game_manager { spawn { // 26 DM spawns create { scriptName "dmspawn1" classname "team_CTF_greenspawn" targetname "dmspawn1" origin "-2380 -790 120" spawnflags 2 angle 150 } create { scriptName "dmspawn2" classname "team_CTF_greenspawn" targetname "dmspawn2" origin "-2651 -1323 104" spawnflags 2 angle -25 } create { scriptName "dmspawn3" classname "team_CTF_greenspawn" targetname "dmspawn3" origin "-2278 -763 110" spawnflags 2 angle -45 } create { scriptName "dmspawn4" classname "team_CTF_greenspawn" targetname "dmspawn4" origin "-1819 -1255 106" spawnflags 2 angle -30 } create { scriptName "dmspawn5" classname "team_CTF_greenspawn" targetname "dmspawn5" origin "-2444 -1935 104" spawnflags 2 angle -45 } create { scriptName "dmspawn6" classname "team_CTF_greenspawn" targetname "dmspawn6" origin "-544 -1182 112" spawnflags 2 angle 140 } create { scriptName "dmspawn7" classname "team_CTF_greenspawn" targetname "dmspawn7" origin "-986 -545 115" spawnflags 2 angle 80 } create { scriptName "dmspawn8" classname "team_CTF_greenspawn" targetname "dmspawn8" origin "-1651 347 120" spawnflags 2 angle -161 } create { scriptName "dmspawn9" classname "team_CTF_greenspawn" targetname "dmspawn9" origin "-1592 709 280" spawnflags 2 angle -130 } create { scriptName "dmspawn10" classname "team_CTF_greenspawn" targetname "dmspawn10" origin "-1833 983 280" spawnflags 2 angle -140 } create { scriptName "dmspawn11" classname "team_CTF_greenspawn" targetname "dmspawn11" origin "-3285 723 104" spawnflags 2 angle -45 } create { scriptName "dmspawn12" classname "team_CTF_greenspawn" targetname "dmspawn12" origin "-3325 1215 136" spawnflags 2 angle 115 } create { scriptName "dmspawn13" classname "team_CTF_greenspawn" targetname "dmspawn13" origin "-2583 1719 136" spawnflags 2 angle 135 } create { scriptName "dmspawn14" classname "team_CTF_greenspawn" targetname "dmspawn14" origin "-1055 2085 456" spawnflags 2 angle -90 } create { scriptName "dmspawn15" classname "team_CTF_greenspawn" targetname "dmspawn15" origin "-385 1609 112" spawnflags 2 angle 150 } create { scriptName "dmspawn16" classname "team_CTF_greenspawn" targetname "dmspawn16" origin "1475 -1052 256" spawnflags 2 angle 60 } create { scriptName "dmspawn17" classname "team_CTF_greenspawn" targetname "dmspawn17" origin "1370 -1177 104" spawnflags 2 angle 130 } create { scriptName "dmspawn18" classname "team_CTF_greenspawn" targetname "dmspawn18" origin "656 -397 136" spawnflags 2 angle -130 } create { scriptName "dmspawn19" classname "team_CTF_greenspawn" targetname "dmspawn19" origin "-446 -1154 296" spawnflags 2 angle 45 } create { scriptName "dmspawn20" classname "team_CTF_greenspawn" targetname "dmspawn20" origin "-450 -753 136" spawnflags 2 angle -45 } create { scriptName "dmspawn21" classname "team_CTF_greenspawn" targetname "dmspawn21" origin "1546 -52 104" spawnflags 2 angle -150 } create { scriptName "dmspawn22" classname "team_CTF_greenspawn" targetname "dmspawn22" origin "2463 1148 104" spawnflags 2 angle -125 } create { scriptName "dmspawn23" classname "team_CTF_greenspawn" targetname "dmspawn23" origin "2617 30 104" spawnflags 2 angle -130 } create { scriptName "dmspawn24" classname "team_CTF_greenspawn" targetname "dmspawn24" origin "1869 775 288" spawnflags 2 angle 85 } create { scriptName "dmspawn25" classname "team_CTF_greenspawn" targetname "dmspawn25" origin "2115 2037 288" spawnflags 2 angle 90 } create { scriptName "dmspawn26" classname "team_CTF_greenspawn" targetname "dmspawn26" origin "1579 2971 120" spawnflags 2 angle -130 } create { scriptName "dmspawn27" classname "team_CTF_greenspawn" targetname "dmspawn27" origin "1610 1024 64" spawnflags 2 angle 0 } create { scriptName "dmspawn28" classname "team_CTF_greenspawn" targetname "dmspawn28" origin "952 2773 64" spawnflags 2 angle -125 } create { scriptName "dmspawn29" classname "team_CTF_greenspawn" targetname "dmspawn29" origin "126 2593 128" spawnflags 2 angle -45 } create { scriptName "dmspawn30" classname "team_CTF_greenspawn" targetname "dmspawn30" origin "128 1525 113" spawnflags 2 angle 90 } create { scriptName "dmspawn31" classname "team_CTF_greenspawn" targetname "dmspawn31" origin "352 1625 112" spawnflags 2 angle -90 } create { scriptName "dmspawn32" classname "team_CTF_greenspawn" targetname "dmspawn32" origin "-670 1502 288" spawnflags 2 angle -45 } create { scriptName "dmspawn33" classname "team_CTF_greenspawn" targetname "dmspawn33" origin "1079 174 168" spawnflags 2 angle 10 } create { scriptName "dmspawn34" classname "team_CTF_greenspawn" targetname "dmspawn34" origin "92 420 101" spawnflags 2 angle -45 } // 34 DM spawns // Game rules wm_axis_respawntime 5 wm_allied_respawntime 5 wm_number_of_objectives 1 wm_set_round_timelimit 5 //mapscript by Dersaidin // Cap obj accum 1 set 0 //Blow door globalaccum 2 set 0 //Flag, 0 is axis globalaccum 3 set 0 //CP build once globalaccum 4 set 0 //Sidedoor destroyed globalaccum 5 set 0 //Allied CP _IS_ built globalaccum 6 set 0 //Truck is built globalaccum 7 set 0 wait 500 } trigger startvos { // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "radar_axis_entrances_defend" //wm_addteamvoiceannounce 0 "radar_axis_bunker_stop" wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "radar_allies_entrances_destroy" //wm_addteamvoiceannounce 1 "radar_allies_bunker_capture" wm_teamvoiceannounce 0 "radar_axis_entrances_defend" //wm_teamvoiceannounce 0 "radar_axis_bunker_stop" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 1 "radar_allies_entrances_destroy" //wm_teamvoiceannounce 1 "radar_allies_bunker_capture" // *---------------------------------------------------------------------------------* } trigger cap_truck { //objective set to complete wm_objective_status 1 1 1 wm_objective_status 1 0 2 //check set to true accum 1 set 1 wm_announce "Allied team has escaped" trigger game_manager checkgame } trigger checkgame { accum 1 abort_if_not_equal 1 wm_setwinner 1 wm_endround } } /////////////////////////////////////////////// // // // SPAWNS & CP // // // /////////////////////////////////////////////// // ================================================ neutral_cp_toi { trigger show_neutral_cabinet // Show Neutral Closed CP { setstate neutral_cp_closed default setstate neutral_cp_closed_model default } trigger hide_neutral_cabinet // Hide Neutral Closed CP { setstate neutral_cp_closed invisible setstate neutral_cp_closed_model invisible } } // ================================================ allied_cp_open { spawn { wait 100 constructible_class 2 // Dyno+Satchel trigger self disable_cp_features // Default charge bar times } trigger disable_cp_features { setstate allied_cp_open_model invisible // Hide Open CP model setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 sethqstatus 1 0 // Landmines team warning message disablespeaker allied_cp_sound // Disable morse code sound } trigger enable_cp_features { setstate allied_cp_open_model default // Show open CP model 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 globalaccum 6 set 1 wm_objective_status 4 0 2 wm_objective_status 4 1 1 // ENABLE NEW SPAWN trigger allied2spawn_wobj on sethqstatus 1 1 // Landmines team warning message enablespeaker allied_cp_sound // Enable morse code sound // If first time, then set new spawn as default accum 3 abort_if_equal 1 accum 3 set 1 setautospawn "CP Spawn" 1 // Set Allies to forward spawn } buildstart final { trigger neutral_cp_toi hide_neutral_cabinet // Hide Neutral CP model+clip brush } built final { trigger self enable_cp_features // Increase charge bar times wm_announce "Allied Command Post constructed. Charge speed increased!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies" wm_teamvoiceannounce 1 "allies_hq_compost_constructed" wm_removeteamvoiceannounce 1 "allies_hq_compost_construct" // *----------------------------------- vo ------------------------------------------* } decayed final { setstate allied_cp_open_model invisible // Hide Open CP model trigger neutral_cp_toi show_neutral_cabinet // Show Neutral CP model+clip brush } death { globalaccum 6 set 0 wm_objective_status 4 0 0 wm_objective_status 4 1 0 //DISABLE NEW SPAWN trigger allied2spawn_wobj off trigger neutral_cp_toi show_neutral_cabinet // Show Neutral CP model+clip brush trigger self disable_cp_features // Default charge bar times wm_announce "Axis team has destroyed the Allied Command Post!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 1 "allies_hq_compost_damaged" // *----------------------------------- vo ------------------------------------------* } } // ================================================ axis_cp_open { spawn { wait 100 constructible_class 2 // Dyno+Satchel trigger self disable_cp_features // Default charge bar times } trigger disable_cp_features { setstate axis_cp_open_model invisible // Hide Open CP model setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 sethqstatus 0 0 // Landmines team warning message disablespeaker axis_cp_sound // Disable morse code sound } trigger enable_cp_features { setstate axis_cp_open_model default // Show open CP model 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 // Landmines team warning message enablespeaker axis_cp_sound // Enable morse code sound } buildstart final { trigger neutral_cp_toi hide_neutral_cabinet // Hide Neutral CP model+clip brush } built final { trigger self enable_cp_features // Increase charge bar times wm_announce "Axis Command Post constructed. Charge speed increased!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_compost_constructed" wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis" wm_removeteamvoiceannounce 0 "axis_hq_compost_construct" // *----------------------------------- vo ------------------------------------------* } decayed final { setstate axis_cp_open_model invisible // Hide Open CP model trigger neutral_cp_toi show_neutral_cabinet // Show Neutral CP model+clip brush } death { trigger neutral_cp_toi show_neutral_cabinet // Show Neutral CP model+clip brush trigger self disable_cp_features // Default charge bar times wm_announce "Allied team has destroyed the Axis Command Post!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 0 "axis_hq_compost_damaged" wm_teamvoiceannounce 1 "allies_hq_compost_construct" // *----------------------------------- vo ------------------------------------------* } } //=============================== spawns allied1spawn_spawns { spawn { wait 50 remove } } allied1spawn_wobj { spawn { wait 200 remove } trigger off { setstate allied1spawn_wobj invisible alertentity allied1spawn_spawns setstate allied1spawn_spawns invisible } trigger on { setstate allied1spawn_wobj default alertentity allied1spawn_spawns setstate allied1spawn_spawns default } trigger allied_capture { // } trigger axis_capture { // } } allied2spawn_spawns { spawn { wait 50 setstate allied2spawn_spawns invisible remove } } allied2spawn_wobj { spawn { wait 200 setstate allied2spawn_wobj invisible remove } trigger off { setstate allied2spawn_wobj invisible setstate allied2spawn_spawns invisible alertentity allied2spawn_spawns } trigger on { setstate allied2spawn_wobj default setstate allied2spawn_spawns default alertentity allied2spawn_spawns setautospawn "CP Spawn" 1 } trigger allied_capture { // } trigger axis_capture { // } } allied3spawn_spawns { spawn { wait 50 setstate allied3spawn_spawns invisible remove } } allied3spawn_wobj { spawn { wait 200 setstate allied3spawn_wobj invisible remove } trigger off { setstate allied3spawn_wobj invisible setstate allied3spawn_spawns invisible alertentity allied3spawn_spawns } trigger on { setstate allied3spawn_wobj default setstate allied3spawn_spawns default alertentity allied3spawn_spawns // abort if cp already been done. globalaccum 6 abort_if_equal 1 setautospawn "Allied flag spawn" 1 } trigger allied_capture { // } trigger axis_capture { // } } axis1spawn_spawns { spawn { wait 50 remove } } axis1spawn_wobj { spawn { wait 200 remove } trigger off { setstate axis1spawn_wobj invisible setstate axis1spawn_spawns invisible alertentity axis1spawn_spawns } trigger on { setstate axis1spawn_wobj default setstate axis1spawn_spawns default alertentity axis1spawn_spawns } trigger allied_capture { // } trigger axis_capture { // } } axis2spawn_spawns { spawn { wait 50 remove } } axis2spawn_wobj { spawn { wait 200 remove } trigger off { setstate axis2spawn_wobj invisible setstate axis2spawn_spawns invisible alertentity axis2spawn_spawns } trigger on { setstate axis2spawn_wobj default setstate axis2spawn_spawns default alertentity axis2spawn_spawns } trigger allied_capture { // } trigger axis_capture { // } } flag1_flag { spawn { wait 50 globalaccum 3 set 0 remove } trigger allied_capture { globalaccum 3 abort_if_equal 1 globalaccum 3 set 1 trigger axis1spawn_wobj off trigger allied3spawn_wobj on wm_announce "The Allies have captured the forward bunker!" wm_objective_status 3 1 1 wm_objective_status 3 0 0 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_bunker_captured" wm_teamvoiceannounce 1 "radar_allies_bunker_captured" wm_removeteamvoiceannounce 0 "radar_axis_bunker_stop" wm_removeteamvoiceannounce 1 "radar_allies_bunker_capture" // *---------------------------------------------------------------------------------* // abort if CP is done globalaccum 6 abort_if_equal 1 setautospawn "Allied flag spawn" 1 } trigger axis_capture { globalaccum 3 abort_if_equal 0 globalaccum 3 set 0 trigger axis1spawn_wobj on trigger allied3spawn_wobj off wm_announce "The Axis have reclaimed the forward bunker!" wm_objective_status 3 1 0 wm_objective_status 3 0 1 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "radar_axis_bunker_stop" wm_addteamvoiceannounce 1 "radar_allies_bunker_capture" wm_teamvoiceannounce 0 "radar_axis_bunker_reclaimed" wm_teamvoiceannounce 1 "radar_allies_bunker_reclaimed" // *---------------------------------------------------------------------------------* } trigger force_allied { setstate flag1_flag invisible globalaccum 3 abort_if_equal 1 globalaccum 3 set 1 trigger axis1spawn_wobj off trigger allied3spawn_wobj on wm_announce "The Allies have secured the forward bunker!" wm_objective_status 3 1 1 wm_objective_status 3 0 2 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_bunker_captured" wm_teamvoiceannounce 1 "radar_allies_bunker_captured" wm_removeteamvoiceannounce 0 "radar_axis_bunker_stop" wm_removeteamvoiceannounce 1 "radar_allies_bunker_capture" // *---------------------------------------------------------------------------------* // abort if CP is done globalaccum 6 abort_if_equal 1 setautospawn "Allied flag spawn" 1 } } /////////////////////////////////////////////// // // // OTHER OBJECTIVES // // // /////////////////////////////////////////////// maingate { spawn { wait 50 constructible_class 3 remove } death { wm_announce "The main gate has been destroyed!" wm_objective_status 2 1 1 wm_objective_status 2 0 2 globalaccum 2 set 1 trigger flag1_flag force_allied trigger mtd_sm do_open // *----------------------------------- vo ------------------------------------------* //wm_addteamvoiceannounce 0 "radar_axis_radars_defend" //wm_addteamvoiceannounce 1 "radar_allies_radars_steal" wm_teamvoiceannounce 0 "radar_axis_entrance1_destroyed" //wm_teamvoiceannounce 0 "radar_axis_radars_defend" wm_teamvoiceannounce 1 "radar_allies_entrance1_destroyed" //wm_teamvoiceannounce 1 "radar_allies_radars_steal" //wm_teamvoiceannounce 1 "allies_hq_objective_destroyed" wm_removeteamvoiceannounce 0 "radar_axis_entrances_defend" wm_removeteamvoiceannounce 1 "radar_allies_entrances_destroy" // "Construct the command post!" voice over, unless its already been done. globalaccum 6 abort_if_equal 1 wm_teamvoiceannounce 1 "allies_hq_compost_construct" // *---------------------------------------------------------------------------------* } } mtd_td { spawn { wait 50 setstate mtd_td default setstate mtd_sm invisible remove } trigger do_hide { setstate mtd_td invisible } } mtd_sm { spawn { wait 50 setstate mtd_sm invisible remove } trigger do_open { setstate mtd_sm default trigger mtd_td do_hide wait 100 faceangles 0 -90 0 1500 } } sidedoor { spawn { wait 50 constructible_class 2 remove } death { wait 100 wm_announce "The side door has been destroyed!" trigger sidedoor_toi do_hide //Sidedoor wm_objective_status 5 1 1 wm_objective_status 5 0 2 } } sidedoor_toi { spawn { wait 50 remove } trigger do_hide { setstate sidedoor_toi invisible setstate sidedoor_cmm invisible } } //////////////////////////////////////////////////// //================================================= //////////////////////////////////////////////////// keycard_CMM { spawn { wait 500 remove } } keycard_cap { spawn { wait 500 remove } death { wm_announce "The Allies have captured the keycard. The generator has been started!" //open doors //generator effects trigger keycard_capmodel_red hide trigger keycard_capmodel show trigger gen_pistons turnon trigger gen_speaker turnon trigger gen_speaker2 turnon //Generator wm_objective_status 5 1 1 wm_objective_status 5 0 2 trigger rollerdoor1 do_up trigger rollerdoor2 do_up trigger rollerdoor3 do_up trigger rollerdoor4 do_up //let truck get stolen now wait 1500 trigger truck add_goldbar } } keycard_capmodel_red { spawn { wait 100 trigger self show trigger keycard_capmodel_red show } trigger show { setstate keycard_capmodel_red default } trigger hide { setstate keycard_capmodel_red invisible } } keycard_capmodel { spawn { wait 100 trigger self hide remove } trigger show { setstate keycard_capmodel default } trigger hide { setstate keycard_capmodel invisible } } keycard_flag { spawn { wait 200 remove } trigger stolen { //when the objective is taken // Hide command map marker of keycard at table setstate keycard_CMM invisible } trigger dropped { //when the player carrying the objective is killed // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 1 "allies_hq_objective_lost" // *---------------------------------------------------------------------------------* } trigger returned { //when defending team touches the dropped objective // Show command map marker of keycard at table setstate keycard_CMM default } trigger captured { //when the objective is delivered to its deliverypoint // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_objective_lost" wm_teamvoiceannounce 1 "allies_hq_objective_captured" // *---------------------------------------------------------------------------------* } } gen_pistons { spawn { wait 100 setstate gen_pistons invisible setstate gen_pistons1 invisible setstate gen_pistons2 invisible setstate gen_pistons3 invisible remove } trigger turnon { setstate gen_pistons invisible setstate gen_pistons1 default setstate gen_pistons2 default setstate gen_pistons3 default } } gen_speaker { spawn { wait 100 stopsound } trigger turnon { trigger self sound_idle } trigger sound_idle { playsound sound/world/machine_02.wav looping } } gen_speaker2 { spawn { wait 100 stopsound } trigger turnon { trigger self sound_idle } trigger sound_idle { playsound sound/world/transformer.wav looping } } rollerdoor1 { spawn { wait 200 gotomarker rd1_pc_0 1000 trigger rollerdoor1 do_up } trigger do_up { wait 500 playsound sound/movers/misc/garage_door_start_01.wav wait 400 playsound sound/movers/misc/garage_door_loop_01.wav looping forever gotomarker rd1_pc_1 80 wait stopsound playsound sound/movers/misc/garage_door_end_01.wav } } rollerdoor2 { spawn { wait 200 gotomarker rd2_pc_0 1000 trigger rollerdoor2 do_up } trigger do_up { wait 500 playsound sound/movers/misc/garage_door_start_01.wav wait 400 playsound sound/movers/misc/garage_door_loop_01.wav looping forever gotomarker rd2_pc_1 80 wait stopsound playsound sound/movers/misc/garage_door_end_01.wav } } rollerdoor3 { spawn { wait 200 gotomarker rd3_pc_0 1000 trigger rollerdoor3 do_up } trigger do_up { wait 500 playsound sound/movers/misc/garage_door_start_01.wav wait 400 playsound sound/movers/misc/garage_door_loop_01.wav looping forever gotomarker rd3_pc_1 80 wait stopsound playsound sound/movers/misc/garage_door_end_01.wav } } rollerdoor4 { spawn { wait 200 gotomarker rd4_pc_0 1000 trigger rollerdoor4 do_up } trigger do_up { wait 500 playsound sound/movers/misc/garage_door_start_01.wav wait 400 playsound sound/movers/misc/garage_door_loop_01.wav looping forever gotomarker rd4_pc_1 80 wait stopsound playsound sound/movers/misc/garage_door_end_01.wav } } // ********************************************** // ****************** TRUCK STUFF *************** // ********************************************** truck_smoke { spawn { wait 50 attachtotag truck tag_wfront //setstate truck_smoke invisible } } // sound "thread" truck_engine { spawn { wait 200 attachtotag truck tag_wfront //trigger truck_engine sound_idle } trigger start { trigger truck_engine sound_start wait 950 trigger truck_engine sound_move } trigger stop { trigger truck_engine sound_stop wait 950 trigger truck_engine sound_idle } // ======================================== // sound events trigger sound_idle { playsound sound/vehicles/truck/truck_idle.wav looping } trigger sound_start { stopsound playsound sound/vehicles/truck/truck_revup.wav volume 96 } trigger sound_move { playsound sound/vehicles/truck/truck_move.wav looping } trigger sound_stop { stopsound playsound sound/vehicles/truck/truck_revdown.wav volume 96 } trigger sound_death { stopsound playsound sound/vehicles/truck/truck_stop.wav volume 96 } trigger sound_silence { stopsound playsound sound/vehicles/truck/truck_stop.wav volume 96 } // ======================================== // ======================================== } truck_build { spawn { wait 500 attachtotag truck tag_wback } } truck_construct { spawn { wait 500 kill truck constructible_class 2 constructible_constructxpbonus 10 } built final { trigger truck do_rebirth globalaccum 7 set 1 wm_announce "The Truck has been repaired!" } } // digibob: ok, for once i'm gonna PLAN this one, so NOTHING WILL BREAK EVAR // ============================================================================ // accum 0, gold bars collected // accum 1 // - bit 0: barrier 1 status ( 0 = destroyed, 1 = built ) // - bit 1: barrier 2 status ( 0 = destroyed, 1 = built ) // - bit 2: spline status ( 0 = not moving, 1 = moving ) // - bit 3: stuck check flag ( 0 = not stuck, 1 = stuck ) // - bit 4: script lockout ( 0 = no lockout, 1 = lockout ) // - bit 5: blank ( ) // - bit 6: temp register (XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX) // - bit 7: death status ( 0 = alive, 1 = dead ) // - bit 8: player check ( 0 = players, 1 = no players ) // - bit 9: visible state ( 0 = alive, 1 = dead ) // accum 2, blank // accum 3, current movement loop position // accum 4, stop counter // accum 5, blank // accum 6, blank // accum 7, blank // ============================================================================ // spline points are tspln_X with X = 1 to 23 // ============================================================================ // wheel events: // - wheels_forward // - wheels_backward // - wheels_stop truck { spawn { faceangles 0 0 0 50 //trigger truck add_goldbar accum 1 bitset 9 // we're now visibly dead setstate truck_smoke default trigger truck_engine sound_silence trigger truck wheels_stop changemodel models/mapobjects/blitz_sd/blitzbody_damaged.md3 } // ======================================== // wheeeeeeeeeeeeeeels. eeels. ls. trigger wheels_forward { trigger truck_bwheel2 forward trigger truck_fwheel forward } trigger wheels_backward { trigger truck_bwheel2 backward trigger truck_fwheel backward } trigger wheels_stop { trigger truck_bwheel2 stop trigger truck_fwheel stop } // ======================================== // ======================================== trigger add_goldbar { accum 0 set 2 //trigger gold_full_0 show //trigger gold_trans_0 hide //trigger gold_crate secured //accum 0 abort_if_less_than 2 //trigger gold_full_1 show //trigger gold_trans_1 hide wm_announce "Allied team has gained access to the truck!" //setstate goldbars_toi invisible //setstate goldbars_cm_marker invisible } trigger truck_escape_msg { // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_truck_stop" wm_addteamvoiceannounce 1 "allies_hq_truck_escort" wm_teamvoiceannounce 0 "goldrush_axis_truck_stolen" wm_teamvoiceannounce 1 "goldrush_allies_truck_stolen" // *---------------------------------------------------------------------------------* //Stealtruck wm_objective_status 8 1 1 wm_objective_status 8 0 2 } // ======================================== // movement trigger move_check { trigger truck stuck_check accum 1 abort_if_bitset 3 trigger truck dispatch } trigger move { trigger truck move_check wait 500 trigger truck move } // ======================================== // ======================================== trigger run_continue { trigger truck deathcheck trigger truck stopcheck trigger truck move } trigger run_1 { globalaccum 7 abort_if_equal 0 trigger truck_engine start trigger truck wheels_forward accum 1 bitset 2 followspline 0 tspln_1 125 wait length 304 wait roll 0 2 dampin accum 1 bitreset 2 accum 3 set 1 trigger truck run_continue } trigger run_2 { trigger self truck_escape_msg accum 1 bitset 2 followspline 0 tspln_2 125 wait length 304 wait roll 2 -1 dampout accum 1 bitreset 2 accum 3 set 2 trigger truck run_continue } trigger run_3 { accum 1 bitset 2 followspline 0 tspln_3 125 wait length 304 wait roll 1 -1 dampout accum 1 bitreset 2 accum 3 set 3 trigger truck run_continue } trigger run_4 { accum 1 bitset 2 followspline 0 tspln_4 125 wait length 304 accum 1 bitreset 2 accum 3 set 4 trigger truck run_continue } trigger run_5 { accum 1 bitset 2 followspline 0 tspln_5 125 wait length 304 accum 1 bitreset 2 accum 3 set 5 trigger truck run_continue } trigger run_6 { accum 1 bitset 2 followspline 0 tspln_6 125 wait length 304 accum 1 bitreset 2 accum 3 set 6 trigger truck run_continue } trigger run_7 { accum 1 bitset 2 followspline 0 tspln_7 125 wait length 304 accum 1 bitreset 2 accum 3 set 7 trigger truck run_continue } trigger run_8 { accum 1 bitset 2 followspline 0 tspln_8 125 wait length 304 accum 1 bitreset 2 accum 3 set 8 trigger truck run_continue } trigger run_9 { accum 1 bitset 2 followspline 0 tspln_9 125 wait length 304 accum 1 bitreset 2 accum 3 set 9 trigger truck run_continue } trigger run_10 { accum 1 bitset 2 followspline 0 tspln_10 125 wait length 304 wait roll 0 -2 dampin accum 1 bitreset 2 accum 3 set 10 trigger truck stuck_check_barrier3_built_msg trigger truck run_continue } trigger run_11 { accum 1 bitset 2 followspline 0 tspln_11 125 wait length 304 wait roll -2 0 accum 1 bitreset 2 accum 3 set 11 trigger truck run_continue } trigger run_12 { accum 1 bitset 2 followspline 0 tspln_12 125 wait length 304 wait roll -2 -1 dampin accum 1 bitreset 2 accum 3 set 12 trigger truck run_continue } trigger run_13 { // ************************** trigger defense3 remove // ************************** accum 1 bitset 2 followspline 0 tspln_13 125 wait length 304 wait roll -3 0 dampout accum 1 bitreset 2 accum 3 set 13 trigger truck run_continue } trigger run_14 { // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "goldrush_axis_truck_barrier1" wm_teamvoiceannounce 1 "goldrush_allies_truck_barrier1" // *---------------------------------------------------------------------------------* accum 1 bitset 2 followspline 0 tspln_14 125 wait length 304 wait roll -3 +3 dampout accum 1 bitreset 2 accum 3 set 14 trigger truck run_continue } trigger run_15 { accum 1 bitset 2 followspline 0 tspln_15 125 wait length 304 accum 1 bitreset 2 accum 3 set 15 trigger truck run_continue } trigger run_16 { accum 1 bitset 2 followspline 0 tspln_16 125 wait length 304 accum 1 bitreset 2 accum 3 set 16 trigger truck run_continue } trigger run_17 { accum 1 bitset 2 followspline 0 tspln_17 125 wait length 304 accum 1 bitreset 2 accum 3 set 17 trigger truck run_continue } trigger run_18 { accum 1 bitset 2 followspline 0 tspln_18 125 wait length 304 accum 1 bitreset 2 accum 3 set 18 trigger truck run_continue } trigger run_19 { accum 1 bitset 2 followspline 0 tspln_19 125 wait length 304 accum 1 bitreset 2 accum 3 set 19 trigger truck run_continue } trigger run_20 { accum 1 bitset 2 followspline 0 tspln_20 125 wait length 304 accum 1 bitreset 2 accum 3 set 20 trigger truck run_continue } trigger run_21 { accum 1 bitset 2 followspline 0 tspln_21 125 wait length 304 accum 1 bitreset 2 accum 3 set 21 trigger truck run_continue } trigger run_22 { accum 1 bitset 2 followspline 0 tspln_22 125 wait length 304 accum 1 bitreset 2 accum 3 set 22 trigger self stuck_check_maingate_msg trigger truck run_continue } trigger run_23 { accum 1 bitset 2 followspline 0 tspln_23 125 wait length 304 accum 1 bitreset 2 accum 3 set 23 trigger truck run_continue } trigger run_24 { accum 1 bitset 2 followspline 0 tspln_24 125 wait length 304 accum 1 bitreset 2 accum 3 set 24 trigger truck run_continue } trigger run_25 { accum 1 bitset 2 followspline 0 tspln_25 125 wait length 304 accum 1 bitreset 2 accum 3 set 25 // stop here for gate trigger truck run_continue } trigger run_26 { accum 1 bitset 2 followspline 0 tspln_26 125 wait length 304 accum 1 bitreset 2 accum 3 set 26 // change allied spawn back to flag (closer) setautospawn "Allied flag spawn" 1 trigger truck run_continue } trigger run_27 { accum 1 bitset 2 followspline 0 tspln_27 125 wait length 304 accum 1 bitreset 2 accum 3 set 27 trigger truck stuck_check_barrier4_built_msg trigger truck run_continue } trigger run_28 { accum 1 bitset 2 followspline 0 tspln_28 125 wait length 304 accum 1 bitreset 2 accum 3 set 28 trigger truck run_continue } trigger run_29 { accum 1 bitset 2 followspline 0 tspln_29 125 wait length 304 accum 1 bitreset 2 accum 3 set 29 trigger truck run_continue } trigger run_30 { // ************************** trigger defense4 remove // ************************** accum 1 bitset 2 followspline 0 tspln_30 125 wait length 304 accum 1 bitreset 2 accum 3 set 30 trigger truck run_continue } trigger run_31 { // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "goldrush_axis_truck_barrier2" wm_teamvoiceannounce 1 "goldrush_allies_truck_barrier2" // *---------------------------------------------------------------------------------* accum 1 bitset 2 followspline 0 tspln_31 125 wait length 304 accum 1 bitreset 2 accum 3 set 31 trigger truck run_continue } trigger run_32 { accum 1 bitset 2 followspline 0 tspln_32 125 wait length 304 accum 1 bitreset 2 accum 3 set 32 trigger truck run_continue } trigger run_33 { accum 1 bitset 2 followspline 0 tspln_33 125 wait length 304 accum 1 bitreset 2 accum 3 set 33 trigger truck run_continue } trigger run_34 { accum 1 bitset 2 followspline 0 tspln_34 125 wait length 304 accum 1 bitreset 2 accum 3 set 34 trigger truck run_continue } trigger run_35 { accum 1 bitset 2 followspline 0 tspln_35 125 wait length 304 accum 1 bitreset 2 accum 3 set 35 trigger truck run_continue } trigger run_36 { accum 1 bitset 2 followspline 0 tspln_36 125 wait length 304 accum 1 bitreset 2 accum 3 set 36 trigger truck run_continue } trigger run_37 { accum 1 bitset 2 followspline 0 tspln_37 125 wait length 304 accum 1 bitreset 2 accum 3 set 37 trigger truck run_continue } trigger run_38 { accum 1 bitset 2 followspline 0 tspln_38 125 wait length 304 accum 1 bitreset 2 accum 3 set 38 trigger truck run_continue } trigger run_39 { accum 1 bitset 2 followspline 0 tspln_39 125 wait length 304 accum 1 bitreset 2 accum 3 set 39 trigger truck wheels_stop trigger game_manager cap_truck } trigger run_40 { accum 1 bitset 2 //followspline 0 tspln_40 125 wait length 304 accum 1 bitreset 2 accum 3 set 40 } trigger run_41 { accum 1 bitset 2 //followspline 0 tspln_41 125 wait length 304 accum 1 bitreset 2 accum 3 set 41 } trigger dispatch { //accum 0 abort_if_not_equal 2 accum 3 trigger_if_equal 0 truck run_1 accum 3 trigger_if_equal 1 truck run_2 accum 3 trigger_if_equal 2 truck run_3 accum 3 trigger_if_equal 3 truck run_4 accum 3 trigger_if_equal 4 truck run_5 accum 3 trigger_if_equal 5 truck run_6 accum 3 trigger_if_equal 6 truck run_7 accum 3 trigger_if_equal 7 truck run_8 accum 3 trigger_if_equal 8 truck run_9 accum 3 trigger_if_equal 9 truck run_10 accum 3 trigger_if_equal 10 truck run_11 accum 3 trigger_if_equal 11 truck run_12 accum 3 trigger_if_equal 12 truck run_13 accum 3 trigger_if_equal 13 truck run_14 accum 3 trigger_if_equal 14 truck run_15 accum 3 trigger_if_equal 15 truck run_16 accum 3 trigger_if_equal 16 truck run_17 accum 3 trigger_if_equal 17 truck run_18 accum 3 trigger_if_equal 18 truck run_19 accum 3 trigger_if_equal 19 truck run_20 accum 3 trigger_if_equal 20 truck run_21 accum 3 trigger_if_equal 21 truck run_22 accum 3 trigger_if_equal 22 truck run_23 accum 3 trigger_if_equal 23 truck run_24 accum 3 trigger_if_equal 24 truck run_25 accum 3 trigger_if_equal 25 truck run_26 accum 3 trigger_if_equal 26 truck run_27 accum 3 trigger_if_equal 27 truck run_28 accum 3 trigger_if_equal 28 truck run_29 accum 3 trigger_if_equal 29 truck run_30 accum 3 trigger_if_equal 30 truck run_31 accum 3 trigger_if_equal 31 truck run_32 accum 3 trigger_if_equal 32 truck run_33 accum 3 trigger_if_equal 33 truck run_34 accum 3 trigger_if_equal 34 truck run_35 accum 3 trigger_if_equal 35 truck run_36 accum 3 trigger_if_equal 36 truck run_37 accum 3 trigger_if_equal 37 truck run_38 accum 3 trigger_if_equal 38 truck run_39 accum 3 trigger_if_equal 39 truck run_40 accum 3 trigger_if_equal 40 truck run_41 } // ======================================== // barrier checking // digibob: since we cant return variables, just use bit 3 of accum 1 as a register... mmmm assembly...... trigger stuck_check { accum 1 bitreset 3 trigger truck stuck_check_gold trigger truck stuck_check_build trigger truck stuck_check_barrier3 trigger truck stuck_check_barrier4 trigger truck stuck_check_maingate trigger truck stuck_check_scriptlockout trigger truck stuck_check_finished } trigger stuck_check_finished { accum 3 abort_if_not_equal 40 accum 1 bitset 3 } trigger stuck_check_scriptlockout { accum 1 abort_if_not_bitset 4 accum 1 bitset 3 } trigger stuck_check_gold { accum 3 abort_if_not_equal 0 accum 0 abort_if_equal 2 accum 1 bitset 3 } trigger stuck_check_build { globalaccum 7 abort_if_equal 1 accum 1 bitset 3 } trigger stuck_check_barrier3 { accum 3 abort_if_not_equal 12 accum 1 abort_if_not_bitset 0 accum 1 bitset 3 } trigger stuck_check_maingate { accum 3 abort_if_not_equal 24 globalaccum 2 abort_if_equal 1 accum 1 bitset 3 } trigger stuck_check_maingate_msg { globalaccum 2 abort_if_equal 1 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 1 "radar_allies_entrances_destroy" // *---------------------------------------------------------------------------------* } trigger stuck_check_barrier3_built_msg { accum 1 abort_if_not_bitset 0 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroy" // *---------------------------------------------------------------------------------* } trigger stuck_check_barrier4 { accum 3 abort_if_not_equal 29 accum 1 abort_if_not_bitset 1 accum 1 bitset 3 } trigger stuck_check_barrier4_built_msg { accum 1 abort_if_not_bitset 1 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroy" // *---------------------------------------------------------------------------------* } // ======================================== // ======================================== // ======================================== // stop check trigger stopcheck_setup { accum 1 bitset 6 // stop if we're stuck/no-one's pushing :) accum 1 abort_if_bitset 8 // no one in the trigger, abort trigger truck stuck_check // call the stop check function accum 1 abort_if_bitset 3 // we're stuck so break out accum 1 bitreset 6 // we're free to keep going } trigger stopcheck { trigger truck stopcheck_setup accum 1 abort_if_not_bitset 6 trigger truck script_lockout // Any just stopped moving stuff goes here trigger truck_engine stop trigger truck wheels_stop // <<<<< stop animation goes here trigger truck script_lockout_stop resetscript } // ======================================== // ======================================== // ======================================== // script lockouts trigger script_lockout { accum 1 bitset 4 } trigger script_lockout_stop { accum 1 bitreset 4 } // ======================================== // ======================================== // ======================================== // enable/disable trigger truck_enable { globalaccum 7 abort_if_equal 0 trigger truck stuck_check accum 1 abort_if_bitset 3 // stuck check accum 4 set 0 // reset stop counter accum 1 bitreset 8 // reset stop check accum 1 abort_if_bitset 2 // already following spline accum 1 abort_if_bitset 4 // script lockout accum 1 abort_if_bitset 7 // death check //accum 0 abort_if_not_equal 2 // Any just started moving stuff goes here trigger truck_engine start trigger truck wheels_forward // <<<<< start animation goes here trigger truck move } trigger truck_disable { accum 4 inc 1 // up the stop counter accum 4 abort_if_less_than 2 accum 1 bitset 8 // set stop check trigger truck deathcheck } // ======================================== // ======================================== // ======================================== // death / rebirth rebirth { accum 1 bitreset 7 // we're alive again accum 1 bitreset 9 // we're visibly alive changemodel models/mapobjects/blitz_sd/blitzbody.md3 //changemodel models/mapobjects/blitz_sd/blitzbody_damaged.md3 setstate truck_smoke invisible // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_truck_repaired_allies" wm_teamvoiceannounce 1 "allies_hq_truck_repaired" // *---------------------------------------------------------------------------------* trigger truck move } trigger do_rebirth { accum 1 bitreset 7 // we're alive again accum 1 bitreset 9 // we're visibly alive changemodel models/mapobjects/blitz_sd/blitzbody.md3 //changemodel models/mapobjects/blitz_sd/blitzbody_damaged.md3 trigger truck_engine sound_idle setstate truck_smoke invisible // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_truck_repaired_allies" wm_teamvoiceannounce 1 "allies_hq_truck_repaired" // *---------------------------------------------------------------------------------* //trigger truck move } death { accum 1 bitset 7 } trigger deathcheck { accum 1 abort_if_not_bitset 7 // are we dead? accum 1 abort_if_bitset 9 // are we not already visibly dead? accum 1 abort_if_bitset 2 // are we not following a spline? accum 1 abort_if_bitset 4 // are we not in a script lockout? accum 1 bitset 9 // we're now visibly dead wm_announce "The Truck has been damaged!" // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_truck_damaged" wm_teamvoiceannounce 1 "allies_hq_truck_damaged_axis" // *---------------------------------------------------------------------------------* setstate truck_smoke default kill truck_construct trigger truck_engine sound_death //trigger truck tracks_stop // truck with tracks? i don't think so trigger truck wheels_stop // <<<< stop anim goes here changemodel models/mapobjects/blitz_sd/blitzbody_damaged.md3 resetscript } // ======================================== // ======================================== // ======================================== // barriers trigger enable_stage1 { accum 1 bitreset 0 } trigger disable_stage1 { accum 1 bitset 0 } trigger enable_stage2 { accum 1 bitreset 1 } trigger disable_stage2 { accum 1 bitset 1 } // ======================================== // ======================================== } truck_bwheel2 { spawn { wait 500 attachtotag truck tag_wback } trigger forward { setrotation 130 0 0 } trigger backward { setrotation -130 0 0 } trigger stop { stoprotation } } truck_fwheel { spawn { wait 500 attachtotag truck tag_wfront } trigger forward { setrotation 130 0 0 } trigger backward { setrotation -130 0 0 } trigger stop { stoprotation } } truck_trigger { spawn { wait 500 attachtotag truck tag_wback } } truck_disabler { trigger run { trigger truck truck_disable } } truck_enabler { trigger run { trigger truck truck_enable } } gold_full_1 { spawn { wait 500 attachtotag truck tag_obj2 faceangles 0 90 0 50 //faceangles 0 90 0 50 setstate gold_full_1 default remove } } gold_full_0 { spawn { wait 500 attachtotag truck tag_obj1 faceangles 0 90 0 50 setstate gold_full_1 default remove } } /////////////////////////// /////////////////////////// TRUCK BARRIERS /////////////////////////// defense3 { spawn { wait 400 trigger defense3 setup constructible_class 3 trigger defense3 remove } trigger setup { setstate defense3_materials default setstate defense3_materials_clip default setstate defense3_flag default setstate defense3_wire invisible setstate defense3_hurt invisible setstate defense3_teeth1 invisible setstate defense3_teeth2 invisible } buildstart final { setstate defense3_materials default setstate defense3_materials_clip default setstate defense3_flag default setstate defense3_wire underconstruction setstate defense3_hurt underconstruction setstate defense3_teeth1 underconstruction setstate defense3_teeth2 underconstruction } built final { setstate defense3_materials invisible setstate defense3_materials_clip invisible setstate defense3_flag invisible setstate defense3_wire default setstate defense3_hurt default setstate defense3_teeth1 default setstate defense3_teeth2 default trigger truck disable_stage1 wm_announce "Truck Barrier #1 has been constructed." //TruckBarrier 1 wm_objective_status 7 1 0 wm_objective_status 7 0 1 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "goldrush_axis_truckbar_constructed" wm_removeteamvoiceannounce 0 "goldrush_axis_truckbar_construct" wm_removeteamvoiceannounce 0 "goldrush_axis_truckbars_construct" // *---------------------------------------------------------------------------------* } decayed final { setstate defense3_materials default setstate defense3_materials_clip default setstate defense3_flag default setstate defense3_wire invisible setstate defense3_hurt invisible setstate defense3_teeth1 invisible setstate defense3_teeth2 invisible } death { setstate defense3_materials default setstate defense3_materials_clip default setstate defense3_flag default setstate defense3_wire invisible setstate defense3_hurt invisible setstate defense3_teeth1 invisible setstate defense3_teeth2 invisible trigger truck enable_stage1 wm_announce "Truck Barrier #1 has been destroyed." //TruckBarrier 1 wm_objective_status 7 1 1 wm_objective_status 7 0 0 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "goldrush_axis_truckbar_construct" wm_teamvoiceannounce 0 "goldrush_axis_truckbar_destroyed" wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroyed" // *---------------------------------------------------------------------------------* } trigger remove { setstate defense3_toi invisible setstate defense3_materials invisible setstate defense3_materials_clip invisible setstate defense3_flag invisible setstate defense3_wire invisible setstate defense3_hurt invisible setstate defense3_teeth1 invisible setstate defense3_teeth2 invisible //TruckBarrier 1 wm_objective_status 7 1 0 wm_objective_status 7 0 0 } } defense4 { spawn { wait 400 trigger defense4 setup constructible_class 3 trigger defense4 remove } trigger setup { setstate defense4_materials default setstate defense4_materials_clip default setstate defense4_flag default setstate defense4_wire invisible setstate defense4_hurt invisible setstate defense4_teeth1 invisible setstate defense4_teeth2 invisible } buildstart final { setstate defense4_materials default setstate defense4_materials_clip default setstate defense4_flag default setstate defense4_wire underconstruction setstate defense4_hurt underconstruction setstate defense4_teeth1 underconstruction setstate defense4_teeth2 underconstruction } built final { setstate defense4_materials invisible setstate defense4_materials_clip invisible setstate defense4_flag invisible setstate defense4_wire default setstate defense4_hurt default setstate defense4_teeth1 default setstate defense4_teeth2 default trigger truck disable_stage2 wm_announce "Truck Barrier #2 has been constructed." //TruckBarrier 2 wm_objective_status 7 1 0 wm_objective_status 7 0 1 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "goldrush_axis_truckbar_constructed" wm_removeteamvoiceannounce 0 "goldrush_axis_truckbar_construct" wm_removeteamvoiceannounce 0 "goldrush_axis_truckbars_construct" // *---------------------------------------------------------------------------------* } decayed final { setstate defense4_materials default setstate defense4_materials_clip default setstate defense4_flag default setstate defense4_wire invisible setstate defense4_hurt invisible setstate defense4_teeth1 invisible setstate defense4_teeth2 invisible } death { setstate defense4_materials default setstate defense4_materials_clip default setstate defense4_flag default setstate defense4_wire invisible setstate defense4_hurt invisible setstate defense4_teeth1 invisible setstate defense4_teeth2 invisible trigger truck enable_stage2 wm_announce "Truck Barrier #2 has been destroyed." //TruckBarrier 2 wm_objective_status 7 1 1 wm_objective_status 7 0 0 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "goldrush_axis_truckbar_construct" wm_teamvoiceannounce 0 "goldrush_axis_truckbar_destroyed" wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroyed" // *---------------------------------------------------------------------------------* } trigger remove { setstate defense4_toi invisible setstate defense4_materials invisible setstate defense4_materials_clip invisible setstate defense4_flag invisible setstate defense4_wire invisible setstate defense4_hurt invisible setstate defense4_teeth1 invisible setstate defense4_teeth2 invisible //TruckBarrier 2 wm_objective_status 7 1 1 wm_objective_status 7 0 2 // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "goldrush_axis_truckbar_construct" wm_removeteamvoiceannounce 0 "goldrush_axis_truckbars_construct" wm_removeteamvoiceannounce 1 "goldrush_allies_truckbar_destroy" wm_removeteamvoiceannounce 1 "goldrush_allies_truckbars_destroy" // *---------------------------------------------------------------------------------* } } defense4_wire { spawn { remove } } defense3_wire { spawn { remove } } defense4_materials { spawn { remove } } defense3_materials { spawn { remove } } defense4_hurt { spawn { remove } } defense3_hurt { spawn { remove } } defense4_teeth1 { spawn { remove } } defense4_teeth2 { spawn { remove } } defense3_teeth1 { spawn { remove } } defense3_teeth2 { spawn { remove } }