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fueldump.script
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// ============================================================================
// Map: Fueldump
// Last update : 14/03/15 Nico
// ============================================================================
game_manager
{
spawn
{
// Runs
/////////////////////////////////////////
// ALLIES 1ST TO OVER BRIDGE
/////////////////////////////////////////
create
{
origin "-896 -8200 360"
mins "-48 -8 -48"
maxs "48 8 48"
classname "trigger_multiple"
target "starttimer1"
contents "1073741824"
}
create
{
origin "-896 -8200 360"
classname "target_startTimer"
targetname "starttimer1"
name "Allies 1st to bridge"
}
create
{
origin "-896 -8200 360"
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 "-3712 -4288 264"
mins "-128 -48 -128"
maxs "128 48 128"
classname "trigger_multiple"
target "stoptimer1"
contents "1073741824"
}
create
{
origin "-3712 -4288 264"
classname "target_stopTimer"
targetname "stoptimer1"
name "Allies 1st to bridge"
}
create
{
origin "-3712 -4288 264"
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"
}
/////////////////////////////////////////
// AMMO HOUSE TO MAINGATE
/////////////////////////////////////////
create
{
origin "-3136 -8128 440"
mins "-48 -8 -48"
maxs "48 8 48"
classname "trigger_multiple"
target "starttimer2"
contents "1073741824"
}
create
{
origin "-3136 -8128 440"
classname "target_startTimer"
targetname "starttimer2"
name "Ammo house to maingate"
}
create
{
origin "-3136 -8128 440"
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 "-9792 -5584 272"
mins "-160 -16 -128"
maxs "160 16 128"
classname "trigger_multiple"
target "stoptimer2"
contents "1073741824"
}
create
{
origin "-9792 -5584 272"
classname "target_stopTimer"
targetname "stoptimer2"
name "Ammo house to maingate"
}
create
{
origin "-9792 -5584 272"
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"
}
/////////////////////////////////////////
// ALLIES CP TO DUMP
/////////////////////////////////////////
create
{
origin "-10648 -2368 576"
mins "-8 -112 -80"
maxs "8 112 80"
classname "trigger_multiple"
target "starttimer3"
contents "1073741824"
}
create
{
origin "-10648 -2368 576"
classname "target_startTimer"
targetname "starttimer3"
name "Allies CP to dump"
}
create
{
origin "-10648 -2368 576"
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 "-10456 -7152 256"
mins "-8 -128 -80"
maxs "8 128 80"
classname "trigger_multiple"
target "stoptimer3"
contents "1073741824"
}
create
{
origin "-10456 -7152 256"
classname "target_stopTimer"
targetname "stoptimer3"
name "Allies CP to dump"
}
create
{
origin "-10456 -7152 256"
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"
}
wait 3000
trigger tunnelgrate_solid switch
wait 500
trigger cavedoor_solid switch
wait 500
trigger basedoor_solid switch
wait 500
trigger basewall_solid switch
wait 500
trigger tank deathcheck
wait 500
setstate tank_turret invisible
setstate tank invisible
setstate tank_turret2 invisible
setstate tank_trigger invisible
setstate bridge_construct_toi invisible
setstate tbdoor2_lever1 invisible
setstate tbdoor2_invtrig1 invisible
setstate alliedhqradio_toi invisible
setstate reardump_toi invisible
setstate frontdump_toi invisible
// Game rules
wm_number_of_objectives 7
wm_objective_status 1 1 0
wm_objective_status 1 0 0
wm_objective_status 2 1 0
wm_objective_status 2 0 0
wm_objective_status 3 1 0
wm_objective_status 3 0 0
wm_objective_status 4 1 0
wm_objective_status 4 0 0
wm_objective_status 5 1 0
wm_objective_status 5 0 0
wm_objective_status 6 1 0
wm_objective_status 6 0 0
wm_objective_status 7 1 0
wm_objective_status 7 0 0
// Accumulator to check win conditions
accum 1 set 0
// Setup the auto spawn points for the map
wait 500
setautospawn "Allied Entrance Spawn" 1
setautospawn "Tunnel Store Room" 0
// Garage Doors
globalaccum 4 set 0 // Flexible Door 1 status. (0=stationary, 1=moving)
globalaccum 5 set 0 // Flexible Door 2 status. (0=stationary, 1=moving)
// CP speakers
disablespeaker axishq_sound
disablespeaker alliedhq_sound
wait 2000
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_bridge_stop"
wm_addteamvoiceannounce 0 "fueldump_allies_bridge_construct"
wm_teamvoiceannounce 0 "fueldump_axis_bridge_stop"
wm_teamvoiceannounce 0 "axis_hq_compost_construct"
wm_teamvoiceannounce 0 "fueldump_allies_bridge_construct"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Constructing a Bridge over the frozen river
//-----------------------------------------------------------------------
trigger objective1
{
wm_announce "Allied team has constructed the bridge!"
}
//-----------------------------------------------------------------------
// Destroying the Tunnel Doors.
//-----------------------------------------------------------------------
trigger objective2
{
wm_announce "Allied team has breached the Tunnel Doors!"
setstate tunneldoor_toi invisible
setautospawn "Allied Entrance Spawn" 0
setautospawn "Tunnel Store Room" 1
alertentity t108 // Switch the tunnel spawns around
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_gates_stop"
wm_addteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
wm_teamvoiceannounce 0 "fueldump_axis_tunnel_destroyed"
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_construct"
wm_teamvoiceannounce 1 "fueldump_allies_tank_depot"
wm_teamvoiceannounce 1 "allies_hq_compost_construct"
wm_removeteamvoiceannounce 0 "fueldump_axis_tunnel_stop"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Destroying the Axis Depot Gates.
//-----------------------------------------------------------------------
trigger objective3
{
wm_announce "Allied team has breached the Depot Gates!"
setstate depotgate_toi invisible
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_gates_destroyed"
wm_addteamvoiceannounce 0 "fueldump_axis_fueldump_defend"
wm_addteamvoiceannounce 1 "fueldump_allies_fueldump_destroy"
wm_teamvoiceannounce 0 "fueldump_axis_gates_destroyed"
wm_teamvoiceannounce 0 "fueldump_axis_fueldump_defend"
wm_teamvoiceannounce 1 "fueldump_allies_tank_reardepot"
wm_teamvoiceannounce 1 "fueldump_allies_fueldump_destroy"
wm_removeteamvoiceannounce 0 "fueldump_axis_gates_stop"
wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
wm_removeteamvoiceannounce 1 "fueldump_allies_tank_depot"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Destroying the Axis Fueldump.
//-----------------------------------------------------------------------
trigger objective4
{
// Change the variable within the script so that we can check if someone wins the round
accum 1 set 1
// Big bang sequence of fueldump here
alertentity fueldump_explo1
alertentity fueldump_explo2
alertentity fueldump_explo3
setstate fueldump_ladder invisible
alertentity fueldump_rubble1
alertentity fueldump_rubble2
alertentity fueldump_rubble3
// Some kind of UI pop-up to alert players
wm_announce "Allied team has destroyed the Axis Fuel Dump!"
wm_objective_status 4 1 1
wm_objective_status 4 0 2
wait 3000
// Call function to check if the round has been won
trigger game_manager checkgame
}
//-----------------------------------------------------------------------
// Escort the Tank to destroy the Side Wall to the rear of the Depot.
//-----------------------------------------------------------------------
trigger objective5
{
wm_announce "Allied team has breached the Depot Side Wall!"
setstate depotsidewall_toi invisible
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "fueldump_axis_fueldump_defend"
wm_teamvoiceannounce 1 "fueldump_allies_wall_destroyed"
wm_teamvoiceannounce 1 "fueldump_allies_fueldump_destroy"
wm_removeteamvoiceannounce 1 "fueldump_allies_tank_reardepot"
// *---------------------------------------------------------------------------------*
}
trigger checkgame
{
accum 1 abort_if_not_equal 1
wait 1000
}
}
// Remove shit
axiscentraldoor
{
spawn
{
remove
}
}
// ============================================================================
// LMS stuff to remove from obj mode
// ============================================================================
thebridge_lms
{
spawn
{
wait 100
setstate thebridge_lms default
setstate lms_hacabinet_cm_marker invisible
setstate lms_hacabinet_toi invisible
setstate lms_healthcabinet invisible
setstate lms_ammocabinet invisible
setstate lms_healthtrigger invisible
setstate lms_ammotrigger invisible
setstate lms_healthcabinet_clip invisible
setstate lms_ammocabinet_clip invisible
setstate lms_alliedstaircase invisible
}
}
// ============================================================================
// AXIS HQ bits and pieces
// ============================================================================
axis_radio_destroyed
{
spawn
{
wait 200
setstate axis_radio_destroyed invisible
setstate axis_radio_destroyed_model invisible
}
trigger hide
{
setstate axis_radio_destroyed invisible
setstate axis_radio_destroyed_model invisible
}
trigger show
{
setstate axis_radio_destroyed default
setstate axis_radio_destroyed_model default
setstate axishqstuff invisible // Arial tower outside of building
}
}
axis_radio_closed
{
spawn
{
wait 200
setstate axis_radio_closed default
setstate axis_radio_closed_model default
}
trigger hide
{
setstate axis_radio_closed invisible
setstate axis_radio_closed_model invisible
}
trigger show
{
setstate axis_radio_closed default
setstate axis_radio_closed_model default
}
}
axis_radio_built
{
spawn
{
wait 400
constructible_class 2
trigger self setup
setstate axishqstuff invisible
}
trigger setup
{
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
}
buildstart final
{
trigger axis_radio_built_model trans
trigger axis_radio_destroyed hide
trigger axis_radio_closed hide
setstate axishqstuff underconstruction
}
decayed final
{
trigger axis_radio_built_model hide
trigger axis_radio_closed show
setstate axishqstuff invisible
}
built final
{
trigger axis_radio_built_model show
trigger axis_radio_closed hide
trigger axis_radio_destroyed hide
trigger axis_radio_built_model enable_axis_features
enablespeaker axishq_sound
setstate axishqstuff default
}
death
{
trigger axis_radio_built_model hide
trigger axis_radio_destroyed show
trigger axis_radio_built_model disable_axis_features
disablespeaker axishq_sound
}
}
axis_radio_built_model
{
spawn
{
wait 400
setstate axis_radio_built_model invisible
accum 0 bitreset 0 // set if radio is built
accum 0 bitreset 1 // set if goal should be ignored
}
trigger show
{
setstate axis_radio_built_model default
}
trigger hide
{
setstate axis_radio_built_model invisible
}
trigger trans
{
setstate axis_radio_built_model underconstruction
}
trigger enable_axis_features
{
//-----------------------------------------------------------------------
// Increase Allies charge times
//-----------------------------------------------------------------------
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_objective_status 6 0 1
wm_objective_status 6 1 2
wm_announce "Axis Command Post constructed. Charge speed increased!"
accum 0 bitset 0
}
trigger disable_axis_features
{
//-----------------------------------------------------------------------
// Decrease Axis charge times
//-----------------------------------------------------------------------
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_teamvoiceannounce 0 "axis_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
accum 0 bitreset 0
}
}
// ============================================================================
// Allied HQ bits and pieces
// ============================================================================
alliedhqradio_toi
{
//-----------------------------------------------------------------------
// Enable health/ammo cabinets, allied radio has been built
//-----------------------------------------------------------------------
trigger enable_hacabs
{
setstate tankbay_healthcabinet default
setstate tankbay_ammocabinet default
setstate tankbay_healthtrigger default
setstate tankbay_ammotrigger default
setstate tankbay_healthcabinet_dmg invisible
setstate tankbay_ammocabinet_dmg invisible
setstate tankbay_hacabinet_cm_marker default
setstate tankbay_hacabinet_toi default
}
//-----------------------------------------------------------------------
// Disable health/ammo cabinets, allied radio has been destroyed
//-----------------------------------------------------------------------
trigger disable_hacabs
{
setstate tankbay_healthcabinet invisible
setstate tankbay_ammocabinet invisible
setstate tankbay_healthtrigger invisible
setstate tankbay_ammotrigger invisible
setstate tankbay_healthcabinet_dmg default
setstate tankbay_ammocabinet_dmg default
setstate tankbay_hacabinet_cm_marker invisible
setstate tankbay_hacabinet_toi invisible
}
}
allied_radio_destroyed
{
spawn
{
wait 200
setstate allied_radio_destroyed invisible
setstate allied_radio_destroyed_model invisible
}
trigger hide
{
setstate allied_radio_destroyed invisible
setstate allied_radio_destroyed_model invisible
}
trigger show
{
setstate allied_radio_destroyed default
setstate allied_radio_destroyed_model default
}
}
allied_radio_closed
{
spawn
{
wait 200
setstate allied_radio_closed default
setstate allied_radio_closed_model default
}
trigger hide
{
setstate allied_radio_closed invisible
setstate allied_radio_closed_model invisible
}
trigger show
{
setstate allied_radio_closed default
setstate allied_radio_closed_model default
}
}
allied_radio_built
{
spawn
{
wait 400
constructible_class 2
trigger allied_radio_built setup
}
trigger setup
{
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus 1 0
trigger alliedhqradio_toi disable_hacabs
}
buildstart final
{
trigger allied_radio_built_model trans
trigger allied_radio_destroyed hide
trigger allied_radio_closed hide
}
decayed final
{
trigger allied_radio_built_model hide
trigger allied_radio_closed show
}
built final
{
trigger allied_radio_built_model show
trigger allied_radio_closed hide
trigger allied_radio_destroyed hide
trigger allied_radio_built_model enable_allied_features
enablespeaker alliedhq_sound
}
death
{
trigger allied_radio_built_model hide
trigger allied_radio_destroyed show
trigger allied_radio_built_model disable_allied_features
disablespeaker alliedhq_sound
}
}
allied_radio_built_model
{
spawn
{
wait 400
setstate allied_radio_built_model invisible
accum 0 bitreset 0 // set if radio is built
accum 0 bitreset 1 // set if goal should be ignored
}
trigger show
{
setstate allied_radio_built_model default
}
trigger hide
{
setstate allied_radio_built_model invisible
}
trigger trans
{
setstate allied_radio_built_model underconstruction
}
trigger enable_allied_features
{
trigger alliedhqradio_toi enable_hacabs
//-----------------------------------------------------------------------
// Increase Allies charge times
//-----------------------------------------------------------------------
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
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed"
wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
// *---------------------------------------------------------------------------------*
wm_objective_status 7 1 1
wm_objective_status 7 0 2
wm_announce "Allied Command Post constructed. Charge speed increased!"
accum 0 bitset 0
}
trigger disable_allied_features
{
trigger alliedhqradio_toi disable_hacabs
//-----------------------------------------------------------------------
// Decrease Allies charge times
//-----------------------------------------------------------------------
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus 1 1
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
// *---------------------------------------------------------------------------------*
wm_announce "Axis team has destroyed the Allied Command Post!"
wm_objective_status 7 0 0
wm_objective_status 7 1 0
accum 0 bitreset 0
}
}
// ============================================================================
// The Bridge
// ============================================================================
thebridge
{
spawn
{
accum 7 set 0 // Bridge stage construction and tank status
wait 200
constructible_class 3
setstate bridgematerials_stage1 invisible
setstate bridgematerials_stage2 invisible
accum 7 bitset 1 // Tank NOT over bridge yet
}
//-----------------------------------------------------------------------
// Stage 1 is BUILT
//-----------------------------------------------------------------------
built stage1
{
setstate bridgematerials_stage1 invisible // Remove stage 1 construction items
trigger game_manager objective1
accum 7 abort_if_not_bitset 1 // Tank over bridge?
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_bridge_destroy"
wm_addteamvoiceannounce 1 "fueldump_allies_bridge_reinforce"
wm_teamvoiceannounce 0 "fueldump_axis_bridge_destroy"
wm_teamvoiceannounce 1 "fueldump_allies_bridge_reinforce"
wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_stop"
wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_construct"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Stage 1 is DESTROYED
//-----------------------------------------------------------------------
death
{
setstate bridgematerials_stage1 invisible // Restore stage 1 construction items
togglespeaker bridge_expl // Explosion
trigger tank clearBridge
// Some kind of UI pop-up to alert players
wm_announce "Axis team has destroyed the Bridge!"
accum 7 abort_if_not_bitset 1 // Tank over bridge?
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_bridge_stop"
wm_addteamvoiceannounce 1 "fueldump_allies_bridge_construct"
wm_teamvoiceannounce 0 "fueldump_axis_bridge_destroyed"
wm_teamvoiceannounce 1 "fueldump_allies_bridge_construct"
wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_destroy"
wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_reinforce"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Stage 2 is BUILT
//-----------------------------------------------------------------------
built final
{
setstate bridgematerials_stage2 invisible
trigger tank setBridge
// Some kind of UI pop-up to alert players
wm_announce "Allied team has reinforced the Bridge!"
accum 7 abort_if_not_bitset 1 // Tank over bridge?
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_bridge_destroy"
wm_addteamvoiceannounce 1 "fueldump_allies_tank_bridge"
wm_teamvoiceannounce 0 "fueldump_axis_bridge_reinforced"
wm_teamvoiceannounce 1 "fueldump_allies_bridge_reinforced"
wm_teamvoiceannounce 1 "fueldump_allies_tank_bridge"
wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_stop"
wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_reinforce"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Stage 2 is DESTROYED, go back to stage 1
//-----------------------------------------------------------------------
destroyed final
{
setstate bridgematerials_stage2 default
togglespeaker bridge_expl
trigger tank clearBridge
// Some kind of UI pop-up to alert players
wm_announce "Axis team has damaged the Bridge!"
accum 7 abort_if_not_bitset 1 // Tank over bridge?
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_bridge_destroy"
wm_addteamvoiceannounce 1 "fueldump_allies_bridge_reinforce"
wm_teamvoiceannounce 0 "fueldump_axis_bridge_damaged"
wm_teamvoiceannounce 1 "fueldump_allies_bridge_damaged"
wm_removeteamvoiceannounce 1 "fueldump_allies_tank_bridge"
// *---------------------------------------------------------------------------------*
}
//-----------------------------------------------------------------------
// Tank has made it over the bridge and on route to the cave doors
// remove all VO reference to the bridge construct/destruct
//-----------------------------------------------------------------------
trigger tank_passed
{
accum 7 bitreset 1 // Tank over bridge, no more announcements
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "fueldump_axis_tunnel_stop"
wm_addteamvoiceannounce 1 "fueldump_allies_tank_depot"
wm_teamvoiceannounce 0 "fueldump_axis_tunnel_stop"
wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_destroy"
wm_removeteamvoiceannounce 0 "fueldump_axis_bridge_stop"
wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_construct"
wm_removeteamvoiceannounce 1 "fueldump_allies_bridge_reinforce"
wm_removeteamvoiceannounce 1 "fueldump_allies_tank_bridge"
// *---------------------------------------------------------------------------------*
}
}
// ============================================================================
// The Fuel Dump
// ============================================================================
axisfueldump
{
spawn
{
wait 200
constructible_class 3
setstate fueldump_solid default
setstate fueldump_damaged invisible
setstate fueldump_smoke1 invisible
setstate fueldump_smoke2 invisible
setstate fueldump_smoke3 invisible
}
death
{
trigger game_manager objective4
setstate fueldump_smoke1 default
setstate fueldump_smoke2 default
setstate fueldump_smoke3 default
trigger hurt_fueldumpblast boom
setstate fueldump_solid invisible
setstate fueldump_damaged default