -40 -66" maxs "20 145 136" } //bani - bug fixes create { scriptName "bugfix3" classname "func_fakebrush" origin "2194 5550 -265" contents 65536 // CONTENTS_PLAYERCLIP mins "-7 -50 -37" maxs "7 50 37" } //bani - bug fixes create { scriptName "bugfix4" classname "func_fakebrush" origin "9255 3991 -467" contents 65536 // CONTENTS_PLAYERCLIP mins "-10 -2 -11" maxs "10 2 11" } accum 1 set 0 // State of objective number one accum 5 set 0 // Corrent number of Pak 75mm guns destroyed accum 6 set 0 // Current number of water pumps built accum 7 set 0 // Value used in checking whether or not to announce "Axis have damaged both water pumps!" globalaccum 5 set 0 globalaccum 6 set 0 // Game rules wm_axis_respawntime 30 wm_allied_respawntime 20 wm_number_of_objectives 8 wm_set_round_timelimit 30 // Objectives // 1: Primary1 : Destroy the North gun // 2: Primary2 : Destroy the South gun // 3: Primary3 : Breach Old City wall // 4: Secondary1 : Capture forward spawn point // 5: Secondary2 : Drain/flood cave system by repairing/damaging the Oasis pump // 6: Secondary3 : Drain/flood cave system by repairing/damaging the Old City pump // 7: Allied command post // 8: Axis command post // Current main objectives for each team (0=Axis, 1=Allies) wm_set_main_objective 3 0 wm_set_main_objective 3 1 // Objective overview status indicators //wm_objective_status wm_objective_status 1 1 0 wm_objective_status 1 0 0 wm_objective_status 2 1 0 wm_objective_status 2 0 0 wm_objective_status 3 1 0 wm_objective_status 3 0 0 wm_objective_status 4 1 0 wm_objective_status 4 0 0 wm_objective_status 5 1 0 wm_objective_status 5 0 0 wm_objective_status 6 1 0 wm_objective_status 6 0 0 wm_objective_status 7 1 0 wm_objective_status 7 0 0 wm_objective_status 8 1 0 wm_objective_status 8 0 0 // Stopwatch mode defending team (0=Axis, 1=Allies) wm_set_defending_team 0 // If the round timer expires, the Axis have won, so set the current winning team // Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 0 // Set autospawn markers // Spawns on siwa: // Axis Garrison // Allied Camp // Old City wait 150 // rain - properly set initial spawns setautospawn "Allied Camp" 1 setautospawn "Old City" 0 wait 350 disablespeaker wp1_sound // water pump 1 disablespeaker wp2_sound // water pump 2 disablespeaker hose1_sound1 // water outlet 1 disablespeaker hose1_sound2 // water tunnel 1 disablespeaker hose2_sound1 // water outlet 2 disablespeaker hose2_sound2 // water tunnel 2 disablespeaker allies_compost_sound // allies command post disablespeaker axis_compost_sound // axis command post disablespeaker axis_compost_sound_lms // axis command post lms wait 2000 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "oasis_axis_city_defend" wm_addteamvoiceannounce 0 "oasis_axis_pumps_stop" wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "oasis_allies_city_capture" wm_addteamvoiceannounce 1 "oasis_allies_pumps_repair" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 0 "oasis_axis_city_defend" wm_teamvoiceannounce 0 "oasis_axis_pumps_stop" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 1 "oasis_allies_city_capture" wm_teamvoiceannounce 1 "oasis_allies_pumps_repair" wm_teamvoiceannounce 1 "allies_hq_compost_construct" // *---------------------------------------------------------------------------------* } trigger 75mm_gun_counter { accum 5 inc 1 // Increase game counter accum 5 abort_if_not_equal 2 // All guns destroyed ? wm_announce "Allies have destroyed both Anti-Tank Guns!" accum 1 set 1 // Both pak guns destroyed wait 8000 // Call function to check if the round has been won trigger game_manager checkgame } trigger water_pumps_counter { accum 6 inc 1 // Increase game counter accum 6 abort_if_not_equal 2 // Pumps completed? accum 7 set 1 wm_announce "Allies have repaired both Water Pumps!" } trigger water_pumps_destroyed { accum 6 abort_if_equal 0 // Can't damage pumps before they're repaired accum 6 inc -1 // Decrease game counter accum 6 abort_if_not_equal 0 accum 7 abort_if_not_equal 1 accum 7 set 0 wm_announce "Axis have damaged both Water Pumps!" } trigger checkgame { accum 1 abort_if_not_equal 1 // Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 1 // End the round wm_endround wait 500 trigger end_tank Yippie trigger end_turret Yippie } trigger timelimit_hit { // Call function to check if the round has been won trigger game_manager checkgame trigger end_boom_north check_0 trigger end_boom_south check_1 } } oldcityflag { spawn { accum 0 set 0 // Who has the flag: 0-Axis, 1-Allied } trigger axis_capture // Flag has been touched by an Axis player { accum 0 abort_if_equal 0 // do Axis own flag? accum 0 set 0 // Axis own the pole wm_announce "Axis reclaim the Old City!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "oasis_axis_city_defend" wm_addteamvoiceannounce 1 "oasis_allies_city_capture" wm_teamvoiceannounce 0 "oasis_axis_city_captured" wm_teamvoiceannounce 1 "oasis_allies_city_lost" wm_removeteamvoiceannounce 0 "oasis_axis_wall_defend" wm_removeteamvoiceannounce 1 "oasis_allies_wall_destroy" // *---------------------------------------------------------------------------------* wm_objective_status 4 0 1 wm_objective_status 4 1 2 alertentity old_city_wobj // rain - properly set autospawns // Spawn points: (1 = allies, 0 = axis) // Axis Garrison // Allied Camp // Old City setautospawn "Allied Camp" 1 setautospawn "Old City" 0 } trigger allied_capture // Flag has been touched by an allied player { accum 0 abort_if_equal 1 // do Allies own flag? accum 0 set 1 // Allied own the flag wm_announce "Allies capture the Old City!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "oasis_axis_wall_defend" wm_addteamvoiceannounce 1 "oasis_allies_wall_destroy" wm_teamvoiceannounce 0 "oasis_axis_city_lost" wm_teamvoiceannounce 0 "oasis_axis_wall_defend" wm_teamvoiceannounce 1 "oasis_allies_city_captured" wm_teamvoiceannounce 1 "oasis_allies_wall_destroy" wm_removeteamvoiceannounce 0 "oasis_axis_city_defend" wm_removeteamvoiceannounce 1 "oasis_allies_city_capture" // *---------------------------------------------------------------------------------* wm_objective_status 4 0 2 wm_objective_status 4 1 1 alertentity old_city_wobj // rain - properly set autospawns // Spawn points: (1 = allies, 0 = axis) // Axis Garrison // Allied Camp // Old City setautospawn "Old City" 1 setautospawn "Axis Garrison" 0 } 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 old_city_wobj alertentity oldcityspawns // rain - properly set autospawns // Spawn points: (1 = allies, 0 = axis) // Axis Garrison // Allied Camp // Old City setautospawn "Old City" 1 setautospawn "Axis Garrison" 0 } trigger kill { remove } } oldcitywall //Broken section of Old City wall { spawn { wait 200 constructible_class 3 } death { trigger oldcityflag force_allied // Switch forward spawn to Allied ONLY trigger oldcityflag check_obj trigger oldcityflag kill wm_announce "Allies have breached the Old City wall" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "oasis_axis_paks_defend" wm_addteamvoiceannounce 1 "oasis_allies_paks_destroy" wm_teamvoiceannounce 0 "oasis_axis_wall_destroyed" wm_teamvoiceannounce 0 "oasis_axis_paks_defend" wm_teamvoiceannounce 1 "oasis_allies_wall_destroyed" wm_teamvoiceannounce 1 "oasis_allies_paks_destroy" wm_removeteamvoiceannounce 0 "oasis_axis_wall_defend" wm_removeteamvoiceannounce 0 "oasis_axis_city_defend" wm_removeteamvoiceannounce 1 "oasis_allies_wall_destroy" wm_removeteamvoiceannounce 1 "oasis_allies_city_capture" // *---------------------------------------------------------------------------------* wm_objective_status 3 0 2 wm_objective_status 3 1 1 wm_set_main_objective 1 0 wm_set_main_objective 1 1 } } // ================================================ // ========== CONSTRUCTIBLE STUFF ================= // ================================================ // Desert ruins/oasis area (pump 1) water_pump_1 { spawn { wait 200 constructible_class 3 trigger water_pump_1 setup } trigger setup { setstate pump_materials_1 default setstate pump_materials_clip_1 default setstate pump_flag_1 default setstate pump1_p1 default setstate pump1_p2 invisible setstate water_pump_1_oldclip default } buildstart final { setstate pump_materials_1 default setstate pump_materials_clip_1 default setstate pump_flag_1 default setstate pump1_p2 underconstruction } built final { setstate pump_materials_1 invisible setstate pump_materials_clip_1 invisible setstate pump_flag_1 invisible setstate water_pump_1_oldclip invisible setstate pump1_p2 default enablespeaker wp1_sound enablespeaker hose1_sound1 trigger water_tunnel down trigger water_discharge up wm_announce "Allies have built the Oasis Water Pump!" wm_objective_status 5 0 2 wm_objective_status 5 1 1 // Update game manager counter for objectives trigger game_manager water_pumps_counter // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "oasis_axis_pump_disable" wm_teamvoiceannounce 0 "oasis_axis_caves_drain" wm_teamvoiceannounce 1 "oasis_allies_pump_repaired" wm_teamvoiceannounce 1 "oasis_allies_caves_drain" wm_removeteamvoiceannounce 0 "oasis_axis_pump_stop" wm_removeteamvoiceannounce 0 "oasis_axis_pumps_stop" wm_removeteamvoiceannounce 1 "oasis_allies_pumps_repair" wm_removeteamvoiceannounce 1 "oasis_allies_pump_repair" // *---------------------------------------------------------------------------------* } death { setstate pump_materials_1 default setstate pump_materials_clip_1 default setstate pump_flag_1 default setstate pump1_p2 invisible setstate pump_sound invisible setstate water_pump_1_oldclip default disablespeaker wp1_sound enablespeaker hose1_sound2 trigger water_tunnel up trigger water_discharge down wm_announce "Axis have damaged the Oasis Water Pump!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "oasis_axis_pump_stop" wm_addteamvoiceannounce 1 "oasis_allies_pump_repair" wm_teamvoiceannounce 0 "oasis_axis_pump_disabled" wm_teamvoiceannounce 0 "oasis_axis_caves_flood" wm_teamvoiceannounce 1 "oasis_allies_pump_disabled" wm_teamvoiceannounce 1 "oasis_allies_caves_flood" // *---------------------------------------------------------------------------------* wm_objective_status 5 0 1 wm_objective_status 5 1 2 // Update game manager counter for objectives trigger game_manager water_pumps_destroyed } decayed final { setstate pump_materials_1 default setstate pump_materials_clip_1 default setstate pump_flag_1 default setstate pump1_p1 default setstate pump1_p2 invisible setstate water_pump_1_oldclip default } } pump1_p2 { spawn { startanimation 0 40 20 nolerp } } pump2_p2 { spawn { startanimation 0 40 20 nolerp } } // Old City - new location (pump 2) water_pump_2 { spawn { wait 200 constructible_class 3 trigger water_pump_2 setup } trigger setup { setstate pump_materials_2 default setstate pump_materials_clip_2 default setstate pump_flag_2 default setstate pump2_p1 default setstate pump2_p2 invisible setstate pump2_sound invisible setstate water_pump_2_oldclip default } buildstart final { setstate pump_materials_2 default setstate pump_materials_clip_2 default setstate pump_flag_2 default setstate pump2_p2 underconstruction } built final { setstate pump_materials_2 invisible setstate pump_materials_clip_2 invisible setstate pump_flag_2 invisible setstate water_pump_2_oldclip invisible setstate pump2_p2 default enablespeaker wp2_sound enablespeaker hose2_sound1 trigger water_tunnel2 down trigger water_discharge_2 up wm_announce "Allies have built the Old City Water Pump!" wm_objective_status 6 0 2 wm_objective_status 6 1 1 // Update game manager counter for objectives trigger game_manager water_pumps_counter // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "oasis_axis_pump_disable" wm_teamvoiceannounce 0 "oasis_axis_caves_drain" wm_teamvoiceannounce 1 "oasis_allies_pump_repaired" wm_teamvoiceannounce 1 "oasis_allies_caves_drain" wm_removeteamvoiceannounce 0 "oasis_axis_pump_stop" wm_removeteamvoiceannounce 0 "oasis_axis_pumps_stop" wm_removeteamvoiceannounce 1 "oasis_allies_pumps_repair" wm_removeteamvoiceannounce 1 "oasis_allies_pump_repair" // *---------------------------------------------------------------------------------* } death { setstate pump_materials_2 default setstate pump_materials_clip_2 default setstate pump_flag_2 default setstate water_pump_2_oldclip default setstate pump2_p2 invisible setstate pump2_sound invisible disablespeaker wp2_sound enablespeaker hose2_sound2 trigger water_tunnel2 up trigger water_discharge_2 down wm_announce "Axis have damaged the Old City Water Pump!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "oasis_axis_pump_stop" wm_addteamvoiceannounce 1 "oasis_allies_pump_repair" wm_teamvoiceannounce 0 "oasis_axis_pump_disabled" wm_teamvoiceannounce 0 "oasis_axis_caves_flood" wm_teamvoiceannounce 1 "oasis_allies_pump_disabled" wm_teamvoiceannounce 1 "oasis_allies_caves_flood" // *---------------------------------------------------------------------------------* wm_objective_status 6 0 1 wm_objective_status 6 1 2 // Update game manager counter for objectives trigger game_manager water_pumps_destroyed } decayed final { setstate pump_materials_2 default setstate pump_materials_clip_2 default setstate pump_flag_2 default setstate pump2_p1 default setstate pump2_p2 invisible setstate pump2_sound invisible setstate water_pump_2_oldclip default } } water_pump_1_lms_clip { spawn { wait 200 remove } } water_pump_2_lms_clip { spawn { wait 200 remove } } // Axis ONLY - Garrison MG Nest mg42_clip_1 { spawn { wait 200 constructible_class 2 trigger mg42_clip_1 setup } trigger setup { setstate mg42_1 invisible setstate mg42_materials_1 default setstate mg42_materials_clip_1 default setstate mg42_flag_1 default } buildstart final { setstate mg42_1 underconstruction setstate mg42_materials_1 default setstate mg42_materials_clip_1 default setstate mg42_flag_1 default } built final { setstate mg42_1 default setstate mg42_materials_1 invisible setstate mg42_materials_clip_1 invisible setstate mg42_flag_1 invisible wm_announce "The Garrison MG Nest has been constructed!" } death { setstate mg42_1 invisible repairmg42 mg42_1 setstate mg42_materials_1 default setstate mg42_materials_clip_1 default setstate mg42_flag_1 default wm_announce "The Garrison MG Nest has been damaged!" } decayed final { setstate mg42_1 invisible setstate mg42_materials_1 default setstate mg42_materials_clip_1 default setstate mg42_flag_1 default } } // Allied ONLY - Old City MG Nest mg42_clip_2 { spawn { wait 200 constructible_class 2 trigger mg42_clip_2 setup } trigger setup { setstate mg42_2 invisible setstate mg42_materials_2 default setstate mg42_materials_clip_2 default setstate mg42_flag_2 default } buildstart final { setstate mg42_2 underconstruction setstate mg42_materials_2 default setstate mg42_materials_clip_2 default setstate mg42_flag_2 default } built final { setstate mg42_2 default setstate mg42_materials_2 invisible setstate mg42_materials_clip_2 invisible setstate mg42_flag_2 invisible wm_announce "The Old City MG Nest has been constructed!" } death { setstate mg42_2 invisible repairmg42 mg42_2 setstate mg42_materials_2 default setstate mg42_materials_clip_2 default setstate mg42_flag_2 default wm_announce "The Old City MG Nest has been damaged!" } decayed final { setstate mg42_2 invisible setstate mg42_materials_2 default setstate mg42_materials_clip_2 default setstate mg42_flag_2 default } } // ================================================ // ======== END CONSTRUCTIBLE STUFF =============== // ================================================ // ================================================ // ========== DESTRUCTIBLE STUFF ================== // ================================================ // North Gun pak75_clip_1 { spawn { wait 200 constructible_class 3 trigger pak75_clip_1 setup } trigger setup { setstate pak75_smoke_1 invisible setstate pak75_model_broken_1 invisible setstate pak75_clip_broken_1 invisible setstate pak75_model_1 default } death { setstate pak75_smoke_1 default setstate pak75_model_broken_1 default setstate pak75_clip_broken_1 default setstate pak75_model_1 invisible togglespeaker pak75_expl_1 wm_announce "Allies have destroyed the North Anti-Tank Gun!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "oasis_axis_paksouth_defend" wm_addteamvoiceannounce 1 "oasis_allies_paksouth_destroy" wm_teamvoiceannounce 0 "oasis_axis_paknorth_destroyed" wm_teamvoiceannounce 1 "oasis_allies_paknorth_destroyed" wm_removeteamvoiceannounce 0 "oasis_axis_paks_defend" wm_removeteamvoiceannounce 0 "oasis_axis_paknorth_defend" wm_removeteamvoiceannounce 1 "oasis_allies_paks_destroy" wm_removeteamvoiceannounce 1 "oasis_allies_paknorth_destroy" // *---------------------------------------------------------------------------------* wm_objective_status 1 0 2 wm_objective_status 1 1 1 wm_set_main_objective 2 0 wm_set_main_objective 2 1 // Update game manager counter for objectives trigger game_manager 75mm_gun_counter trigger end_boom_north north_pak_destroyed } } // South Gun pak75_clip_2 { spawn { wait 200 constructible_class 3 trigger pak75_clip_2 setup } trigger setup { setstate pak75_smoke_2 invisible setstate pak75_model_broken_2 invisible setstate pak75_clip_broken_2 invisible setstate pak75_model_2 default } death { setstate pak75_smoke_2 default setstate pak75_model_broken_2 default setstate pak75_clip_broken_2 default setstate pak75_model_2 invisible togglespeaker pak75_expl_2 wm_announce "Allied team has destroyed the South Anti-Tank Gun!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "oasis_axis_paknorth_defend" wm_addteamvoiceannounce 1 "oasis_allies_paknorth_destroy" wm_teamvoiceannounce 0 "oasis_axis_paksouth_destroyed" wm_teamvoiceannounce 1 "oasis_allies_paksouth_destroyed" wm_removeteamvoiceannounce 0 "oasis_axis_paks_defend" wm_removeteamvoiceannounce 0 "oasis_axis_paksouth_defend" wm_removeteamvoiceannounce 1 "oasis_allies_paks_destroy" wm_removeteamvoiceannounce 1 "oasis_allies_paksouth_destroy" // *---------------------------------------------------------------------------------* wm_objective_status 2 0 2 wm_objective_status 2 1 1 // Update game manager counter for objectives trigger game_manager 75mm_gun_counter trigger end_boom_south south_pak_destroyed } } // ================================================ // ======== END DESTRUCTIBLE STUFF ================ // ================================================ // ================================================ // ============== WATER STUFF ===================== // ================================================ water_tunnel { spawn { // rain - these are put into the world as CONTENTS_SOLID, // which is a Bad Thing if WolfReviveBBox gets called // while we're in the water wait 100 set { contents 32 // CONTENTS_WATER clipmask 32 // CONTENTS_WATER } } trigger up { gotomarker path_water_tunnel_top 3 wait disablespeaker hose1_sound2 } trigger down { gotomarker path_water_tunnel_lower 3 wait disablespeaker hose1_sound1 } } water_tunnel2 { spawn { // rain - these are put into the world as CONTENTS_SOLID, // which is a Bad Thing if WolfReviveBBox gets called // while we're in the water wait 100 set { contents 32 // CONTENTS_WATER clipmask 32 // CONTENTS_WATER } } trigger up { gotomarker path_water_tunnel_top 3 wait disablespeaker hose2_sound2 } trigger down { gotomarker path_water_tunnel_lower 3 wait disablespeaker hose2_sound1 } } water_discharge { spawn { // rain - these are put into the world as CONTENTS_SOLID, // which is a Bad Thing if WolfReviveBBox gets called // while we're in the water wait 100 set { contents 32 // CONTENTS_WATER clipmask 32 // CONTENTS_WATER } } trigger up { gotomarker path_water_discharge_top 3 wait } trigger down { gotomarker path_water_discharge_bottom 3 wait } } water_discharge_2 { spawn { // rain - these are put into the world as CONTENTS_SOLID, // which is a Bad Thing if WolfReviveBBox gets called // while we're in the water wait 100 set { contents 32 // CONTENTS_WATER clipmask 32 // CONTENTS_WATER } } trigger up { gotomarker path_water_discharge_2_top 3 wait } trigger down { gotomarker path_water_discharge_2_bottom 3 wait } } // ================================================ // ============== END WATER STUFF ================= // ================================================ // ================================================ // =============== COMMAND POSTS ================== // ================================================ allied_radio_destroyed { spawn { wait 400 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 { accum 0 abort_if_equal 0 setstate allied_radio_destroyed default setstate allied_radio_destroyed_model default } trigger enable { accum 0 set 1 } } allied_radio_closed { trigger hide { setstate allied_radio_closed invisible setstate allied_radio_closed_model invisible } trigger show { accum 0 abort_if_equal 1 setstate allied_radio_closed default setstate allied_radio_closed_model default } trigger disable { accum 0 set 1 } } 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 } built final { trigger allied_radio_built_model show trigger allied_radio_destroyed enable trigger allied_radio_closed disable trigger allied_radio_built_model enable_allied_features enablespeaker allies_compost_sound } decayed final { trigger allied_radio_built_model hide trigger allied_radio_destroyed show trigger allied_radio_closed show } death { trigger allied_radio_built_model hide trigger allied_radio_destroyed show trigger allied_radio_built_model disable_allied_features disablespeaker allies_compost_sound } } allied_radio_built_model { spawn { wait 400 setstate allied_radio_built_model invisible } 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" // *---------------------------------------------------------------------------------* wm_objective_status 7 1 1 wm_objective_status 7 0 2 } trigger disable_allied_features { // Some kind of UI pop-up to alert players wm_announce "Axis team has destroyed the Allied Command Post!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 1 "allies_hqt_compost_construc" wm_teamvoiceannounce 1 "allies_hq_compost_damaged" // *----------------------------------- vo ------------------------------------------* setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 sethqstatus 1 0 wm_objective_status 7 1 0 wm_objective_status 7 0 0 } } axis_radio_destroyed { spawn { wait 400 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 { accum 0 abort_if_equal 0 setstate axis_radio_destroyed default setstate axis_radio_destroyed_model default } trigger enable { accum 0 set 1 } } axis_radio_closed { trigger hide { setstate axis_radio_closed invisible setstate axis_radio_closed_model invisible } trigger show { accum 0 abort_if_equal 1 setstate axis_radio_closed default setstate axis_radio_closed_model default } trigger disable { accum 0 set 1 } } axis_radio_built { spawn { wait 400 constructible_class 2 trigger axis_radio_built setup } trigger setup { setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 sethqstatus 0 0 } buildstart final { trigger axis_radio_built_model trans trigger axis_radio_destroyed hide trigger axis_radio_closed hide } built final { trigger axis_radio_built_model show trigger axis_radio_destroyed enable trigger axis_radio_closed disable trigger axis_radio_built_model enable_axis_features enablespeaker axis_compost_sound } decayed final { trigger axis_radio_built_model hide trigger axis_radio_destroyed show trigger axis_radio_closed show } death { trigger axis_radio_built_model hide trigger axis_radio_destroyed show trigger axis_radio_built_model disable_axis_features disablespeaker axis_compost_sound } } axis_radio_built_model { spawn { wait 400 setstate axis_radio_built_model invisible } 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" // *----------------------------------- vo ------------------------------------------* wm_objective_status 8 1 2 wm_objective_status 8 0 1 } trigger disable_axis_features { // Some kind of UI pop-up to alert players 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" // *----------------------------------- vo ------------------------------------------* setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 sethqstatus 0 0 wm_objective_status 8 1 0 wm_objective_status 8 0 0 } } axis_command_post_lms_toi { spawn { wait 400 remove } } axis_radio_lms_closed { spawn { wait 400 remove } } axis_radio_lms_destroyed { spawn { wait 400 remove } } axis_radio_built_lms { spawn { wait 400 remove } } axis_radio_closed_lms_model { spawn { wait 400 remove } } axis_radio_destroyed_lms_model { spawn { wait 400 remove } } axis_radio_built_lms_model { spawn { wait 400 remove } } axis_command_post_clip_lms { spawn { wait 400 remove } } // =================================================== // ============== END COMMAND POSTS ================== // =================================================== // ====================================================== // ============== END SEQUENCE Start ================== // ====================================================== end_tank { spawn { wait 50 trigger self setinvisible } trigger setinvisible { setstate end_tank invisible } trigger Yippie { setstate end_tank default trigger self tracks_forward setspeed -1400 0 0 wait 1000 setspeed -100 0 0 trigger end_tank sound_move wait 8200 setspeed -40 0 0 trigger end_tank sound_stop trigger self tracks_stop faceangles 2 180 0 300 setspeed 0 0 0 faceangles 0 180 0 650 } 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 tracks_forward { remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_forward_oasis remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_forward_oasis remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_forward_oasis remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_forward_oasis remapshaderflush } trigger tracks_stop { remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_r remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_r remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_l remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_l remapshaderflush } } end_turret { spawn { wait 100 attachtotag end_tank tag_turret trigger self setinvisible } trigger setinvisible { setstate end_turret invisible } trigger Yippie { setstate end_turret default wait 4050 playsound sound/vehicles/tank/turret_spin.wav looping faceangles 0 40 0 2100 stopsound wait 600 playsound sound/vehicles/tank/turret_spin.wav looping faceangles 0 -48 0 2800 stopsound playsound sound/vehicles/tank/turret_end.wav wait 2400 playsound sound/vehicles/tank/turret_spin.wav looping faceangles 0 -20 0 4000 stopsound playsound sound/vehicles/tank/turret_end.wav } } end_boom_north { spawn { wait 400 accum 0 set 0 } trigger check_0 { accum 0 abort_if_greater_than 1 wait 100 trigger self Yippie_north } trigger north_pak_destroyed { accum 0 set 2 } trigger Yippie_north { wait 200 trigger pak75_model_1 aim wait 1800 alertentity end_boom_north trigger end_north_pak_muzzle Yippie trigger pak75_model_1 Yippie wait 400 trigger self sound_explosion } trigger sound_explosion { togglespeaker end_explosion_north } } end_boom_south { spawn { wait 400 accum 1 set 0 } trigger check_1 { accum 1 abort_if_greater_than 1 wait 100 trigger self Yippie_south } trigger south_pak_destroyed { accum 1 set 2 } trigger Yippie_south { wait 400 trigger pak75_model_2 aim wait 3800 alertentity end_boom_south trigger end_south_pak_muzzle Yippie trigger pak75_model_2 Yippie wait 300 trigger self sound_explosion } trigger sound_explosion { togglespeaker end_explosion_south } } end_north_pak_muzzle { spawn { wait 150 setstate end_north_pak_muzzle invisible } trigger Yippie { setstate end_north_pak_muzzle default trigger self sound_shot wait 100 setstate end_north_pak_muzzle invisible } trigger sound_shot { togglespeaker north_pak_fire } } end_south_pak_muzzle { spawn { wait 150 setstate end_south_pak_muzzle invisible } trigger Yippie { setstate end_south_pak_muzzle default trigger self sound_shot wait 100 setstate end_south_pak_muzzle invisible } trigger sound_shot { togglespeaker south_pak_fire } } pak75_model_1 { trigger aim { faceangles 0 286 0 1400 } trigger Yippie { setspeed -100 0 0 wait 150 setspeed 30 0 0 wait 500 setspeed 0 0 0 } } pak75_model_2 { trigger aim { faceangles 0 276 0 3200 } trigger Yippie { setspeed -100 0 0 wait 150 setspeed 30 0 0 wait 500 setspeed 0 0 0 } } axis_garrison_wobj { spawn { set { origin "7089 4852 -415" } } } allied_camp_wobj { spawn { set { origin "1153 2879 -383" } } } // ====================================================== // ============== END SEQUENCE End ================== // ======================================================