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Fueldump with assault ramp
// ============================================================================
// Map: Fueldump
// Last update : 16/06/03 Sock
// ============================================================================
// rain - Tue Sep 23 20:24:55 EDT 2003 - fixed setautospawns
// bani - Mon Jan 5 23:45:25 PST 2004 - allied spawn at garage commandpost
// x0rnn - added assault ramp (fuelramp.pk3 is required on the server! Download: https://github.com/x0rnn/etpro/blob/master/mapscripts/maps/fuelramp.pk3)
game_manager
{
spawn
{
create
{
scriptName "fdrampmodel"
targetname "fdrampmodel"
spawnflags "2"
origin "-10577 -5050 183"
frames "1"
angle "360"
classname "misc_gamemodel"
modelscale "1.22"
contents "1"
mins "-25 0 0"
maxs "50 0 30"
clipmask "1"
model "models/ramp/ramp.md3"
}
create
{
scriptname "ramp_toi"
targetname "ramp_toi"
target "fdramp"
classname "trigger_objective_info"
infoAllied "Build Fueldump Assault Ramp"
infoAxis "Destroy Fueldump Assault Ramp"
shortname "Allied Fueldump Assault Ramp"
track "the Allied Fueldump Assault Ramp"
spawnflags "2"
score "50"
origin "-10537 -5071 240"
mins "-450 -170 -48"
maxs "50 25 220"
}
create
{
scriptname "fdramp_materials"
targetname "fdramp_materials"
classname "misc_gamemodel"
angle "90"
origin "-10512 -5183 198"
skin "models/mapobjects/cmarker/allied_crates.skin"
model "models/mapobjects/cmarker/cmarker_crates.md3"
}
create
{
scriptName "crateclip"
targetname "crateclip"
classname "func_fakebrush"
origin "-10511 -5184 211"
contents 1 // SOLID
mins "-20 -25 10"
maxs "20 20 10"
}
create
{
scriptname "fdramp_flag"
targetname "fdramp_flag"
classname "misc_gamemodel"
spawnflags "2"
origin "-10500 -5143 210"
angle "90"
frames "190"
modelscale "0.4"
model "models/mapobjects/cmarker/cmarker_flag.md3"
skin "models/mapobjects/cmarker/allied_cflag.skin"
}
create
{
model "*165"
scriptname "fdramp"
targetname "fdramp"
classname "func_constructible"
origin "-10763 -5002 276"
spawnflags "8"
modelscale "0.4"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10605 -5080 224"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10617 -5080 230"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10629 -5080 236"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10641 -5080 242"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10653 -5080 248"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10665 -5080 254"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10677 -5080 260"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10689 -5080 266"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10701 -5080 272"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10713 -5080 278"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10725 -5080 284"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10737 -5080 290"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10749 -5080 296"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10761 -5080 302"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10773 -5080 308"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10785 -5080 314"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10797 -5080 320"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10809 -5080 326"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10821 -5080 332"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10833 -5080 338"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10845 -5080 344"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10857 -5080 350"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10869 -5080 356"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10881 -5080 362"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10893 -5080 368"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10905 -5080 374"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10917 -5080 380"
contents 1
mins "-12 -25 0"
maxs "0 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10929 -5080 398"
contents 1
mins "-50 -80 0"
maxs "10 25 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10929 -5173 406"
contents 1
mins "-50 -20 0"
maxs "20 20 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10929 -5193 412"
contents 1
mins "-50 -40 0"
maxs "20 0 0"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10944 -5056 273"
contents 1
mins "-20 -1 -48"
maxs "20 1 100"
}
create
{
scriptName "ramp"
targetname "ramp"
classname "func_fakebrush"
origin "-10775 -5084 256"
contents 1
mins "-1 -20 -48"
maxs "1 20 48"
}
create
{
scriptName "fueldumphq_obj"
classname "team_WOLF_objective"
targetname "fueldumphq_obj"
origin "-10853 -2036 6" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4)
spawnflags 2 // TEAM_ALLIES(2)
}
create
{
scriptName "fueldumphq_spawn1"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
origin "11072 -2448 512"
spawnflags 2 // TEAM_ALLIES
}
create
{
scriptName "fueldumphq_spawn2"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
origin "-10995 -2448 512"
spawnflags 2 // TEAM_ALLIES
}
create
{
scriptName "fueldumphq_spawn3"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
origin "-10918 -2448 512"
spawnflags 2 // TEAM_ALLIES
}
create
{
scriptName "fueldumphq_spawn4"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
origin "-10841 -2448 512"
spawnflags 2 // TEAM_ALLIES
}
create
{
scriptName "fueldumphq_spawn5"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
origin "11072 -2288 512"
spawnflags 2 // TEAM_ALLIES
}
create
{
scriptName "fueldumphq_spawn6"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
origin "-10995 -2288 512"
spawnflags 2 // TEAM_ALLIES
}
create
{
scriptName "fueldumphq_spawn7"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
origin "-10918 -2288 512"
spawnflags 2 // TEAM_ALLIES
}
create
{
scriptName "fueldumphq_spawn8"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
origin "-10841 -2288 512"
spawnflags 2 // TEAM_ALLIES
}
setstate ramp_toi invisible
setstate fdramp_materials invisible
setstate fdramp_flag invisible
setstate crateclip invisible
// Game rules
wm_axis_respawntime 30
wm_allied_respawntime 20
wm_number_of_objectives 7
// reyalp - timelimit for half map
// wm_set_round_timelimit 30
wm_set_round_timelimit 15
wm_set_main_objective 2 0
wm_set_main_objective 1 1
// reyalp - make the objectives list somewhat sane
// TODO we should make a new objdata and just get rid of the ones
// that don't make sense any more
// bridge
wm_objective_status 1 1 1
wm_objective_status 1 0 2
// tunnel door
wm_objective_status 2 1 1
wm_objective_status 2 0 2
// 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
// 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
// Accumulator to check win conditions
accum 1 set 0
// Setup the auto spawn points for the map
// reyalp
// wait 500
wait 150
// switch the spawns before anyone can spawn
alertentity t108 // Switch the tunnel spawns around
alertentity tunnel_wobj
// disable rear allied spawns completely
setstate alliedrearspawn invisible
setstate alliedstart_wobj invisible
// setautospawn "Allied Entrance Spawn" 1
// Always spawn as close to possible to the CP
setautospawn "Garage HQ" 1
// setautospawn "Tunnel Store Room" 0
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)
// CP speakers
disablespeaker axishq_sound
disablespeaker alliedhq_sound
}
//-----------------------------------------------------------------------
// Destroying the Axis Depot Gates.
//-----------------------------------------------------------------------
trigger objective3
{
wm_announce "Allied team has breached the Depot Gates!"
// reyalp - it blows itself up now
// setstate depotgate_toi invisible
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_gates_destroyed"
wm_addteamvoiceannounce 0 "fueldump_axis_fueldump_defend"
wm_addteamvoiceannounce 1 "fueldump_allies_fueldump_destroy"
wm_teamvoiceannounce 0 "fueldump_axis_gates_destroyed"
wm_teamvoiceannounce 0 "fueldump_axis_fueldump_defend"
// wm_teamvoiceannounce 1 "fueldump_allies_tank_reardepot"
wm_teamvoiceannounce 1 "fueldump_allies_gates_destroyed"
wm_teamvoiceannounce 1 "fueldump_allies_fueldump_destroy"
// wm_removeteamvoiceannounce 0 "fueldump_axis_gates_stop"
wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
// wm_removeteamvoiceannounce 1 "fueldump_allies_tank_depot"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Destroying the Axis Fueldump.
//-----------------------------------------------------------------------
trigger objective4
{
// Change the variable within the script so that we can check if someone wins the round
accum 1 set 1
// Big bang sequence of fueldump here
alertentity fueldump_explo1
alertentity fueldump_explo2
alertentity fueldump_explo3
setstate fueldump_ladder invisible
alertentity fueldump_rubble1
alertentity fueldump_rubble2
alertentity fueldump_rubble3
// Some kind of UI pop-up to alert players
wm_announce "Allied team has destroyed the Axis Fuel Dump!"
wm_objective_status 4 1 1
wm_objective_status 4 0 2
// wait 3000
// per mortis... remove sillywait
wait 100
// Call function to check if the round has been won
trigger game_manager checkgame
}
//-----------------------------------------------------------------------
// Escort the Tank to destroy the Side Wall to the rear of the Depot.
//-----------------------------------------------------------------------
trigger objective5
{
wm_announce "Allied team has breached the Depot Side Wall!"
// reyalp - it blows itself up now
// setstate depotsidewall_toi invisible
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "fueldump_axis_fueldump_defend"
wm_teamvoiceannounce 1 "fueldump_allies_wall_destroyed"
wm_teamvoiceannounce 1 "fueldump_allies_fueldump_destroy"
wm_removeteamvoiceannounce 1 "fueldump_allies_tank_reardepot"
// *---------------------------------------------------------------------------------*
setstate ramp_toi default
setstate fdramp_materials default
setstate fdramp_flag default
setstate crateclip default
}
trigger checkgame
{
accum 1 abort_if_not_equal 1
wm_setwinner 1
wait 1000
wm_endround
}
}
// reyalp - #944
// change the tank objective hints into dynamite TOIs
depotgate_toi
{
spawn
{
set
{
target "basedoor_solid"
spawnflags 17 // AXIS_OBJECTIVE(1) | CUSTOMIMAGE
// track "the ^1NEW^7 Fuel Depot Front Gates"
shortname "Depot Gate"
// need a better image
customaxisimage "gfx/limbo/cm_radar_maindoor"
}
}
}
depotsidewall_toi
{
spawn
{
set
{
target "basewall_solid"
spawnflags 17 // AXIS_OBJECTIVE(1) | CUSTOMIMAGE
// spawnflags 1 // AXIS_OBJECTIVE(1)
// track "the ^1NEW^7 Fuel Depot Side Wall"
shortname "Depot Side Wall"
// need a better image
customaxisimage "gfx/limbo/cm_radar_maindoor"
}
}
}
//bani
fueldumphq_obj
{
spawn
{
set
{
//these have to be set inside the spawn{} function, not create{}
description "Garage HQ"
message "Garage HQ"
}
wait 50
setstate fueldumphq_obj invisible
setstate fueldumphq_spawn invisible
}
trigger on
{
setstate fueldumphq_obj default
setstate fueldumphq_spawn default
}
trigger off
{
setstate fueldumphq_obj invisible
setstate fueldumphq_spawn invisible
}
}
// ============================================================================
// 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 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
setstate axishqstuff underconstruction
}
decayed final
{
trigger axis_radio_built_model hide
trigger axis_radio_closed show
setstate axishqstuff invisible
}
built final
{
trigger axis_radio_built_model show
trigger axis_radio_closed hide
trigger axis_radio_destroyed hide
trigger axis_radio_built_model enable_axis_features
enablespeaker axishq_sound
setstate axishqstuff default
}
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
{
//-----------------------------------------------------------------------
// Increase Axis charge times
//-----------------------------------------------------------------------
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
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_compost_constructed"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"
wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
// *---------------------------------------------------------------------------------*
wm_objective_status 6 0 1
wm_objective_status 6 1 2
wm_announce "Axis Command Post constructed. Charge speed increased!"
accum 0 bitset 0
}
trigger disable_axis_features
{
//-----------------------------------------------------------------------
// Decrease Axis charge times
//-----------------------------------------------------------------------
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
// *---------------------------------------------------------------------------------*
wm_announce "Allied team has destroyed the Axis Command Post!"
wm_objective_status 6 0 0
wm_objective_status 6 1 0
accum 0 bitreset 0
}
}
// ============================================================================
// Allied HQ bits and pieces
// ============================================================================
alliedhqradio_toi
{
//-----------------------------------------------------------------------
// Enable health/ammo cabinets, allied radio has been built
//-----------------------------------------------------------------------
trigger enable_hacabs
{
setstate tankbay_healthcabinet default
setstate tankbay_ammocabinet default
setstate tankbay_healthtrigger default
setstate tankbay_ammotrigger default
setstate tankbay_healthcabinet_dmg invisible
setstate tankbay_ammocabinet_dmg invisible
setstate tankbay_hacabinet_cm_marker default
setstate tankbay_hacabinet_toi default
}
//-----------------------------------------------------------------------
// Disable health/ammo cabinets, allied radio has been destroyed
//-----------------------------------------------------------------------
trigger disable_hacabs
{
setstate tankbay_healthcabinet invisible
setstate tankbay_ammocabinet invisible
setstate tankbay_healthtrigger invisible
setstate tankbay_ammotrigger invisible
setstate tankbay_healthcabinet_dmg default
setstate tankbay_ammocabinet_dmg default
setstate tankbay_hacabinet_cm_marker invisible
setstate tankbay_hacabinet_toi invisible
}
}
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
trigger alliedhqradio_toi disable_hacabs
}
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
//bani
trigger fueldumphq_obj on
}
death
{
trigger allied_radio_built_model hide
trigger allied_radio_destroyed show
trigger allied_radio_built_model disable_allied_features
disablespeaker alliedhq_sound
//bani
trigger fueldumphq_obj off
}
}
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
{
trigger alliedhqradio_toi enable_hacabs
//-----------------------------------------------------------------------
// Increase Allies charge times
//-----------------------------------------------------------------------
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
// *----------------------------------- 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
wm_announce "Allied Command Post constructed. Charge speed increased!"
accum 0 bitset 0
}
trigger disable_allied_features
{
trigger alliedhqradio_toi disable_hacabs
//-----------------------------------------------------------------------
// Decrease Allies charge times
//-----------------------------------------------------------------------
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus 1 0
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
// *---------------------------------------------------------------------------------*
wm_announce "Axis team has destroyed the Allied Command Post!"
wm_objective_status 7 0 0
wm_objective_status 7 1 0
accum 0 bitreset 0
}
}
// reyalp use LMS stuff to clean up the first half of the map
// ============================================================================
// OBJ stuff to remove from LMS mode
// ============================================================================
thebridge_lms
{
spawn
{
wait 100
// from objective script
setstate lms_hacabinet_cm_marker invisible
setstate lms_hacabinet_toi invisible
setstate lms_healthcabinet invisible
setstate lms_ammocabinet invisible
setstate lms_healthtrigger invisible
setstate lms_ammotrigger invisible
setstate lms_healthcabinet_clip invisible
setstate lms_ammocabinet_clip invisible
setstate lms_alliedstaircase invisible
// from LMS script
setstate thebridge_lms default
setstate tunneldoor_toi invisible
setstate hurt_tunnelgrateblast invisible
setstate hurt_cavedoorblast invisible
}
}
// ===========================================================================================
// 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
}
}
// ----------------------------------------------------------------------------
// 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
}
}
// ============================================================================
// The Fuel Dump
// ============================================================================
axisfueldump
{
spawn
{
wait 200
constructible_class 3
setstate fueldump_solid default
setstate fueldump_damaged invisible
setstate fueldump_smoke1 invisible
setstate fueldump_smoke2 invisible
setstate fueldump_smoke3 invisible
}
death
{
trigger game_manager objective4
setstate fueldump_smoke1 default
setstate fueldump_smoke2 default
setstate fueldump_smoke3 default
trigger hurt_fueldumpblast boom
setstate fueldump_solid invisible
setstate fueldump_damaged default
}
}
hurt_fueldumpblast
{
spawn
{
wait 200
setstate hurt_fueldumpblast invisible
}
trigger boom
{
setstate hurt_fueldumpblast default
wait 100
remove
}
}
// ============================================================================
// Fuel Dump Barricades
// ============================================================================
frontdump
{
spawn
{
wait 200
constructible_class 2
setstate frontdumpmaterials_stage1 default
setstate frontdumpmaterials_stage2 default
setstate frontdump1_trighurt invisible
setstate frontdump2_trighurt invisible
}
//-----------------------------------------------------------------------
// Stage 1 is BUILT
//-----------------------------------------------------------------------
built stage1
{
setstate frontdumpmaterials_stage1 invisible
setstate frontdump1_trighurt default
}
//-----------------------------------------------------------------------
// Stage 1 is DESTROYED
//-----------------------------------------------------------------------
death
{
setstate frontdumpmaterials_stage1 default
setstate frontdump1_trighurt invisible
// Some kind of UI pop-up to alert players
wm_announce "Allied team has destroyed the East Axis Base Fortification!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_destroyed"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Stage 2 is BUILT
//-----------------------------------------------------------------------
built final
{
setstate frontdumpmaterials_stage2 invisible
setstate frontdump2_trighurt default
// Some kind of UI pop-up to alert players
wm_announce "Axis team has constructed the East Axis Base Fortification!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_constructed"
wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Stage 2 is DESTROYED, go back to stage 1
//-----------------------------------------------------------------------
destroyed final
{
setstate frontdumpmaterials_stage2 default
setstate frontdump2_trighurt invisible
// Some kind of UI pop-up to alert players
wm_announce "Allied team has damaged the East Axis Base Fortification!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_breached"
wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroyed"
wm_removeteamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
// *---------------------------------------------------------------------------------*
}
}
reardump
{
spawn
{
wait 200
constructible_class 2
setstate reardumpmaterials_stage1 default
setstate reardumpmaterials_stage2 default
setstate backdump1_trighurt invisible
setstate backdump2_trighurt invisible
}
//-----------------------------------------------------------------------
// Stage 1 is BUILT
//-----------------------------------------------------------------------
built stage1
{
setstate reardumpmaterials_stage1 invisible
setstate backdump1_trighurt default
}
//-----------------------------------------------------------------------
// Stage 1 is DESTROYED
//-----------------------------------------------------------------------
death
{
setstate reardumpmaterials_stage1 default
setstate backdump1_trighurt invisible
// Some kind of UI pop-up to alert players
wm_announce "Allied team has destroyed the West Axis Base Fortification!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_destroyed"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Stage 2 is BUILT
//-----------------------------------------------------------------------
built final
{
setstate reardumpmaterials_stage2 invisible
setstate backdump2_trighurt default
// Some kind of UI pop-up to alert players
wm_announce "Axis team has constructed the West Axis Base Fortification!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_constructed"
wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Stage 2 is DESTROYED, go back to stage 1
//-----------------------------------------------------------------------
destroyed final
{
setstate reardumpmaterials_stage2 default
setstate backdump2_trighurt invisible
// Some kind of UI pop-up to alert players
wm_announce "Allied team has damaged the West Axis Base Fortification!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_breached"
wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroyed"
wm_removeteamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
// *---------------------------------------------------------------------------------*
}
}
// ============================================================================
// 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
// Some kind of UI pop-up to alert players
wm_announce "Allied team has constructed the Road MG Nest!"
}
decayed final
{
setstate alliedbarnmg42 invisible
setstate alliedbarnmg42materials default
}
death
{
setstate alliedbarnmg42 invisible
setstate alliedbarnmg42materials default
repairmg42 alliedbarnmg42
// Some kind of UI pop-up to alert players
wm_announce "Axis team has destroyed the Road MG Nest!"
}
}
// ============================================================================
// AXIS GUARD TOWER - on Allied side of the map
// ============================================================================
axistunneltower
{
spawn
{
wait 200
constructible_class 2
// reyalp kill silly warning
// setstate axistunneltower invisible
setstate axistunneltowermg42 invisible
setstate tunneltowermaterials default
}
buildstart final
{
setstate axistunneltower underconstruction
setstate axistunneltowermg42 underconstruction
}
built final
{
setstate axistunneltower default
setstate axistunneltowermg42 default
setstate tunneltowermaterials invisible
// Some kind of UI pop-up to alert players
wm_announce "Axis team has constructed the Tunnel MG!"
}
decayed final
{
setstate axistunneltower invisible
setstate axistunneltowermg42 invisible
setstate tunneltowermaterials default
}
death
{
trigger axistunneltowerblast boom
setstate axistunneltower invisible
setstate axistunneltowermg42 invisible
repairmg42 axistunneltowermg42
setstate tunneltowermaterials default
// Some kind of UI pop-up to alert players
wm_announce "Allied team has destroyed the Tunnel MG!"
}
}
// Trigger hurt brush around the tower to catch all people
// in the tower when it is destroyed.
axistunneltowerblast
{
spawn
{
wait 200
setstate axistunneltowerblast invisible
}
trigger boom
{
setstate axistunneltowerblast default
wait 500
setstate axistunneltowerblast invisible
}
}
// ============================================================================
// 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
// Some kind of UI pop-up to alert players
wm_announce "Allied team has constructed the Side MG Nest!"
}
decayed final
{
setstate alliedsidemg42_sandbags invisible
setstate alliedsidemg42_gun 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 MG Nest!"
}
}
// ============================================================================
// AXIS GUARD TOWER next to the tank bay
// - on Axis side of the map
// ============================================================================
axissidetower
{
spawn
{
wait 200
constructible_class 2
// reyalp kill silly warning
// setstate axissidetower invisible
setstate axissidetowermg42 invisible
setstate sidetowermaterials default
}
buildstart final
{
setstate axissidetower underconstruction
setstate axissidetowermg42 underconstruction
}
built final
{
setstate axissidetower default
setstate axissidetowermg42 default
setstate sidetowermaterials invisible
// Some kind of UI pop-up to alert players
wm_announce "Axis team has constructed the Side MG Nest!"
}
decayed final
{
setstate axissidetower invisible
setstate axissidetowermg42 invisible
}
death
{
trigger axissidetowerblast boom
setstate axissidetower 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 MG Nest!"
}
}
// Trigger hurt brush around the tower to catch all people
// in the tower when it is destroyed.
axissidetowerblast
{
spawn
{
wait 200
setstate axissidetowerblast invisible
}
trigger boom
{
setstate axissidetowerblast default
wait 500
setstate axissidetowerblast invisible
}
}
// ===========================================================================================
// Axis Base team door trigger
// for Allied engineers ONLY
// ===========================================================================================
axisbasedoor_trigger
{
// activate
// {
// Trigger klaxon sound for 10s
// alertentity axisbase_alert
// }
}
// ===========================================================================================
// 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
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
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
trigger tbdoor1_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 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
}
}
// ===========================================================================================
// Tank destruction entities
// ===========================================================================================
// ----------------------------------------------------------------------------
// Water grate entrance on Allied side of map
// ----------------------------------------------------------------------------
tunnelgrate_solid
{
spawn
{
wait 200
setstate tunnelgrate_solid default
setstate tunnelgrate_dmg invisible
}
trigger switch
{
// Some kind of UI pop-up to alert players
wm_announce "Allied team has breached the Tunnel Grate!"
alertentity tunnelgrate_explo
trigger hurt_tunnelgrateblast boom
setstate tunnelgrate_solid invisible
setstate tunnelgrate_dmg default
alertentity tunnelgrate_rubble1
}
}
hurt_tunnelgrateblast
{
spawn
{
wait 200
setstate hurt_tunnelgrateblast invisible
}
trigger boom
{
setstate hurt_tunnelgrateblast default
wait 100
remove
}
}
// ----------------------------------------------------------------------------
// Cave door on Allied side of map
// ----------------------------------------------------------------------------
cavedoor_solid
{
spawn
{
wait 200
setstate cavedoor_solid default
setstate cavedoor_dmg invisible
}
trigger switch
{
alertentity cavedoor_explo
trigger hurt_cavedoorblast boom
setstate cavedoor_solid invisible
setstate cavedoor_dmg default
alertentity cavedoor_rubble1
}
}
hurt_cavedoorblast
{
spawn
{
wait 200
setstate hurt_cavedoorblast invisible
}
trigger boom
{
setstate hurt_cavedoorblast default
wait 100
remove
}
}
// ----------------------------------------------------------------------------
// Front gate of axis complex
// ----------------------------------------------------------------------------
basedoor_solid
{
spawn
{
// reyalp turn off tank hint
set
{
spawnflags 5
}
wait 50
constructible_class 3
wait 150
setstate basedoor_solid default
setstate basedoor_dmg invisible
}
//reyalp
// trigger switch
death
{
alertentity basedoor_explo
trigger hurt_basedoorblast boom
// setstate basedoor_solid invisible
setstate basedoor_dmg default
alertentity basedoor_rubble1
trigger game_manager objective3
wm_objective_status 3 1 1
wm_objective_status 3 0 2
}
}
hurt_basedoorblast
{
spawn
{
wait 200
setstate hurt_basedoorblast invisible
}
trigger boom
{
setstate hurt_basedoorblast default
wait 100
remove
}
}
// ----------------------------------------------------------------------------
// Side wall of axis complex
// ----------------------------------------------------------------------------
basewall_solid
{
spawn
{
// reyalp turn off tank hint
set
{
spawnflags 5
}
wait 50
// reyalp dynable
constructible_class 3
wait 150
// wait 200
setstate basewall_solid default
setstate basewall_trighurt default
}
death
{
alertentity basewall_explo
trigger hurt_basewallblast boom
// setstate basewall_solid invisible
alertentity basewall_rubble1
setstate basewall_trighurt invisible
trigger game_manager objective5
wm_objective_status 5 1 1
wm_objective_status 5 0 2
}
}
hurt_basewallblast
{
spawn
{
wait 200
setstate hurt_basewallblast invisible
}
trigger boom
{
setstate hurt_basewallblast default
wait 100
remove
}
}
fdramp
{
spawn
{
wait 200
//faceangles 0 90 0 1
constructible_class 2
constructible_chargebarreq 2
constructible_constructxpbonus 20
trigger fdramp setup
}
trigger show_materials
{
setstate fdramp_materials default
setstate fdramp_flag default
setstate crateclip default
}
trigger hide_materials
{
setstate fdramp_materials invisible
setstate fdramp_flag invisible
setstate crateclip invisible
}
trigger show_fdramp
{
setstate fdramp default
setstate fdrampmodel default
setstate ramp default
}
trigger hide_fdramp
{
setstate fdramp invisible
setstate fdrampmodel invisible
setstate ramp invisible
}
trigger building_fdramp
{
setstate fdramp underconstruction
setstate fdrampmodel underconstruction
}
trigger setup
{
trigger self hide_fdramp
//trigger self show_materials
}
buildstart final
{
trigger self building_fdramp
trigger self show_materials
}
built final
{
trigger self show_fdramp
trigger self hide_materials
wm_announce "^4***ALLIES: ^3The Allied Fueldump Assault Ramp has been constructed!^7"
wm_announce "^1***AXIS: ^3 DESTROY IT!"
}
decayed final
{
trigger self hide_fdramp
trigger self show_materials
}
death
{
trigger self hide_fdramp
trigger self show_materials
wait 10
wm_announce "^1AXIS ^)have destroyed the Allied Fueldump Assault Ramp!^7"
}
}
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