// // Map: Atlantic Seawall Battery // BSP: battery // Thu Aug 21 23:18:19 PDT 2003 - autospawns fixed for ETPro by bani // Wed Sep 3 03:44:41 EDT 2003 - rain - autospawn delayed until after // the spawns are initialized game_manager { spawn { // Game rules wm_axis_respawntime 30 wm_allied_respawntime 20 wm_number_of_objectives 6 wm_set_round_timelimit 20 // Objectives // Primary: // 1: Destroy Battery Gun / Defend Battery Gun // Secondary: // 2: Construct Beach Assault Ramp / Prevent Beach Assault Ramp // 3: Capture West Bunker / Defend West Bunker // 4: Destroy Door Controls / Protect Door Controls // 5: Allied command post // 6: Axis command post wm_objective_status 1 0 0 // wm_objective_status 1 1 0 // status: 0 = default wm_objective_status 2 0 0 // 1 = succeeded wm_objective_status 2 1 0 // 2 = failed wm_objective_status 3 0 0 wm_objective_status 3 1 0 wm_objective_status 4 0 0 wm_objective_status 4 1 0 wm_objective_status 5 0 0 wm_objective_status 5 1 0 wm_objective_status 6 0 0 wm_objective_status 6 1 0 wm_set_main_objective 1 0 wm_set_main_objective 1 1 // rain - wait 4 frames so that the spawns are all // set up wait 200 setautospawn "West Bunker" 1 setautospawn "West Bunker" 0 setstate eastbunker_wobj invisible // Stopwatch mode defending team (0=Axis, 1=Allies) wm_set_defending_team 0 // If the round timer expires, the Axis have won, so set the current winning team // Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 0 // Set doors to operable at game start (0 = operable, 1 = disabled) globalaccum 1 set 0 // Set status of backup generator (0 = built, 1 = destroyed) globalaccum 2 set 0 wait 450 // start triggered loops on/off as required (eg: command post radio sounds) disablespeaker allies_compost_sound disablespeaker allies_compost_sound_lms disablespeaker axis_compost_sound disablespeaker axis_compost_sound_lms enablespeaker doorcontrols_sound wait 2000 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 1 "battery_allies_ramp_construct" wm_teamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 0 "battery_axis_ramp_stop" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "battery_allies_ramp_construct" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_addteamvoiceannounce 0 "battery_axis_ramp_stop" wm_addteamvoiceannounce 0 "axis_hq_compost_construct" // *---------------------------------------------------------------------------------* } trigger westbunker_flagblue { // Some kind of UI pop-up to alert players wm_announce "Allies capture the Forward Bunker!" wm_objective_status 3 1 1 wm_objective_status 3 0 2 } trigger westbunker_flagred { // Some kind of UI pop-up to alert players wm_announce "Axis capture the West Bunker!" wm_objective_status 3 1 2 wm_objective_status 3 0 1 } trigger gun_tracking { // UI pop-up to alert players wm_announce "Allies have destroyed the gun tracking" wm_objective_status 1 0 2 wm_objective_status 1 1 1 accum 1 set 1 // End of game completed // Call function to check if the round has been won trigger game_manager checkgame } trigger timelimit_hit { wait 8000 alertentity end_explosion togglespeaker end_explosion_speaker } trigger checkgame { accum 1 abort_if_not_equal 1 // Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 1 // End the round wm_endround } trigger opendoors { // Generator is down, but emergency systems haven't kicked in yet globalaccum 1 set 1 // Horrible messy check to make sure the backup generator // remains destroyed for 5 seconds, in 10 half second lumps wait 500 globalaccum 2 abort_if_not_equal 1 wait 500 globalaccum 2 abort_if_not_equal 1 wait 500 globalaccum 2 abort_if_not_equal 1 wait 500 globalaccum 2 abort_if_not_equal 1 wait 500 globalaccum 2 abort_if_not_equal 1 wait 500 globalaccum 2 abort_if_not_equal 1 wait 500 globalaccum 2 abort_if_not_equal 1 wait 500 globalaccum 2 abort_if_not_equal 1 wait 500 globalaccum 2 abort_if_not_equal 1 wait 500 globalaccum 2 abort_if_not_equal 1 wm_announce "Magnetic seal deactivated - opening emergency bunker doors" // trigger doors trigger leftdoor_trigger1 down trigger rightdoor_trigger1 down trigger frontdoor_trigger1 down trigger reardoor_left open trigger reardoor_right open } } // ================================================ // =========== SPAWN POINT CONTROLS =============== // ================================================ // description : team_wolf_objectives : spawns // Allied East Beach : eastbeach_wobj : eastbeach_spawns // Allied West Beach : westbeach_wobj : westbeach_spawns // Axis Main Bunker : mainbunker_wobj : mainbunker_spawns // East Bunker : eastbunker_wobj : eastbunker_spawns // West Bunker : westbunker_wobj : westbunker_spawns allied_lms_spawns { spawn { remove } } allied_lms_wobj { spawn { remove } } axis_lms_spawns { spawn { remove } } axis_lms_wobj { spawn { remove } } westbunker_spawns { spawn { // setstate westbunker_spawns invisible } } westbunker_wobj { spawn { // wait 100 // setstate westbunker_wobj invisible } } westbunker_flag { spawn { accum 0 set 0 // Who has the flag: 0-Axis, 1-Allied } trigger allied_capture { accum 0 abort_if_equal 1 // do Allies own flag? trigger game_manager westbunker_flagblue setstate westbunker_spawns default setstate westbunker_wobj default trigger westbunker_flag setallies // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "battery_axis_controls_defend" wm_addteamvoiceannounce 0 "battery_axis_bunker_capture" wm_addteamvoiceannounce 1 "battery_allies_controls_destroy" wm_teamvoiceannounce 0 "battery_axis_bunker_lost" wm_teamvoiceannounce 0 "battery_axis_controls_defend" wm_teamvoiceannounce 1 "battery_allies_bunker_captured" wm_teamvoiceannounce 1 "battery_allies_controls_destroy" wm_removeteamvoiceannounce 0 "battery_axis_bunker_defend" wm_removeteamvoiceannounce 1 "battery_allies_bunker_capture" // *---------------------------------------------------------------------------------* } trigger setallies { accum 0 abort_if_equal 1 accum 0 set 1 alertentity westbunker_wobj alertentity westbunker_spawns setautospawn "Axis Main Bunker" 0 setautospawn "West Bunker" 1 } trigger axis_capture { accum 0 abort_if_equal 0 // do Axis own flag? trigger game_manager westbunker_flagred setstate westbunker_spawns default setstate westbunker_wobj default trigger westbunker_flag setaxis // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "battery_axis_bunker_defend" wm_addteamvoiceannounce 1 "battery_allies_bunker_capture" wm_teamvoiceannounce 0 "battery_axis_bunker_captured" wm_teamvoiceannounce 1 "battery_allies_bunker_lost" wm_removeteamvoiceannounce 0 "battery_axis_bunker_capture" wm_removeteamvoiceannounce 1 "battery_allies_controls_destroy" // *---------------------------------------------------------------------------------* } trigger setaxis { accum 0 abort_if_equal 0 accum 0 set 0 alertentity westbunker_wobj alertentity westbunker_spawns setautospawn "West Bunker" 0 setautospawn "Allied West Beach" 1 } } // ============== end spawn point controls ======== // ================================================ // Directly below gun casing guncontrols { spawn { wait 50 constructible_class 3 } death { trigger game_manager gun_tracking setstate guncontrols_smoke1 default setstate guncontrols_smoke2 default } } guncontrols_smoke1 { spawn { setstate guncontrols_smoke1 invisible } } guncontrols_smoke2 { spawn { setstate guncontrols_smoke2 invisible } } fan01 { spawn { wait 50 setrotation 0 0 -600 } } fan02 { spawn { wait 50 faceangles 0 270 0 1 setrotation 0 0 -300 } } lighthouse_light { spawn { wait 100 setrotation 0 30 0 } } hatch_controller { activate { trigger hatch use } } hatch { trigger use { trigger hatch open trigger hatch close } trigger open { accum 1 abort_if_equal 1 accum 0 abort_if_equal 1 accum 1 set 1 accum 0 set 1 wait 50 playsound sound/movers/doors/door5_open.wav faceangles 0 0 270 1500 accum 0 set 0 } trigger close { accum 1 abort_if_equal 0 accum 0 abort_if_equal 1 accum 1 set 0 accum 0 set 1 wait 50 playsound sound/movers/doors/door5_close.wav faceangles 0 0 0 1500 playsound sound/movers/doors/door5_endc.wav accum 0 set 0 } } // ================================================ // ========== CONSTRUCTIBLE STUFF ================= // ================================================ doorcontrols { spawn { wait 200 trigger doorcontrols setup constructible_class 2 } trigger setup { setstate doorcontrols default setstate doorcontrols_materials invisible setstate doorcontrols_materials_clip invisible setstate doorcontrols_flag invisible } buildstart final { setstate doorcontrols underconstruction setstate doorcontrols_materials default setstate doorcontrols_materials_clip default setstate doorcontrols_flag default } built final { setstate doorcontrols default setstate doorcontrols_materials invisible setstate doorcontrols_materials_clip invisible setstate doorcontrols_flag invisible // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "battery_axis_generator_defend" wm_addteamvoiceannounce 1 "battery_allies_generator_destroy" wm_teamvoiceannounce 0 "battery_axis_generator_constructed" wm_teamvoiceannounce 1 "battery_allies_generator_destroy" // *---------------------------------------------------------------------------------* // Some kind of UI pop-up to alert players wm_announce "Axis have constructed the Door Controls Generator!" enablespeaker doorcontrols_sound wm_objective_status 4 0 1 wm_objective_status 4 1 2 // set status to built globalaccum 2 set 0 // allow doors to operate again globalaccum 1 set 0 trigger reardoor_left close trigger reardoor_right close } decayed final { setstate doorcontrols invisible setstate doorcontrols_materials default setstate doorcontrols_materials_clip default setstate doorcontrols_flag default } death { setstate doorcontrols invisible setstate doorcontrols_materials default setstate doorcontrols_materials_clip default setstate doorcontrols_flag default // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "battery_axis_controls_defend" wm_teamvoiceannounce 0 "battery_axis_generator_destroyed" wm_teamvoiceannounce 0 "battery_axis_controls_defend" wm_teamvoiceannounce 1 "battery_allies_generator_destroyed" wm_teamvoiceannounce 1 "battery_allies_controls_destroy" wm_removeteamvoiceannounce 0 "battery_axis_generator_defend" wm_removeteamvoiceannounce 1 "battery_allies_generator_destroy" // *---------------------------------------------------------------------------------* // Some kind of UI pop-up to alert players wm_announce "Allied team has destroyed the Door Controls Generator!" disablespeaker doorcontrols_sound wm_objective_status 4 0 2 wm_objective_status 4 1 1 // set status to destroyed globalaccum 2 set 1 // Call seperate trigger to open doors. // This is necessary to handle cases where a allied player // destroys the generator and an axis player repairs it // before the power to the doors is lost. trigger game_manager opendoors } } beachplanks { spawn { wait 200 trigger beachplanks setup constructible_class 2 } trigger setup { setstate beachplanks invisible setstate beachplanks_materials default setstate beachplanks_materials_clip default setstate beachplanks_flag default } buildstart final { setstate beachplanks underconstruction setstate beachplanks_materials default setstate beachplanks_materials_clip default setstate beachplanks_flag default } built final { setstate beachplanks default setstate beachplanks_materials invisible setstate beachplanks_materials_clip invisible setstate beachplanks_flag invisible // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "battery_axis_controls_defend" wm_addteamvoiceannounce 0 "battery_axis_bunker_defend" wm_addteamvoiceannounce 1 "battery_allies_bunker_capture" wm_teamvoiceannounce 0 "battery_axis_ramp_constructed" wm_teamvoiceannounce 0 "battery_axis_controls_defend" wm_teamvoiceannounce 0 "battery_axis_bunker_defend" wm_teamvoiceannounce 1 "battery_allies_ramp_constructed" wm_teamvoiceannounce 1 "battery_allies_bunker_capture" wm_removeteamvoiceannounce 0 "battery_axis_ramp_stop" wm_removeteamvoiceannounce 1 "battery_allies_ramp_construct" // *---------------------------------------------------------------------------------* // Some kind of UI pop-up to alert players wm_announce "The Allied Beach Assault Ramp has been constructed." wm_objective_status 2 0 2 wm_objective_status 2 1 1 } decayed final { setstate beachplanks invisible setstate beachplanks_materials default setstate beachplanks_materials_clip default setstate beachplanks_flag default } death { setstate beachplanks invisible setstate beachplanks_materials default setstate beachplanks_materials_clip default setstate beachplanks_flag default // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "battery_axis_ramp_stop" wm_addteamvoiceannounce 1 "battery_allies_ramp_construct" wm_teamvoiceannounce 0 "battery_axis_ramp_destroyed" wm_teamvoiceannounce 1 "battery_allies_ramp_destroyed" wm_removeteamvoiceannounce 0 "battery_axis_controls_defend" wm_removeteamvoiceannounce 0 "battery_axis_bunker_defend" wm_removeteamvoiceannounce 1 "battery_allies_bunker_capture" // *---------------------------------------------------------------------------------* // Some kind of UI pop-up to alert players wm_announce "Axis have destroyed the Allied Beach Assault Ramp." wm_objective_status 2 0 1 wm_objective_status 2 1 2 } } // ----------------------------- // Gun Emplacements // ----------------------------- // West Beach browning_clip_1 { spawn { wait 200 trigger browning_clip_1 setup constructible_class 2 } trigger setup { setstate browning_1 invisible setstate browning_sbags_1 invisible setstate browning_materials_1 default setstate browning_materials_clip_1 default setstate browning_flag_1 default } buildstart final { setstate browning_1 underconstruction setstate browning_sbags_1 underconstruction setstate browning_materials_1 default setstate browning_materials_clip_1 default setstate browning_flag_1 default } built final { setstate browning_1 default setstate browning_sbags_1 default setstate browning_materials_1 invisible setstate browning_materials_clip_1 invisible setstate browning_flag_1 invisible wm_announce "The Allied West beach MG Nest has been constructed." } decayed final { setstate browning_1 invisible setstate browning_sbags_1 invisible setstate browning_materials_1 default setstate browning_materials_clip_1 default setstate browning_flag_1 default } death { setstate browning_1 invisible setstate browning_sbags_1 invisible repairmg42 browning_1 setstate browning_materials_1 default setstate browning_materials_clip_1 default setstate browning_flag_1 default wm_announce "The Allied West beach MG Nest has been destroyed." } } // East Beach browning_clip_2 { spawn { wait 200 trigger browning_clip_2 setup constructible_class 2 } trigger setup { setstate browning_2 invisible setstate browning_sbags_2 invisible setstate browning_materials_2 default setstate browning_materials_clip_2 default setstate browning_flag_1 default } buildstart final { setstate browning_2 underconstruction setstate browning_sbags_2 underconstruction setstate browning_materials_2 default setstate browning_materials_clip_2 default setstate browning_flag_2 default } built final { setstate browning_2 default setstate browning_sbags_2 default setstate browning_materials_2 invisible setstate browning_materials_clip_2 invisible setstate browning_flag_2 invisible wm_announce "The Allied East beach MG Nest has been constructed." } decayed final { setstate browning_2 invisible setstate browning_sbags_2 invisible setstate browning_materials_2 default setstate browning_materials_clip_2 default setstate browning_flag_2 default } death { setstate browning_2 invisible setstate browning_sbags_2 invisible repairmg42 browning_2 setstate browning_materials_2 default setstate browning_materials_clip_2 default setstate browning_flag_2 default wm_announce "The Allied East beach MG Nest has been destroyed." } } // Axis Main Bunker interior mg42_clip_1 { spawn { wait 200 trigger mg42_clip_1 setup constructible_class 2 } trigger setup { setstate mg42_1 invisible setstate mg42_materials_1 default setstate mg42_materials_clip_1 default setstate mg42_flag_1 default } buildstart final { setstate mg42_1 underconstruction setstate mg42_materials_1 default setstate mg42_materials_clip_1 default setstate mg42_flag_1 default } built final { setstate mg42_1 default setstate mg42_materials_1 invisible setstate mg42_materials_clip_1 invisible setstate mg42_flag_1 invisible wm_announce "The Axis Main Bunker MG Nest has been constructed." } decayed final { setstate mg42_1 invisible setstate mg42_materials_1 default setstate mg42_materials_clip_1 default setstate mg42_flag_1 default } death { setstate mg42_1 invisible repairmg42 mg42_1 setstate mg42_materials_1 default setstate mg42_materials_clip_1 default setstate mg42_flag_1 default wm_announce "The Axis Main Bunker MG Nest has been destroyed." } } // near the door controls mg42_clip_2 { spawn { wait 200 trigger mg42_clip_2 setup constructible_class 2 } trigger setup { setstate mg42_2 invisible setstate mg42_materials_2 default setstate mg42_materials_clip_2 default setstate mg42_flag_2 default } buildstart final { setstate mg42_2 underconstruction setstate mg42_materials_2 default setstate mg42_materials_clip_2 default setstate mg42_flag_2 default } built final { setstate mg42_2 default setstate mg42_materials_2 invisible setstate mg42_materials_clip_2 invisible setstate mg42_flag_2 invisible wm_announce "The Axis South-East MG Nest has been constructed." } decayed final { setstate mg42_2 invisible setstate mg42_materials_2 default setstate mg42_materials_clip_2 default setstate mg42_flag_2 default } death { setstate mg42_2 invisible repairmg42 mg42_2 setstate mg42_materials_2 default setstate mg42_materials_clip_2 default setstate mg42_flag_2 default wm_announce "The Axis South-East MG Nest has been destroyed." } } // overlooking West entrance to Axis Main Bunker mg42_clip_3 { spawn { wait 200 trigger mg42_clip_3 setup constructible_class 2 } trigger setup { setstate mg42_3 invisible setstate mg42_sbags_3 invisible setstate mg42_clip_3 invisible setstate mg42_materials_3 default setstate mg42_materials_clip_3 default setstate mg42_flag_3 default } buildstart final { setstate mg42_3 underconstruction setstate mg42_sbags_3 underconstruction setstate mg42_materials_3 default setstate mg42_materials_clip_3 default setstate mg42_flag_3 default } built final { setstate mg42_3 default setstate mg42_sbags_3 default setstate mg42_clip_3 default setstate mg42_materials_3 invisible setstate mg42_materials_clip_3 invisible setstate mg42_flag_3 invisible wm_announce "The Axis North-West MG Nest has been constructed." } decayed final { setstate mg42_3 invisible setstate mg42_sbags_3 invisible setstate mg42_clip_3 invisible setstate mg42_materials_3 default setstate mg42_materials_clip_3 default setstate mg42_flag_3 default } death { setstate mg42_3 invisible setstate mg42_sbags_3 invisible setstate mg42_clip_3 invisible repairmg42 mg42_3 setstate mg42_materials_3 default setstate mg42_materials_clip_3 default setstate mg42_flag_3 default wm_announce "The Axis North-West MG Nest has been destroyed." } } // -------------------------------------------------------------------- // Front door of bunker next to the trench/radar/beach forward bunker // Single wall switch for operation of door. // -------------------------------------------------------------------- frontdoor_trigger1 { spawn { accum 5 set 1 // Initial state is down wait 500 // Wait for everything to settle trigger frontdoor_trigger1 main // Open front door of complex initially } trigger main { globalaccum 1 abort_if_not_equal 0 trigger frontdoor_trigger1 up trigger frontdoor_trigger1 down } trigger up { accum 5 abort_if_not_equal 1 // Ready to run up routine == 1 resetscript // return to trigger that called it trigger frontdoor_lever1 up accum 5 set 0 // Setup accum for up routine } trigger down { accum 5 abort_if_not_equal 0 // Ready to run down routine == 0 resetscript // return to trigger that called it trigger frontdoor_lever1 down accum 5 set 1 // Setup accum for up routine } } frontdoor_lever1 { spawn { } trigger down { gotomarker frontdoor_lever1_downpos 16 playsound sound/movers/switches/butn2.wav trigger frontdoor_left open trigger frontdoor_right open } trigger up { gotomarker frontdoor_lever1_uppos 16 playsound sound/movers/switches/switch.wav trigger frontdoor_left close trigger frontdoor_right close } } frontdoor_left { spawn { } trigger open { wait 500 playsound sound/movers/misc/big_gate1.wav volume 127 wait 350 enablespeaker frontdoor_sound gotomarker frontdoor_left_pc2 15 wait disablespeaker frontdoor_sound playsound sound/movers/misc/big_gate3.wav volume 127 } trigger close { wait 500 playsound sound/movers/misc/big_gate1.wav volume 127 wait 400 enablespeaker frontdoor_sound gotomarker frontdoor_left_pc1 15 wait disablespeaker frontdoor_sound playsound sound/movers/misc/big_gate3.wav volume 127 } } frontdoor_right { spawn { } trigger open { wait 850 gotomarker frontdoor_right_pc2 18 wait playsound sound/movers/misc/big_gate3.wav volume 127 } trigger close { wait 500 playsound sound/movers/misc/big_gate1.wav volume 127 wait 350 gotomarker frontdoor_right_pc1 18 wait playsound sound/movers/misc/big_gate3.wav volume 127 } } // -------------------------------------------------------------------- // Rear door of bunker // Non-player operable door. // -------------------------------------------------------------------- reardoor_trigger1 { spawn { accum 5 set 1 wait 500 } trigger main { globalaccum 1 abort_if_not_equal 0 trigger frontdoor_trigger1 up trigger frontdoor_trigger1 down } trigger up { accum 5 abort_if_not_equal 1 resetscript accum 5 set 0 } trigger down { accum 5 abort_if_not_equal 0 resetscript accum 5 set 1 } } reardoor_left { spawn { } trigger open { wait 500 playsound sound/movers/misc/big_gate1.wav volume 127 wait 350 enablespeaker reardoor_sound gotomarker reardoor_left_pc2 15 wait disablespeaker reardoor_sound playsound sound/movers/misc/big_gate3.wav volume 127 } trigger close { wait 500 playsound sound/movers/misc/big_gate1.wav volume 127 wait 350 enablespeaker reardoor_sound gotomarker reardoor_left_pc1 15 wait disablespeaker reardoor_sound playsound sound/movers/misc/big_gate3.wav volume 127 } } reardoor_right { spawn { } trigger open { wait 850 gotomarker reardoor_right_pc2 18 wait playsound sound/movers/misc/big_gate3.wav volume 127 } trigger close { wait 500 playsound sound/movers/misc/big_gate1.wav volume 127 wait 350 gotomarker reardoor_right_pc1 18 wait stopsound playsound sound/movers/misc/big_gate3.wav volume 127 } } // -------------------------------------------------------------------- // Left door of gun chamber // Single wall switch for operation of door. // -------------------------------------------------------------------- leftdoor_trigger1 { spawn { accum 6 set 1 wait 500 trigger leftdoor_trigger1 main } trigger main { globalaccum 1 abort_if_not_equal 0 trigger leftdoor_trigger1 up trigger leftdoor_trigger1 down } trigger up { accum 6 abort_if_not_equal 1 resetscript trigger leftdoor_lever1 up accum 6 set 0 } trigger down { accum 6 abort_if_not_equal 0 resetscript trigger leftdoor_lever1 down accum 6 set 1 } } leftdoor_lever1 { spawn { } trigger down { gotomarker leftdoor_lever1_downpos 16 playsound sound/movers/switches/butn2.wav trigger leftdoor_left open trigger leftdoor_right open } trigger up { gotomarker leftdoor_lever1_uppos 16 playsound sound/movers/switches/switch.wav trigger leftdoor_left close trigger leftdoor_right close } } leftdoor_left { spawn { } trigger open { wait 500 playsound sound/movers/misc/big_gate1.wav volume 127 wait 350 enablespeaker leftdoor_sound gotomarker leftdoor_left_pc2 17 wait disablespeaker leftdoor_sound playsound sound/movers/misc/big_gate3.wav volume 127 } trigger close { wait 500 playsound sound/movers/misc/big_gate1.wav volume 127 wait 350 enablespeaker leftdoor_sound gotomarker leftdoor_left_pc1 17 wait disablespeaker leftdoor_sound playsound sound/movers/misc/big_gate3.wav volume 127 } } leftdoor_right { spawn { } trigger open { wait 850 gotomarker leftdoor_right_pc2 17 wait playsound sound/movers/misc/big_gate3.wav volume 127 } trigger close { wait 500 playsound sound/movers/misc/big_gate1.wav volume 127 wait 350 gotomarker leftdoor_right_pc1 17 wait playsound sound/movers/misc/big_gate3.wav volume 127 } } // -------------------------------------------------------------------- // right door of gun chamber // Single wall switch for operation of door. // -------------------------------------------------------------------- rightdoor_trigger1 { spawn { accum 6 set 1 wait 500 trigger rightdoor_trigger1 main } trigger main { globalaccum 1 abort_if_not_equal 0 trigger rightdoor_trigger1 up trigger rightdoor_trigger1 down } trigger up { accum 6 abort_if_not_equal 1 resetscript trigger rightdoor_lever1 up accum 6 set 0 } trigger down { accum 6 abort_if_not_equal 0 resetscript trigger rightdoor_lever1 down accum 6 set 1 } } rightdoor_lever1 { spawn { } trigger down { gotomarker rightdoor_lever1_downpos 16 playsound sound/movers/switches/butn2.wav trigger rightdoor_left open trigger rightdoor_right open } trigger up { gotomarker rightdoor_lever1_uppos 16 playsound sound/movers/switches/switch.wav trigger rightdoor_left close trigger rightdoor_right close } } rightdoor_left { spawn { } trigger open { wait 500 playsound sound/movers/misc/big_gate1.wav volume 127 wait 350 enablespeaker rightdoor_sound gotomarker rightdoor_left_pc2 17 wait disablespeaker rightdoor_sound playsound sound/movers/misc/big_gate3.wav volume 127 } trigger close { wait 500 playsound sound/movers/misc/big_gate1.wav volume 127 wait 350 enablespeaker rightdoor_sound gotomarker rightdoor_left_pc1 17 wait disablespeaker rightdoor_sound playsound sound/movers/misc/big_gate3.wav volume 127 } } rightdoor_right { spawn { } trigger open { wait 850 gotomarker rightdoor_right_pc2 18 wait playsound sound/movers/misc/big_gate3.wav volume 127 } trigger close { wait 500 playsound sound/movers/misc/big_gate1.wav volume 127 wait 350 gotomarker rightdoor_right_pc1 18 wait playsound sound/movers/misc/big_gate3.wav volume 127 } } // ================================================ // ============ NEUTRAL COMMAND POST ============== // ================================================ allied_compost_built { spawn { wait 400 trigger allied_compost_built setup constructible_class 2 } 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 { setstate allied_compost_built_model underconstruction setstate neutral_compost_closed_clip invisible setstate neutral_compost_closed_model invisible } built final { setstate allied_compost_built_model default setstate neutral_compost_closed_clip invisible setstate neutral_compost_closed_model invisible trigger allied_compost_built_model enable_allied_features enablespeaker allies_compost_sound } decayed final { setstate allied_compost_built_model invisible setstate neutral_compost_closed_clip default setstate neutral_compost_closed_model default } death { setstate allied_compost_built_model invisible setstate neutral_compost_closed_clip default setstate neutral_compost_closed_model default trigger allied_compost_built_model disable_allied_features disablespeaker allies_compost_sound } } allied_compost_built_model { spawn { wait 400 setstate allied_compost_built_model invisible } trigger enable_allied_features { setchargetimefactor 1 soldier 0.75 setchargetimefactor 1 lieutenant 0.75 setchargetimefactor 1 medic 0.75 setchargetimefactor 1 engineer 0.75 setchargetimefactor 1 covertops 0.75 sethqstatus 1 1 alertentity eastbunker_spawns setstate eastbunker_wobj default // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies" wm_teamvoiceannounce 1 "allies_hq_compost_constructed" wm_removeteamvoiceannounce 0 "axis_hq_compost_construct" wm_removeteamvoiceannounce 1 "allies_hq_compost_construct" // *---------------------------------------------------------------------------------* wm_announce "Allied Command Post constructed. Charge speed increased!" wm_objective_status 5 0 2 wm_objective_status 5 1 1 } trigger disable_allied_features { setchargetimefactor 1 soldier 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 covertops 1 sethqstatus 1 0 alertentity eastbunker_spawns setstate eastbunker_wobj invisible // *----------------------------------- 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" // *---------------------------------------------------------------------------------* wm_announce "Axis team has destroyed the Allied Command Post!" wm_objective_status 5 0 0 wm_objective_status 5 1 0 } } axis_compost_built { spawn { wait 400 trigger axis_compost_built setup constructible_class 2 } 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 { setstate axis_compost_built_model underconstruction setstate neutral_compost_closed_clip invisible setstate neutral_compost_closed_model invisible } built final { setstate axis_compost_built_model default setstate neutral_compost_closed_clip invisible setstate neutral_compost_closed_model invisible trigger axis_compost_built_model enable_axis_features enablespeaker axis_compost_sound } decayed final { setstate axis_compost_built_model invisible setstate neutral_compost_closed_clip default setstate neutral_compost_closed_model default } death { setstate axis_compost_built_model invisible setstate neutral_compost_closed_clip default setstate neutral_compost_closed_model default trigger axis_compost_built_model disable_axis_features disablespeaker axis_compost_sound } } axis_compost_built_model { spawn { wait 400 setstate axis_compost_built_model invisible } trigger enable_axis_features { setchargetimefactor 0 soldier 0.75 setchargetimefactor 0 lieutenant 0.75 setchargetimefactor 0 medic 0.75 setchargetimefactor 0 engineer 0.75 setchargetimefactor 0 covertops 0.75 sethqstatus 0 1 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "axis_hq_compost_constructed" wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis" wm_removeteamvoiceannounce 0 "axis_hq_compost_construct" wm_removeteamvoiceannounce 1 "allies_hq_compost_construct" // *---------------------------------------------------------------------------------* wm_announce "Axis Command Post constructed. Charge speed increased!" wm_objective_status 6 0 1 wm_objective_status 6 1 2 } trigger disable_axis_features { setchargetimefactor 0 soldier 1 setchargetimefactor 0 lieutenant 1 setchargetimefactor 0 medic 1 setchargetimefactor 0 engineer 1 setchargetimefactor 0 covertops 1 sethqstatus 0 0 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "axis_hq_compost_construct" wm_addteamvoiceannounce 1 "allies_hq_compost_construct" wm_teamvoiceannounce 0 "axis_hq_compost_construct" wm_teamvoiceannounce 1 "allies_hq_compost_damaged" // *---------------------------------------------------------------------------------* wm_announce "Allied team has destroyed the Axis Command Post!" wm_objective_status 6 0 0 wm_objective_status 6 1 0 } } // ================================ // ======= REMOVE LMS STUFF ======= // ================================ beachplanks_lms { spawn { wait 400 remove } } // Axis Main Bunker Command Post for LMS neutral_compost_toi_lms { spawn { wait 50 setstate neutral_compost_toi_lms invisible } } neutral_compost_clip_lms { spawn { wait 400 remove } } neutral_compost_closed_clip_lms { spawn { wait 400 remove } } neutral_compost_closed_model_lms { spawn { wait 400 remove } } allied_compost_built_lms { spawn { wait 400 remove } } allied_compost_built_model_lms { spawn { wait 400 remove } } axis_compost_built_lms { spawn { wait 400 remove } } axis_compost_built_model_lms { spawn { wait 400 remove } } // Axis Main Bunker Health & Ammo Cabinets mainbunker_hacabinet_toi_lms { spawn { wait 50 remove } } mainbunker_hacabinet_cm_marker_lms { spawn { wait 50 remove } } mainbunker_trigger_ammo_lms { spawn { wait 400 remove } } mainbunker_ammocabinet_lms { spawn { wait 400 remove } } mainbunker_ammocabinet_clip_lms { spawn { wait 400 remove } } mainbunker_trigger_heal_lms { spawn { wait 400 remove } } mainbunker_healthcabinet_lms { spawn { wait 400 remove } } mainbunker_healthcabinet_clip_lms { spawn { wait 400 remove } }