About This File
This patch is to repair some errors and entity warnings this goes into server side map scripts to sync bba0-beta2.bsp
This also sync's the sounds to trigger properly for this patch here https://fearless-assassins.com/files/file/1861-bba0-beta2_patch-fixed-v2
All other changes not highlighted are related to the sound/scripts/bba0-beta2.sounds from changes made to import sounds for ctf_ sounds steals, dropped, returned, scored could not find leads or ties so the reason for leaving the scripting part is encase they get found for future reference.
//
// bba0 beta2 - Castle CTF
//
//
// map made for bba clan ( www.buffalobadass.com )
// raybanb@gmail.com
//
game_manager
{
spawn
{
wait 750 // need this wait, or a wait here.
//
//
wm_set_round_timelimit 25 // 25 minutes on the clock
wm_axis_respawntime 2 // 2 second respawns
wm_allied_respawntime 2 // for both teams
wm_number_of_objectives 6
wm_set_main_objective 1 0
wm_set_main_objective 2 1
// Objective overview status indicators
// wm_objective_status <objective> <team (0=Axis, 1=Allies)> <status (0=neutral 1=complete 2=failed)>
//
//
wm_objective_status 1 1 0 //capture the Allied Flag
wm_objective_status 1 0 0
wm_objective_status 2 1 0 //defend the Allied Flag
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_setwinner 0 // axis win for now.
alertentity allied_flag // reveal the flags to start with, setstate invisble and default
alertentity axis_flag // will work from here on.
accum 0 set 0 // who has captured more.... or not at all/even
accum 1 set 0 // allied flag captured counter.
accum 2 set 0 // axis flag captured counter.
accum 3 set 0 // this will control who has touched the flag last
accum 4 set 0 // for check lead
accum 5 set 0 // various registers...
// bits 0,1 for checking which team has announced leading..
accum 7 set 0 // for updates, 0 - tied game, 1 - axis lead, 2 - allies lead
remapshader "gfx/limbo/cm_flagallied.tga" "gfx/limbo/allied_spawn_rb.tga"
remapshader "gfx/limbo/cm_flagaxis.tga" "gfx/limbo/axis_spawn_rb.tga"
remapshader "gfx/hud/ic_stamina.tga" "gfx/2d/scoreboard/allies0.tga"
remapshader "gfx/hud/ic_health.tga" "gfx/2d/scoreboard/axis0.tga"
remapshaderflush
// the misc health and ammo powerups need to be started
alertentity hb1_trigger
alertentity hb2_trigger
alertentity hb3_trigger
alertentity hb4_trigger
alertentity hb5_trigger
alertentity hb6_trigger
alertentity ab2_trigger
alertentity ab4_trigger
alertentity ab5_trigger
alertentity ab6_trigger
setautospawn "Axis Base" 0
setautospawn "Allied Base" 1
//setstate whisper1 invisible <------ these are marked out because they are not found
//setstate whisper2 invisible <------ these are marked out because they are not found
disablespeaker allied_compost_sound // allies command post
disablespeaker axis_compost_sound // axis command post
enablespeaker allied_flag_sound
enablespeaker axis_flag_sound
wait 250
}
//- flag status and tie breaker ---------------------------------------
trigger allied_grab
{
accum 3 set 1
}
trigger axis_grab
{
accum 3 set 2
}
trigger allied_captd // update allied capturing flag...
{
accum 0 inc 1
accum 2 inc 1
accum 2 trigger_if_equal 9 game_manager allied_win
accum 2 trigger_if_equal 1 game_manager allies_score1
accum 2 trigger_if_equal 2 game_manager allies_score2
accum 2 trigger_if_equal 3 game_manager allies_score3
accum 2 trigger_if_equal 4 game_manager allies_score4
accum 2 trigger_if_equal 5 game_manager allies_score5
accum 2 trigger_if_equal 6 game_manager allies_score6
accum 2 trigger_if_equal 7 game_manager allies_score7
accum 2 trigger_if_equal 8 game_manager allies_score8
trigger game_manager check_lead_allied
trigger game_manager teams_tied
//wm_teamvoiceannounce 0 allies_score <------ these are marked out to stop double sounds playing
//wm_teamvoiceannounce 1 allies_score <------ these are marked out to stop double sounds playing
}
trigger axis_captd
{
accum 0 inc -1
accum 1 inc 1
accum 1 trigger_if_equal 9 game_manager axis_win
accum 1 trigger_if_equal 1 game_manager axis_score1
accum 1 trigger_if_equal 2 game_manager axis_score2
accum 1 trigger_if_equal 3 game_manager axis_score3
accum 1 trigger_if_equal 4 game_manager axis_score4
accum 1 trigger_if_equal 5 game_manager axis_score5
accum 1 trigger_if_equal 6 game_manager axis_score6
accum 1 trigger_if_equal 7 game_manager axis_score7
accum 1 trigger_if_equal 8 game_manager axis_score8
trigger game_manager check_lead_axis
trigger game_manager teams_tied
//wm_teamvoiceannounce 0 axis_score <------ these are marked out to stop double sounds playing
//wm_teamvoiceannounce 1 axis_score <------ these are marked out to stop double sounds playing
}
trigger parse_allied // see if the allied have captured more.
{
accum 0 abort_if_less_than 1 // allied captured more.
trigger game_manager allied_win
}
trigger parse_axis // see if the axis have captured more.
{
accum 0 abort_if_greater_than -1 // axis captured more.
trigger game_manager axis_win
}
trigger last_touch
{
accum 3 trigger_if_equal 1 game_manager allied_win
accum 3 trigger_if_equal 2 game_manager axis_win
}
trigger allied_win
{
resetscript
wm_objective_status 1 1 2
wm_objective_status 1 0 1
wm_objective_status 2 1 2
wm_objective_status 2 0 1
wm_announce "^4The Allies Win!"
wm_setwinner 1 // allied win.
remapshader "gfx/limbo/cm_flagallied.tga" "gfx/limbo/cm_flagallied.tga"
remapshader "gfx/limbo/cm_flagaxis.tga" "gfx/limbo/cm_flagaxis.tga"
remapshaderflush
wait 250
wm_endround // end game.
}
trigger axis_win
{
resetscript
wm_objective_status 1 1 1
wm_objective_status 1 0 2
wm_objective_status 2 1 1
wm_objective_status 2 0 2
wm_announce "^1The Axis Win!"
wm_setwinner 0 // axis win.
remapshader "gfx/limbo/cm_flagallied.tga" "gfx/limbo/cm_flagallied.tga"
remapshader "gfx/limbo/cm_flagaxis.tga" "gfx/limbo/cm_flagaxis.tga"
remapshaderflush
wait 250
wm_endround // end game.
}
trigger timelimit_hit // who has more captures or if they broke even
{
wm_setwinner -1
trigger game_manager parse_allied
trigger game_manager parse_axis
trigger game_manager last_touch
remapshader "gfx/limbo/cm_flagallied.tga" "gfx/limbo/cm_flagallied.tga"
remapshader "gfx/limbo/cm_flagaxis.tga" "gfx/limbo/cm_flagaxis.tga"
remapshaderflush
wait 250
wm_setwinner 0
wm_endround
}
trigger check_lead_allied // see if the allied are in the lead...
{
accum 0 abort_if_less_than 1 // have the allies captured more?
// yes.. so we check if we announced
accum 5 abort_if_bitset 1 // the allies lead already
accum 5 bitset 1 // we have not, so set the allied flag to leading and...
accum 5 bitreset 0 // set the axis flag to not leading..
resetscript
accum 7 set 2 // allies lead
alertentity print_allies_lead
//wm_teamvoiceannounce 0 allies_lead <------ these are marked out because they don't exist
//wm_teamvoiceannounce 1 allies_lead <------ these are marked out because they don't exist
}
trigger check_lead_axis // see if the axis are in the lead...
{
accum 0 abort_if_greater_than -1 // have the axis captured more?
// yes.. so we check if we announced
accum 5 abort_if_bitset 0 // the axis lead already
accum 5 bitset 0 // we have not, so set the axis flag to leading and...
accum 5 bitreset 1 // set the allied flag to not leading..
resetscript
accum 7 set 1 // axis lead
alertentity print_axis_lead
//wm_teamvoiceannounce 0 axis_lead <------ these are marked out because they don't exist
//wm_teamvoiceannounce 1 axis_lead <------ these are marked out because they don't exist
}
trigger teams_tied
{
accum 0 abort_if_not_equal 0
resetscript
accum 5 bitreset 0
accum 5 bitreset 1
accum 7 set 0 // teams tied
alertentity print_teams_tied
//wm_teamvoiceannounce 0 teams_are_tied <------ these are marked out because they don't exist
//wm_teamvoiceannounce 1 teams_are_tied <------ these are marked out because they don't exist
}
//- end flag status and tie breaker -----------------------------------
//- the crypt spawnpoints ---------------------------------------------
trigger eastcryptallied
{
// Allied takes control of west crypt
wm_announce "^4Allies capture the East Crypt Spawn!"
wm_objective_status 3 1 1
wm_objective_status 3 0 2
}
trigger eastcryptaxis
{
// Axis takes control of west crypt
wm_announce "^1Axis capture the East Crypt Spawn!"
wm_objective_status 3 1 2
wm_objective_status 3 0 1
}
trigger westcryptallied
{
// Allied takes control of west crypt
wm_announce "^4Allies capture the West Crypt Spawn!"
wm_objective_status 4 1 1
wm_objective_status 4 0 2
}
trigger westcryptaxis
{
// Axis takes control of west crypt
wm_announce "^1Axis capture the West Crypt Spawn!"
wm_objective_status 4 1 2
wm_objective_status 4 0 1
}
//- end crypt spawnpoints -----------------------------------------
// scoreboard remap shader stuff, just 7 per team for now.
trigger allies_score1
{
remapshader "gfx/hud/ic_stamina.tga" "gfx/2d/scoreboard/allies1.tga"
remapshaderflush
}
trigger allies_score2
{
remapshader "gfx/hud/ic_stamina.tga" "gfx/2d/scoreboard/allies2.tga"
remapshaderflush
}
trigger allies_score3
{
remapshader "gfx/hud/ic_stamina.tga" "gfx/2d/scoreboard/allies3.tga"
remapshaderflush
}
trigger allies_score4
{
remapshader "gfx/hud/ic_stamina.tga" "gfx/2d/scoreboard/allies4.tga"
remapshaderflush
}
trigger allies_score5
{
remapshader "gfx/hud/ic_stamina.tga" "gfx/2d/scoreboard/allies5.tga"
remapshaderflush
}
trigger allies_score6
{
remapshader "gfx/hud/ic_stamina.tga" "gfx/2d/scoreboard/allies6.tga"
remapshaderflush
}
trigger allies_score7
{
remapshader "gfx/hud/ic_stamina.tga" "gfx/2d/scoreboard/allies7.tga"
remapshaderflush
}
trigger allies_score8
{
remapshader "gfx/hud/ic_stamina.tga" "gfx/2d/scoreboard/allies8.tga"
remapshaderflush
}
trigger axis_score1
{
remapshader "gfx/hud/ic_health.tga" "gfx/2d/scoreboard/axis1.tga"
remapshaderflush
}
trigger axis_score2
{
remapshader "gfx/hud/ic_health.tga" "gfx/2d/scoreboard/axis2.tga"
remapshaderflush
}
trigger axis_score3
{
remapshader "gfx/hud/ic_health.tga" "gfx/2d/scoreboard/axis3.tga"
remapshaderflush
}
trigger axis_score4
{
remapshader "gfx/hud/ic_health.tga" "gfx/2d/scoreboard/axis4.tga"
remapshaderflush
}
trigger axis_score5
{
remapshader "gfx/hud/ic_health.tga" "gfx/2d/scoreboard/axis5.tga"
remapshaderflush
}
trigger axis_score6
{
remapshader "gfx/hud/ic_health.tga" "gfx/2d/scoreboard/axis6.tga"
remapshaderflush
}
trigger axis_score7
{
remapshader "gfx/hud/ic_health.tga" "gfx/2d/scoreboard/axis7.tga"
remapshaderflush
}
trigger axis_score8
{
remapshader "gfx/hud/ic_health.tga" "gfx/2d/scoreboard/axis8.tga"
remapshaderflush
}
}
// the following control's all the flag's
allied_flag
{
trigger stolen // a flag was taken by the axis horde....
{
setstate allied_flag invisible // hide the team_CTF_blueflag entity
setstate allied_cap_flag invisible // hide the allied trigger_flagonly_multiple in case the allied
setstate allied_flag_icon invisible // have the axis flag, they can't cap it.
trigger game_manager axis_grab
disablespeaker allied_flag_sound
//wait 2000
wm_teamvoiceannounce 0 flag_team_steals
wm_teamvoiceannounce 1 flag_enemy_steals
}
trigger returned // flag was dropped and timed out or an allied player touched it....
{
setstate allied_flag default // axis lost the flag, so setstate the team_CTF_blueflag and
setstate allied_cap_flag default // their trigger_flagonly_multiple back.
setstate allied_flag_icon default
enablespeaker allied_flag_sound
wm_teamvoiceannounce 0 flag_allied_returned
wm_teamvoiceannounce 1 flag_allied_returned
}
trigger dropped
{
wm_teamvoiceannounce 0 ctf_blueflagdropped
wm_teamvoiceannounce 1 ctf_blueflagdropped
wm_announce "^4Blue flag dropped!"
}
}
allied_kill_flag // this gets called when someone takes the flag where they shouldnt...
{
death
{
setstate allied_flag default // flag comes back minus 1 count,
setstate allied_cap_flag default // trigger_flagonly_multiple back also.
setstate allied_flag_icon default // we don't count scores here, since the
// flag was not cap'd.
wm_announce "^7The Enemy Flag cannot be carried into Secret Places! - ^4Allied Flag Returned!"
wm_teamvoiceannounce 0 flag_allied_returned
wm_teamvoiceannounce 1 flag_allied_returned
}
}
axis_flag
{
trigger stolen
{
setstate axis_flag invisible
setstate axis_cap_flag invisible
setstate axis_flag_icon invisible
trigger game_manager allied_grab
disablespeaker axis_flag_sound
wait 2000
wm_teamvoiceannounce 0 flag_enemy_steals
wm_teamvoiceannounce 1 flag_team_steals
}
trigger returned
{
setstate axis_flag default
setstate axis_cap_flag default
setstate axis_flag_icon default
enablespeaker axis_flag_sound
wm_teamvoiceannounce 0 flag_axis_returned
wm_teamvoiceannounce 1 flag_axis_returned
}
trigger dropped
{
wm_teamvoiceannounce 0 ctf_redflagdropped
wm_teamvoiceannounce 1 ctf_redflagdropped
wm_announce "^1Red flag dropped!"
}
}
axis_kill_flag //
{
death
{
setstate axis_flag default // flag comes back minus 1 count,
setstate axis_cap_flag default // trigger_flagonly_multiple back also.
setstate axis_flag_icon default // we don't count scores here, since the
// flag was not cap'd.
wm_announce "^7The Enemy Flag cannot be carried into Secret Places! - ^1Axis Flag Returned!"
wm_teamvoiceannounce 0 flag_axis_returned
wm_teamvoiceannounce 1 flag_axis_returned
}
}
allied_cap_flag // allied have transported the axis flag back to their flagpole.
{
death
{
setstate axis_flag default // flag comes back minus 1 count,
setstate axis_cap_flag default // trigger_flagonly_multiple back also.
setstate axis_flag_icon default
enablespeaker axis_flag_sound
wm_announce "^4the Allies have a Flag!!!"
trigger game_manager allied_captd // go update the allied flag captured counter.
wm_teamvoiceannounce 0 allies_score
wm_teamvoiceannounce 1 allies_score
}
}
axis_cap_flag // axis have transported the allied flag back to their flagpole.
{
death
{
setstate allied_flag default
setstate allied_cap_flag default
setstate allied_flag_icon default
enablespeaker allied_flag_sound
wm_announce "^1the Axis have Captured a Flag!!!"
trigger game_manager axis_captd // go update the axis flag captured counter.
wm_teamvoiceannounce 1 axis_score
wm_teamvoiceannounce 0 axis_score
}
}
// end ctf control
//----------------------------------------------------------------------------------
// ================================================
// =============== COMMAND POSTS ==================
// ================================================
// taken from oasis
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 allied_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 allied_compost_sound
}
}
allied_radio_built_model
{
spawn
{
wait 400
accum 0 set 0
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 0.50
setchargetimefactor 1 lieutenant 0.50
setchargetimefactor 1 medic 0.50
setchargetimefactor 1 engineer 0.50
setchargetimefactor 1 covertops 0.50
sethqstatus 1 1
wm_announce "^4Allies 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 6 1 1
wm_objective_status 6 0 2
accum 0 inc 1
accum 0 trigger_if_equal 3 allied_radio_built_model whisper
}
trigger disable_allied_features
{
// Some kind of UI pop-up to alert players
wm_announce "^1Axis team has destroyed the Allied Command Post!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
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 6 1 0
wm_objective_status 6 0 0
}
trigger whisper
{
setstate whisper2 default
wait 10000
wm_announce "^4BBA ^7Castle CTF Notice - ^3i hear voices around the lava pit..."
}
}
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
accum 0 set 0
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 0.50
setchargetimefactor 0 lieutenant 0.50
setchargetimefactor 0 medic 0.50
setchargetimefactor 0 engineer 0.50
setchargetimefactor 0 covertops 0.50
sethqstatus 0 1
wm_announce "^1Axis 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 5 1 2
wm_objective_status 5 0 1
accum 0 inc 1
accum 0 trigger_if_equal 3 axis_radio_built_model whisper
}
trigger disable_axis_features
{
// Some kind of UI pop-up to alert players
wm_announce "^4Allied 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 5 1 0
wm_objective_status 5 0 0
}
trigger whisper
{
setstate whisper1 default
wait 10000
wm_announce "^4BBA ^7Castle CTF Notice - ^3i hear voices in the north gear room..."
}
}
// end command post stuff
///////////////////////////////////////////////////////
// crypt spawnpoints
east_crypt
{
spawn
{
wait 200
setstate east_crypt_wobj invisible
accum 0 set 0
}
trigger axis_capture
{
trigger game_manager eastcryptaxis
trigger east_crypt setaxis
}
trigger allied_capture
{
trigger game_manager eastcryptallied
trigger east_crypt setallies
}
trigger setaxis
{
setstate east_crypt_wobj default
accum 0 abort_if_equal 0
accum 0 set 0
alertentity east_crypt_wobj
}
trigger setallies
{
setstate east_crypt_wobj default
accum 0 abort_if_equal 1
accum 0 set 1
alertentity east_crypt_wobj
}
}
west_crypt
{
spawn
{
wait 200
setstate west_crypt_wobj invisible
accum 0 set 0
}
trigger axis_capture
{
trigger game_manager westcryptaxis
trigger west_crypt setaxis
}
trigger allied_capture
{
trigger game_manager westcryptallied
trigger west_crypt setallies
}
trigger setaxis
{
setstate west_crypt_wobj default
accum 0 abort_if_equal 0
accum 0 set 0
alertentity west_crypt_wobj
}
trigger setallies
{
setstate west_crypt_wobj default
accum 0 abort_if_equal 1
accum 0 set 1
alertentity west_crypt_wobj
}
}
// end crypt spawnpoints
// the bunker doors on the lowest level
al_east_bdoor
{
spawn
{
}
trigger destroyed
{
remove
}
}
al_west_bdoor
{
spawn
{
}
trigger destroyed
{
remove
}
}
ax_east_bdoor
{
spawn
{
}
trigger destroyed
{
remove
}
}
ax_west_bdoor
{
spawn
{
}
trigger destroyed
{
remove
}
}
al_east_bgate
{
spawn
{
wait 50
constructible_class 3
}
death
{
wm_announce "Allied East Bunker door Destoyed!"
trigger al_east_bdoor destroyed
}
}
al_west_bgate
{
spawn
{
wait 50
constructible_class 3
}
death
{
wm_announce "Allied West Bunker door Destoyed!"
trigger al_west_bdoor destroyed
}
}
ax_east_bgate
{
spawn
{
wait 50
constructible_class 3
}
death
{
wm_announce "Axis East Bunker door Destoyed!"
trigger ax_east_bdoor destroyed
}
}
ax_west_bgate
{
spawn
{
wait 50
constructible_class 3
}
death
{
wm_announce "Axis West Bunker door Destoyed!"
trigger ax_west_bdoor destroyed
}
}
// the powerups scattered here and there...
hb1_bbr
{
spawn
{
wait 25
setrotation 0 125 0
}
trigger activate
{
setstate hb1_bbr invisible
wait 30000
setstate hb1_bbr default
alertentity hb1_trigger
}
}
hb2_bbr
{
spawn
{
wait 25
setrotation 0 125 0
}
trigger activate
{
setstate hb2_bbr invisible
wait 30000
setstate hb2_bbr default
alertentity hb2_trigger
}
}
hb3_bbr
{
spawn
{
wait 25
setrotation 0 125 0
}
trigger activate
{
setstate hb3_bbr invisible
wait 30000
setstate hb3_bbr default
alertentity hb3_trigger
}
}
ab2_bbr
{
spawn
{
wait 25
setrotation 0 125 0
}
trigger activate
{
setstate ab2_bbr invisible
wait 30000
setstate ab2_bbr default
alertentity ab2_trigger
}
}
hb4_bbr
{
spawn
{
wait 25
setrotation 0 125 0
}
trigger activate
{
setstate hb4_bbr invisible
wait 30000
setstate hb4_bbr default
alertentity hb4_trigger
}
}
hb5_bbr
{
spawn
{
wait 25
setrotation 0 125 0
}
trigger activate
{
setstate hb5_bbr invisible
wait 30000
setstate hb5_bbr default
alertentity hb5_trigger
}
}
hb6_bbr
{
spawn
{
wait 25
setrotation 0 125 0
}
trigger activate
{
setstate hb6_bbr invisible
wait 30000
setstate hb6_bbr default
alertentity hb6_trigger
}
}
ab4_bbr
{
spawn
{
wait 25
setrotation 0 125 0
}
trigger activate
{
setstate ab4_bbr invisible
wait 30000
setstate ab4_bbr default
alertentity ab4_trigger
}
}
ab5_bbr
{
spawn
{
wait 25
setrotation 0 125 0
}
trigger activate
{
setstate ab5_bbr invisible
wait 30000
setstate ab5_bbr default
alertentity ab5_trigger
}
}
ab6_bbr
{
spawn
{
wait 25
setrotation 0 125 0
}
trigger activate
{
setstate ab6_bbr invisible
wait 30000
setstate ab6_bbr default
alertentity ab6_trigger
}
}
// gear rooms
al_shaft1
{
spawn
{
wait 50
setrotation 0 50 0
}
}
al_shaft1_gear1
{
spawn
{
wait 50
setrotation 0 50 0
}
}
al_shaft1_gear2
{
spawn
{
wait 50
setrotation 0 50 0
}
}
al_shaft1_gear3
{
spawn
{
wait 50
setrotation 0 50 0
}
}
al_wall_shaft2
{
spawn
{
wait 50
setrotation 50 0 0
}
}
al_wall_shaft2_gear
{
spawn
{
wait 50
setrotation 0 0 50
}
}
al_floor_gear1_clip
{
spawn
{
wait 50
setrotation 0 0 -50
}
}
al_floor_gear1
{
spawn
{
wait 50
setrotation 0 0 -50
}
}
////////////////////////
ax_shaft1
{
spawn
{
wait 50
setrotation 0 50 0
}
}
ax_shaft1_gear1
{
spawn
{
wait 50
setrotation 0 50 0
}
}
ax_shaft1_gear2
{
spawn
{
wait 50
setrotation 0 50 0
}
}
ax_shaft1_gear3
{
spawn
{
wait 50
setrotation 0 50 0
}
}
ax_wall_shaft2
{
spawn
{
wait 50
setrotation -50 0 0
}
}
ax_wall_shaft2_gear
{
spawn
{
wait 50
setrotation 0 0 -50
}
}
ax_floor_gear1_clip
{
spawn
{
wait 50
setrotation 0 0 50
}
}
ax_floor_gear1
{
spawn
{
wait 50
setrotation 0 0 50
}
}
gfc_control
{
spawn
{
}
activate
{
trigger gfc reveal
}
}
gfc
{
spawn
{
wait 50
startanimation 0 1 8 nolerp norandom
}
trigger reveal
{
startanimation 1 13 8 nolerp norandom
playsound sound/effects/moanlaugh2.wav volume 128 looping
wait 20000
startanimation 0 1 8 nolerp norandom
stopsound
}
}
sec_door1_control
{
activate
{
trigger sec_door1 reveal
}
}
sec_door1
{
spawn
{
}
trigger reveal
{
stopsound
playsound sound/movers/rayban/pt1slow_start.wav
gotomarker sec_door1_open 140
wait 1500
stopsound
playsound sound/movers/rayban/pt1slow_end.wav
wait 5000
stopsound
playsound sound/movers/rayban/pt1slow_start.wav
gotomarker sec_door1_close 140
wait 1500
stopsound
playsound sound/movers/rayban/pt1slow_end.wav
}
}
sec_door2_control
{
activate
{
trigger sec_door2 reveal
}
}
sec_door2
{
spawn
{
}
trigger reveal
{
stopsound
playsound sound/movers/rayban/pt1slow_start.wav
gotomarker sec_door2_open 140
wait 1500
stopsound
playsound sound/movers/rayban/pt1slow_end.wav
wait 5000
stopsound
playsound sound/movers/rayban/pt1slow_start.wav
gotomarker sec_door2_close 140
wait 1500
stopsound
playsound sound/movers/rayban/pt1slow_end.wav
}
}