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battery.script
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//
// Map: Atlantic Seawall Battery
// BSP: battery
game_manager
{
spawn
{
// Runs
/////////////////////////////////////////
// AXIS SECOND TO CP
/////////////////////////////////////////
create
{
origin "3322 -5375 1056"
mins "-48 -8 -48"
maxs "48 8 48"
classname "trigger_multiple"
target "starttimer1"
contents "1073741824"
}
create
{
origin "3322 -5375 1056"
classname "target_startTimer"
targetname "starttimer1"
name "Axis 2nd to CP"
}
create
{
origin "3322 -5375 1056"
classname "misc_gamemodel"
mins "-90 -90 -25"
maxs "90 90 25"
model "models/mapobjects/timerun/start_1.md3"
fps "12"
frames "25"
start "0"
spawnflags "2"
}
create
{
origin "6079 -3590 1144"
mins "-128 -48 -128"
maxs "128 48 128"
classname "trigger_multiple"
target "stoptimer1"
contents "1073741824"
}
create
{
origin "6079 -3590 1144"
classname "target_stopTimer"
targetname "stoptimer1"
name "Axis 2nd to CP"
}
create
{
origin "6079 -3590 1144"
classname "misc_gamemodel"
mins "-90 -90 -25"
maxs "90 90 25"
model "models/mapobjects/timerun/stop_1.md3"
fps "12"
frames "25"
start "0"
spawnflags "2"
}
/////////////////////////////////////////
// PATH TO BACKDOOR
/////////////////////////////////////////
create
{
origin "4068 -2794 1185"
mins "-48 -8 -48"
maxs "48 8 48"
classname "trigger_multiple"
target "starttimer2"
contents "1073741824"
}
create
{
origin "4068 -2794 1185"
classname "target_startTimer"
targetname "starttimer2"
name "Path to backdoor"
}
create
{
origin "4068 -2794 1185"
classname "misc_gamemodel"
mins "-90 -90 -25"
maxs "90 90 25"
model "models/mapobjects/timerun/start_2.md3"
fps "12"
frames "25"
start "0"
spawnflags "2"
}
create
{
origin "4614 -4634 1088"
mins "-128 -48 -128"
maxs "128 48 128"
classname "trigger_multiple"
target "stoptimer2"
contents "1073741824"
}
create
{
origin "4614 -4634 1088"
classname "target_stopTimer"
targetname "stoptimer2"
name "Path to backdoor"
}
create
{
origin "4614 -4634 1088"
classname "misc_gamemodel"
mins "-90 -90 -25"
maxs "90 90 25"
model "models/mapobjects/timerun/stop_2.md3"
fps "12"
frames "25"
start "0"
spawnflags "2"
}
/////////////////////////////////////////
// PATH TO ALLIES 2ND
/////////////////////////////////////////
create
{
origin "4043 -2366 1071"
mins "-50 -50 -50"
maxs "50 50 50"
classname "trigger_multiple"
target "starttimer3"
contents "1073741824"
}
create
{
origin "4043 -2366 1071"
classname "target_startTimer"
targetname "starttimer3"
name "Path to Allies 2nd"
}
create
{
origin "4043 -2366 1071"
classname "misc_gamemodel"
mins "-90 -90 -25"
maxs "90 90 25"
model "models/mapobjects/timerun/start_3.md3"
fps "12"
frames "25"
start "0"
spawnflags "2"
}
create
{
origin "951 -2650 1076"
mins "-128 -48 -128"
maxs "128 48 128"
classname "trigger_multiple"
target "stoptimer3"
contents "1073741824"
}
create
{
origin "951 -2650 1076"
classname "target_stopTimer"
targetname "stoptimer3"
name "Path to Allies 2nd"
}
create
{
origin "951 -2650 1076"
classname "misc_gamemodel"
mins "-90 -90 -25"
maxs "90 90 25"
model "models/mapobjects/timerun/stop_3.md3"
fps "12"
frames "25"
start "0"
spawnflags "2"
}
/////////////////////////////////////////
// RADAR TO GUN
/////////////////////////////////////////
create
{
origin "791 -3411 1168"
mins "-48 -8 -48"
maxs "48 8 48"
classname "trigger_multiple"
target "starttimer4"
contents "1073741824"
}
create
{
origin "791 -3411 1168"
classname "target_startTimer"
targetname "starttimer4"
name "Radar to Gun"
}
create
{
origin "791 -3411 1168"
classname "misc_gamemodel"
mins "-90 -90 -25"
maxs "90 90 25"
model "models/mapobjects/timerun/start_4.md3"
fps "12"
frames "25"
start "0"
spawnflags "2"
}
create
{
origin "3074 -2836 970"
mins "-128 -48 -128"
maxs "128 48 128"
classname "trigger_multiple"
target "stoptimer4"
contents "1073741824"
}
create
{
origin "3074 -2836 970"
classname "target_stopTimer"
targetname "stoptimer4"
name "Radar to Gun"
}
create
{
origin "3074 -2836 970"
classname "misc_gamemodel"
mins "-90 -90 -25"
maxs "90 90 25"
model "models/mapobjects/timerun/stop_4.md3"
fps "12"
frames "25"
start "0"
spawnflags "2"
}
// Game rules
wm_number_of_objectives 6
// 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 // <objective team status>
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
wait 50
setautospawn "West Bunker" 1
setautospawn "West Bunker" 0
setstate eastbunker_wobj invisible
// 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
}
trigger opendoors
{
// Generator is down, but emergency systems have not 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
}
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
}
}
// ============== 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