// rain - Tue Sep 23 20:40:37 EDT 2003 - fixed setautospawns // rain - Mon Feb 9 23:50:28 EST 2004 - made truck non-dynamitable game_manager { spawn { // Game rules wm_axis_respawntime 30 wm_allied_respawntime 20 wm_number_of_objectives 5 wm_set_round_timelimit 20 // Objectives // 1: Get into radar installation // 2: Deconstruct radar(s) // 3: Forward Bunker // 4: Axis Field Command // 5: Allies Base of Operations wm_set_main_objective 1 0 wm_set_main_objective 1 1 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 // Stopwatch mode defending team (0=Axis, 1=Allies) wm_set_defending_team 0 // Winner on expiration of round timer (0=Axis, 1=Allies) wm_setwinner 0 accum 1 set 0 // Set counter for radar equipment wait 500 // spawns: // Abandoned Villa // Forward Bunker // Lower Warehouse // rain - set allied initial autospawn properly setautospawn "Abandoned Villa" 1 setautospawn "Forward Bunker" 0 disablespeaker allies_compost_sound disablespeaker axis_compost_sound // wait for everything to settle wait 500 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "radar_axis_entrances_defend" wm_addteamvoiceannounce 0 "radar_axis_bunker_stop" wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "radar_allies_entrances_destroy" wm_addteamvoiceannounce 1 "radar_allies_bunker_capture" wm_teamvoiceannounce 0 "radar_axis_entrances_defend" wm_teamvoiceannounce 0 "radar_axis_bunker_stop" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 1 "radar_allies_entrances_destroy" wm_teamvoiceannounce 1 "radar_allies_bunker_capture" // *---------------------------------------------------------------------------------* } trigger stolen_circuit { accum 1 inc 1 // One circuit board home trigger game_manager checkgame // Check for end of game } trigger maindoor1_destroyed { wm_objective_status 1 1 1 wm_objective_status 1 0 2 wm_set_main_objective 2 0 wm_set_main_objective 2 1 // spawns: // Abandoned Villa // Forward Bunker // Lower Warehouse setautospawn "Forward Bunker" 1 setautospawn "Lower Warehouse" 0 trigger roadbunker kill // Switch forward spawn to Allied ONLY wm_announce "Allies have breached the Main Entrance and secured the Forward Bunker!" wait 1000 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "radar_axis_radars_defend" wm_addteamvoiceannounce 1 "radar_allies_radars_steal" wm_teamvoiceannounce 0 "radar_axis_entrance1_destroyed" wm_teamvoiceannounce 0 "radar_axis_radars_defend" wm_teamvoiceannounce 1 "radar_allies_entrance1_destroyed" wm_teamvoiceannounce 1 "radar_allies_radars_steal" wm_removeteamvoiceannounce 0 "radar_axis_entrances_defend" wm_removeteamvoiceannounce 0 "radar_axis_entrance1_defend" wm_removeteamvoiceannounce 0 "radar_axis_bunker_stop" wm_removeteamvoiceannounce 1 "radar_allies_entrances_destroy" wm_removeteamvoiceannounce 1 "radar_allies_entrance1_destroy" wm_removeteamvoiceannounce 1 "radar_allies_bunker_capture" // *---------------------------------------------------------------------------------* } trigger sidedoor1_destroyed { wm_objective_status 1 1 1 wm_objective_status 1 0 2 wm_set_main_objective 2 0 wm_set_main_objective 2 1 wm_announce "Allies have breached the Side Entrance!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 0 "radar_axis_entrance2_destroyed" wm_teamvoiceannounce 1 "radar_allies_entrance2_destroyed" trigger allied_radio_built_model alliedcompostvo wm_removeteamvoiceannounce 0 "radar_axis_entrances_defend" wm_removeteamvoiceannounce 0 "radar_axis_entrance2_defend" wm_removeteamvoiceannounce 1 "radar_allies_entrances_destroy" wm_removeteamvoiceannounce 1 "radar_allies_entrance2_destroy" // *---------------------------------------------------------------------------------* } trigger checkgame { accum 1 abort_if_not_equal 2 wm_setwinner 1 wait 1500 wm_endround } } truckbox1 { spawn { wait 50 setstate truckbox1 invisible accum 1 set 0 } trigger visible { setstate truckbox1 default accum 1 abort_if_not_equal 0 wm_announce "Allies have secured the West Radar Parts!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_radarw_secured" wm_teamvoiceannounce 1 "radar_allies_radarw_secured" wm_removeteamvoiceannounce 0 "radar_axis_radarw_defend" // *---------------------------------------------------------------------------------* accum 1 set 1 } trigger invisible { setstate truckbox1 invisible } } truckbox2 { spawn { wait 50 setstate truckbox2 invisible accum 1 set 0 } trigger visible { setstate truckbox2 default accum 1 abort_if_not_equal 0 wm_announce "Allies have secured the East Radar Parts!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_radare_secured" wm_teamvoiceannounce 1 "radar_allies_radare_secured" wm_removeteamvoiceannounce 0 "radar_axis_radare_defend" // *---------------------------------------------------------------------------------* accum 1 set 1 } trigger invisible { setstate truckbox2 invisible } } truckboxtrans1 { trigger visible { setstate truckboxtrans1 default } trigger invisible { setstate truckboxtrans1 invisible } } truckboxtrans2 { trigger visible { setstate truckboxtrans2 default } trigger invisible { setstate truckboxtrans2 invisible } } thunderstuff { spawn { accum 0 set 0 //randomiser to play different lightnings and thunders trigger self random } trigger random { accum 0 random 5 accum 0 trigger_if_equal 0 thunderstuff thunder01 accum 0 trigger_if_equal 1 thunderstuff thunder02 accum 0 trigger_if_equal 2 thunderstuff thunder03 accum 0 trigger_if_equal 3 thunderstuff thunder04 accum 0 trigger_if_equal 4 thunderstuff thunder05 wait 25000 trigger self random } trigger thunder01 { alertentity lightning01 togglespeaker thunderspeaker01 } trigger thunder02 { alertentity lightning02 togglespeaker thunderspeaker02 } trigger thunder03 { alertentity lightning03 togglespeaker thunderspeaker03 } trigger thunder04 { alertentity lightning04 togglespeaker thunderspeaker04 } trigger thunder05 { alertentity lightning05 togglespeaker thunderspeaker05 } } truck_exitpoint // Exit point of map { death { trigger game_manager stolen_circuit } } // ================================================ // ============== RADAR DISH MISC ================= // ================================================ radarbox1 { spawn { } trigger stolen { setstate circuit1 invisible trigger circuit1_radartop down wait 1000 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_radarw_taken" wm_teamvoiceannounce 1 "radar_allies_radarw_taken" // *---------------------------------------------------------------------------------* } trigger dropped { // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_radarw_lost" wm_teamvoiceannounce 1 "radar_allies_radarw_lost" // *---------------------------------------------------------------------------------* } trigger returned { // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_radarw_returned" wm_teamvoiceannounce 1 "radar_allies_radarw_returned" // *---------------------------------------------------------------------------------* setstate circuit1 default trigger circuit1_radartop up } trigger captured { trigger truckbox1 visible trigger truckboxtrans1 invisible } } circuit1_radartop { spawn { accum 1 set 0 // 0:Down 1:Up accum 2 set 0 // 0:Stationary 1:Moving accum 3 set 0 // requested direction wait 50 trigger circuit1_radartop up } trigger up { accum 3 set 1 accum 1 abort_if_equal 1 // Abort if UP already accum 2 abort_if_equal 1 // Abort if moving already stopsound playsound sound/vehicles/misc/radar_start.wav volume 64 // radar start sound accum 2 set 1 // Moving, DND startanimation 0 35 15 nolerp norandom noloop wait 2500 startanimation 34 1 15 norandom noloop // Client PVS issue setrotation 0 30 0 accum 2 set 0 // Finished accum 1 set 1 // Now in UP status enablespeaker radar1_sound // radar spinning sound accum 3 abort_if_equal 1 trigger self down } trigger down { accum 3 set 0 accum 1 abort_if_equal 0 // Abort if DOWN already accum 2 abort_if_equal 1 // Abort if moving already disablespeaker radar1_sound // radar spinning sound playsound sound/vehicles/misc/radar_end.wav volume 64 // radar stop sound accum 2 set 1 // Moving, DND stoprotation startanimation 34 29 15 nolerp norandom noloop wait 2500 startanimation 0 1 15 norandom noloop // Client PVS issue accum 2 set 0 // Finished accum 1 set 0 // Now in DOWN status accum 3 abort_if_equal 0 trigger self up } } radarbox2 { spawn { } trigger stolen { setstate circuit2 invisible trigger circuit2_radartop down wait 1000 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_radare_taken" wm_teamvoiceannounce 1 "radar_allies_radare_taken" // *---------------------------------------------------------------------------------* } trigger dropped { // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_radare_lost" wm_teamvoiceannounce 1 "radar_allies_radare_lost" // *---------------------------------------------------------------------------------* } trigger returned { // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_radare_returned" wm_teamvoiceannounce 1 "radar_allies_radare_returned" // *---------------------------------------------------------------------------------* setstate circuit2 default trigger circuit2_radartop up } trigger captured { trigger truckbox2 visible trigger truckboxtrans2 invisible } } circuit2_radartop { spawn { accum 1 set 0 // 0:Down 1:Up accum 2 set 0 // 0:Stationary 1:Moving accum 3 set 0 // requested direction wait 2500 // Offset so both radar's don't start at the same time trigger circuit2_radartop up } trigger up { accum 3 set 1 accum 1 abort_if_equal 1 // Abort if UP already accum 2 abort_if_equal 1 // Abort if moving already stopsound playsound sound/vehicles/misc/radar_start.wav volume 64 // radar start sound accum 2 set 1 // Moving, DND startanimation 0 35 15 nolerp norandom noloop wait 2500 startanimation 34 1 15 norandom noloop // Client PVS issue setrotation 0 30 0 accum 2 set 0 // Finished accum 1 set 1 // Now in UP status enablespeaker radar2_sound // radar spinning sound accum 3 abort_if_equal 1 trigger self down } trigger down { accum 3 set 0 accum 1 abort_if_equal 0 // Abort if DOWN already accum 2 abort_if_equal 1 // Abort if moving already disablespeaker radar2_sound // radar spinning sound playsound sound/vehicles/misc/radar_end.wav volume 64 // radar stop sound accum 2 set 1 // Moving, DND stoprotation startanimation 34 29 15 nolerp norandom noloop wait 2500 startanimation 0 1 15 norandom noloop // Client PVS issue accum 2 set 0 // Finished accum 1 set 0 // Now in DOWN status accum 3 abort_if_equal 0 trigger self up } } // ================================================ // =============== BASE ENTRANCES ================= // ================================================ maindoor1 // Front door of complex { spawn { wait 50 constructible_class 3 } death { trigger game_manager maindoor1_destroyed } } sidedoor1 // Side door of complex { spawn { wait 50 constructible_class 3 } death { trigger game_manager sidedoor1_destroyed } } // ================================================ // =========== SPAWN POINT CONTROLS =============== // ================================================ roadbunker { spawn { accum 0 set 0 // 0-Axis, 1-Allied } trigger axis_capture // Flag has been claimed by an axis player { accum 0 abort_if_equal 0 // Do Axis already own the flag? accum 0 set 0 // Axis own the flag wm_announce "Axis reclaim the Forward Bunker!" wm_objective_status 3 1 2 wm_objective_status 3 0 1 // spawns: // Abandoned Villa // Forward Bunker // Lower Warehouse setautospawn "Abandoned Villa" 1 setautospawn "Forward Bunker" 0 alertentity roadbunker_wobj // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "radar_axis_bunker_stop" wm_addteamvoiceannounce 1 "radar_allies_bunker_capture" wm_teamvoiceannounce 0 "radar_axis_bunker_reclaimed" wm_teamvoiceannounce 1 "radar_allies_bunker_reclaimed" // *---------------------------------------------------------------------------------* } trigger allied_capture // Flag has been claimed by an allied player { accum 0 abort_if_equal 1 // Do Allies already own flag? accum 0 set 1 // Allied own the flag wm_announce "Allies capture the Forward Bunker!" wm_objective_status 3 1 1 wm_objective_status 3 0 2 // spawns: // Abandoned Villa // Forward Bunker // Lower Warehouse setautospawn "Forward Bunker" 1 setautospawn "Lower Warehouse" 0 alertentity roadbunker_wobj // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_bunker_captured" wm_teamvoiceannounce 1 "radar_allies_bunker_captured" wm_removeteamvoiceannounce 0 "radar_axis_bunker_stop" wm_removeteamvoiceannounce 1 "radar_allies_bunker_capture" // *---------------------------------------------------------------------------------* } trigger kill { trigger roadbunker force_allied remove } trigger force_allied { accum 0 abort_if_equal 1 // Do Allies already own flag? wm_objective_status 3 1 1 wm_objective_status 3 0 2 // spawns: // Abandoned Villa // Forward Bunker // Lower Warehouse setautospawn "Forward Bunker" 1 setautospawn "Lower Warehouse" 0 alertentity roadbunker_wobj alertentity roadbunkerspawns } } // ********************************************* // ************** COMMAND POST ***************** // ********************************************* axis_radio_destroyed { spawn { wait 200 accum 0 set 0 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 } trigger disable { accum 0 set 0 } } allied_radio_destroyed { spawn { wait 200 accum 0 set 0 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 } trigger disable { accum 0 set 0 } } neutral_radio_closed { spawn { accum 0 set 0 } trigger hide { setstate neutral_radio_closed invisible setstate neutral_radio_closed_model invisible } trigger show { accum 0 abort_if_equal 1 setstate neutral_radio_closed default setstate neutral_radio_closed_model default } trigger disable { accum 0 set 1 } } allied_radio_built { spawn { wait 50 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 axis_radio_destroyed hide trigger allied_radio_destroyed hide trigger neutral_radio_closed hide } built final { trigger allied_radio_built_model show trigger allied_radio_destroyed enable trigger axis_radio_destroyed disable trigger neutral_radio_closed disable trigger allied_radio_built_model enable_allied_features trigger alliedcpspawns_obj on enablespeaker allies_compost_sound } decayed final { trigger allied_radio_built_model hide trigger allied_radio_destroyed show trigger axis_radio_destroyed show trigger neutral_radio_closed show } death { trigger allied_radio_built_model hide trigger allied_radio_destroyed show trigger allied_radio_built_model disable_allied_features trigger alliedcpspawns_obj off disablespeaker allies_compost_sound } } axis_radio_built { spawn { wait 50 constructible_class 2 wait 150 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 allied_radio_destroyed hide trigger neutral_radio_closed hide } built final { trigger axis_radio_built_model show trigger axis_radio_destroyed enable trigger allied_radio_destroyed enable trigger neutral_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 allied_radio_destroyed show trigger neutral_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 { accum 1 set 0 wait 200 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 { // axis built it 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_objective_status 4 1 2 wm_objective_status 4 0 1 wm_objective_status 5 1 2 wm_objective_status 5 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" // *---------------------------------------------------------------------------------* } trigger disable_axis_features { // axis lost it 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 4 1 0 wm_objective_status 4 0 0 wm_objective_status 5 1 0 wm_objective_status 5 0 0 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" // *---------------------------------------------------------------------------------* } } allied_radio_built_model { spawn { accum 1 set 0 accum 2 set 0 // state of command post as far as the VO is concerned (0=not built, 1=built) - Wils wait 200 setstate allied_radio_built_model invisible } trigger show { setstate allied_radio_built_model default enablespeaker neutral_radio_sound } trigger hide { setstate allied_radio_built_model invisible disablespeaker neutral_radio_sound } trigger trans { setstate allied_radio_built_model underconstruction } trigger alliedcompostvo { accum 2 abort_if_equal 1 wm_teamvoiceannounce 1 "allies_hq_compost_construct" } trigger enable_allied_features { // allies built it accum 1 set 1 // Is this ever used? - Wils accum 2 set 1 // State of com post as far as VO is concerned (1=built) 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 0 1 wm_objective_status 4 1 1 wm_objective_status 4 0 2 wm_objective_status 5 1 1 wm_objective_status 5 0 2 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" // *---------------------------------------------------------------------------------* } trigger disable_allied_features { // allies lost it accum 2 set 0 // state of com post as far as VO is concerned (0=destroyed) wm_announce "Axis team has destroyed the Allied Command Post!" setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 sethqstatus 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 // *----------------------------------- 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" // *---------------------------------------------------------------------------------* } } 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 } } // ================================================ // ========== CONSTRUCTIBLE STUFF ================= // ================================================ // Axis ONLY - old house on main road mg42_clip_1 { spawn { wait 50 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 Axis Road MG Nest has been constructed." } decayed final { setstate mg42_1 invisible setstate mg42_materials_1 default setstate mg42_materials_clip_1 default setstate mg42_flag_1 default } 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 Axis Road MG Nest has been destroyed." } } // Axis ONLY mg42_clip_2 { spawn { wait 50 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 Axis Watchtower MG Nest has been constructed." } decayed final { setstate mg42_2 invisible setstate mg42_materials_2 default setstate mg42_materials_clip_2 default setstate mg42_flag_2 default } 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 Axis Watchtower MG Nest has been destroyed." } } // Axis ONLY - in forward bunker pointing towards villa mg42_clip_3 { spawn { wait 50 constructible_class 2 trigger mg42_clip_3 setup } trigger setup { setstate mg42_3 invisible setstate mg42_materials_3 default setstate mg42_materials_clip_3 default setstate mg42_flag_3 default setstate mg42_clip_3_pillar invisible } buildstart final { setstate mg42_3 underconstruction setstate mg42_materials_3 default setstate mg42_materials_clip_3 default setstate mg42_flag_3 default setstate mg42_clip_3_pillar underconstruction } built final { setstate mg42_3 default setstate mg42_materials_3 invisible setstate mg42_materials_clip_3 invisible setstate mg42_flag_3 invisible setstate mg42_clip_3_pillar default wm_announce "The Bunker MG Nest has been constructed." } decayed final { setstate mg42_3 invisible setstate mg42_materials_3 default setstate mg42_materials_clip_3 default setstate mg42_flag_3 default setstate mg42_clip_3_pillar invisible } death { setstate mg42_3 invisible repairmg42 mg42_3 setstate mg42_materials_3 default setstate mg42_materials_clip_3 default setstate mg42_flag_3 default setstate mg42_clip_3_pillar invisible wm_announce "The Bunker MG Nest has been destroyed." } } // Allied version - in forward bunker pointing towards villa mg42_clip_3_allied { spawn { wait 50 constructible_class 2 trigger mg42_clip_3_allied setup } trigger setup { setstate mg42_3 invisible setstate mg42_materials_3 default setstate mg42_materials_clip_3 default setstate mg42_flag_3 default setstate mg42_clip_3_pillar invisible } buildstart final { setstate mg42_3 underconstruction setstate mg42_materials_3 default setstate mg42_materials_clip_3 default setstate mg42_flag_3 default setstate mg42_clip_3_pillar underconstruction } built final { setstate mg42_3 default setstate mg42_materials_3 invisible setstate mg42_materials_clip_3 invisible setstate mg42_flag_3 invisible setstate mg42_clip_3_pillar default wm_announce "The Bunker MG Nest has been constructed." } decayed final { setstate mg42_3 invisible setstate mg42_materials_3 default setstate mg42_materials_clip_3 default setstate mg42_flag_3 default setstate mg42_clip_3_pillar invisible } death { setstate mg42_3 invisible repairmg42 mg42_3 setstate mg42_materials_3 default setstate mg42_materials_clip_3 default setstate mg42_flag_3 default setstate mg42_clip_3_pillar invisible wm_announce "The Bunker MG Nest has been destroyed." } } // ================================================ // ======== END CONSTRUCTIBLE STUFF =============== // ================================================ lmscab_toi { spawn { wait 50 remove } } axis_hacabinet_lms { spawn { wait 50 remove } } lmshacab1 { spawn { wait 50 remove } } lmshacab2 { spawn { wait 50 remove } } truck_trig { spawn { set { // don't allow dynamite at the truck spawnflags 139 // AXIS/ALLIED_OBJECTIVE | TANK | DISABLED } } }