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bba0-beta2.script

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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.

Spoiler

//
// 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
    }
}

 


 

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