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nejijump5_b5.script
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//Thanks to RoeltjE and {Just-Me}
// Fixed version by Dinius
game_manager
{
spawn
{
globalaccum 0 set 0
globalaccum 1 set 0
wait 200
setautospawn "EasyJump 1" 1
setautospawn "HardJump 1" 0
setstate axis_cleanup invisible
setstate allies_cleanup invisible
setstate secret_teleporter invisible
setstate axisparttwo invisible
setstate axispartone default
setstate alliesparttwo invisible
setstate alliespartone default
setstate switchaxispartone default
setstate switchaxisparttwo invisible
setstate switchalliespartone default
setstate switchalliesparttwo invisible
}
trigger axis_reset
{
setstate axis_resetter_trigger invisible //hide the trigger so it cant be capped anymore
wm_announce "^1Axis ^7Flags resetting in ^110 seconds^7!"
wm_announce "^zwww.^7Trickjump^z.me -^7 Fixed Version!"
wait 5000
wm_announce "^1Axis ^7Flags resetting in ^15 seconds^7!"
wait 5000
setstate axis_cleanup default //kill all axis
trigger axis_flag_2 reset //run the reset triggers
trigger axis_flag_3 reset
trigger axis_flag_4 reset
trigger axis_flag_5 reset
trigger axis_flag_6 reset
trigger axis_flag_7 reset
trigger axis_flag_8 reset
globalaccum 0 set 0 //current spawn is 0 again
setautospawn "HardJump 1" 0 //set flag 0 as spawnpoint
wm_announce "^1Axis ^7Flags resetted^1!"
wm_teamvoiceannounce 0 "axis_hq_objective_lost"
wait 50 //wait for everyone to die
setstate axis_cleanup invisible //hide the kill trigger again
setstate axis_resetter_trigger default //now we can reset again
}
trigger allies_reset
{
setstate allies_resetter_trigger invisible
wm_announce "^1Allies ^7Flags resetting in ^110 seconds^7!"
wm_announce "^zwww.^7Trickjump^z.me -^7 Fixed Version!"
wait 5000
wm_announce "^1Allies ^7Flags resetting in ^15 seconds^7!"
wait 5000
setstate allies_cleanup default
trigger allies_flag_2 reset
trigger allies_flag_3 reset
trigger allies_flag_4 reset
trigger allies_flag_5 reset
trigger allies_flag_6 reset
trigger allies_flag_7 reset
trigger allies_flag_8 reset
globalaccum 1 set 0
setautospawn "EasyJump 1" 1
wm_announce "^1Allies ^7Flags resetted^1!"
wm_teamvoiceannounce 1 "allies_hq_objective_lost"
wait 50
setstate allies_cleanup invisible
setstate allies_resetter_trigger default
}
}
switchaxispartone_script
{
spawn
{
accum 0 set 0
}
trigger switchtoparttwo
{
setstate switchaxispartone invisible
wait 10000
accum 0 abort_if_not_equal 0
accum 0 set 0
setstate axisparttwo default
setstate axispartone invisible
wait 50
setstate switchaxisparttwo default
wm_announce "^1Axis ^7Part ^1Two ^7is waiting^1!"
}
}
switchaxisparttwo_script
{
spawn
{
accum 0 set 0
}
trigger switchtopartone
{
setstate switchaxisparttwo invisible
wait 10000
accum 0 abort_if_not_equal 0
accum 0 set 0
setstate axispartone default
setstate axisparttwo invisible
wait 50
setstate switchaxispartone default
wm_announce "^1Axis ^7Part ^1One ^7is waiting^1!"
}
}
switchalliespartone_script
{
spawn
{
accum 0 set 0
}
trigger switchtoparttwo_allies
{
setstate switchalliespartone invisible
wait 10000
accum 0 abort_if_not_equal 0
accum 0 set 0
setstate alliesparttwo default
setstate alliespartone invisible
wait 50
setstate switchalliesparttwo default
wm_announce "^1Allies ^7Part ^1Two ^7is waiting^1!"
}
}
switchalliesparttwo_script
{
spawn
{
accum 0 set 0
}
trigger switchtopartone_allies
{
setstate switchalliesparttwo invisible
wait 10000
accum 0 abort_if_not_equal 0
accum 0 set 0
setstate alliespartone default
setstate alliesparttwo invisible
wait 50
setstate switchalliespartone default
wm_announce "^1Allies ^7Part ^1One ^7is waiting^1!"
}
}
secret1
{
spawn
{
accum 0 set 0 //set check to 0
}
trigger enable
{
accum 0 abort_if_not_equal 0 //only continue if is not bussy yet
accum 0 set 1 //set check to 1 (tells it is busy already)
setstate secret_teleporter default //trigger appears
wait 10000 //figure that out yourself :P
setstate secret_teleporter invisible //trigger disappears
accum 0 set 0 //set check to 0 (done)
}
}
allies_flag_2
{
spawn
{
accum 0 set 0 //is the flag captured? 0-no 1-yes
}
trigger captured
{
accum 0 abort_if_equal 1 //if the flag is capped, then abort
accum 0 set 1 //this means the flag is captured
wm_announce "^<Allies ^7captured ^<Easy^7Jumps Flag 2^<!"
wm_teamvoiceannounce 1 "allies_hq_objective_captured"
alertentity allies_flag_2_wobj //show up the flag
alertentity allies_flag_2_spawns //activate the spawns
alertentity allies_flag_2_glowstuff //show up the green and hide the white
globalaccum 1 abort_if_greater_than 2 //if a spawn further is capped, then abort
setautospawn "EasyJump 2" 1 //make it the current spawnpoint
globalaccum 1 set 2 //set spawnpoint count thing to 1
}
trigger reset
{
accum 0 abort_if_equal 0 //if the flag is not capped, then we dont have to reset
alertentity allies_flag_2_wobj //hide all stuff again
alertentity allies_flag_2_spawns
alertentity allies_flag_2_glowstuff
accum 0 set 0 //now we can cap it again
}
}
axis_flag_2
{
spawn
{
accum 0 set 0
}
trigger captured
{
accum 0 abort_if_equal 1
accum 0 set 1
wm_announce "^>Axis ^7captured ^>Hard^7Jumps Flag 2^>!"
wm_teamvoiceannounce 0 "axis_hq_objective_captured"
alertentity axis_flag_2_wobj
alertentity axis_flag_2_glowstuff
alertentity axis_flag_2_spawns
globalaccum 0 abort_if_greater_than 2
setautospawn "HardJump 2" 0
globalaccum 0 set 2
}
trigger reset
{
accum 0 abort_if_equal 0
alertentity axis_flag_2_wobj
alertentity axis_flag_2_spawns
alertentity axis_flag_2_glowstuff
accum 0 set 0
}
}
allies_flag_3
{
spawn
{
accum 0 set 0 //is the flag captured? 0-no 1-yes
}
trigger captured
{
accum 0 abort_if_equal 1 //if the flag is capped, then abort
accum 0 set 1
wm_announce "^<Allies ^7captured ^<Easy^7Jumps Flag 3^<!"
wm_teamvoiceannounce 1 "allies_hq_objective_captured"
alertentity allies_flag_3_wobj
alertentity allies_flag_3_spawns
alertentity allies_flag_3_glowstuff
globalaccum 1 abort_if_greater_than 3
setautospawn "EasyJump 3" 1
globalaccum 1 set 3
}
trigger reset
{
accum 0 abort_if_equal 0
alertentity allies_flag_3_wobj
alertentity allies_flag_3_spawns
alertentity allies_flag_3_glowstuff
accum 0 set 0
}
}
axis_flag_3
{
spawn
{
accum 0 set 0
}
trigger captured
{
accum 0 abort_if_equal 1
accum 0 set 1
wm_announce "^>Axis ^7captured ^>Hard^7Jumps Flag 3^>!"
wm_teamvoiceannounce 0 "axis_hq_objective_captured"
alertentity axis_flag_3_wobj
alertentity axis_flag_3_glowstuff
alertentity axis_flag_3_spawns
globalaccum 0 abort_if_greater_than 3
setautospawn "HardJump 3" 0
globalaccum 0 set 3
}
trigger reset
{
accum 0 abort_if_equal 0
alertentity axis_flag_3_wobj
alertentity axis_flag_3_spawns
alertentity axis_flag_3_glowstuff
accum 0 set 0
}
}
allies_flag_4
{
spawn
{
accum 0 set 0 //is the flag captured? 0-no 1-yes
}
trigger captured
{
accum 0 abort_if_equal 1 //if the flag is capped, then abort
accum 0 set 1
wm_announce "^<Allies ^7captured ^<Easy^7Jumps Flag 4^<!"
wm_teamvoiceannounce 1 "allies_hq_objective_captured"
alertentity allies_flag_4_wobj
alertentity allies_flag_4_spawns
alertentity allies_flag_4_glowstuff
globalaccum 1 abort_if_greater_than 4
setautospawn "EasyJump 4" 1
globalaccum 1 set 4
}
trigger reset
{
accum 0 abort_if_equal 0
alertentity allies_flag_4_wobj
alertentity allies_flag_4_spawns
alertentity allies_flag_4_glowstuff
accum 0 set 0
}
}
axis_flag_4
{
spawn
{
accum 0 set 0
}
trigger captured
{
accum 0 abort_if_equal 1
accum 0 set 1
wm_announce "^>Axis ^7captured ^>Hard^7Jumps Flag 4^>!"
wm_teamvoiceannounce 0 "axis_hq_objective_captured"
alertentity axis_flag_4_wobj
alertentity axis_flag_4_glowstuff
alertentity axis_flag_4_spawns
globalaccum 0 abort_if_greater_than 4
setautospawn "HardJump 4" 0
globalaccum 0 set 4
}
trigger reset
{
accum 0 abort_if_equal 0
alertentity axis_flag_4_wobj
alertentity axis_flag_4_spawns
alertentity axis_flag_4_glowstuff
accum 0 set 0
}
}
allies_flag_5
{
spawn
{
accum 0 set 0 //is the flag captured? 0-no 1-yes
}
trigger captured
{
accum 0 abort_if_equal 1 //if the flag is capped, then abort
accum 0 set 1
wm_announce "^<Allies ^7captured ^<Easy^7Jumps Flag 5^<!"
wm_teamvoiceannounce 1 "allies_hq_objective_captured"
alertentity allies_flag_5_wobj
alertentity allies_flag_5_spawns
alertentity allies_flag_5_glowstuff
globalaccum 1 abort_if_greater_than 5
setautospawn "EasyJump 5" 1
globalaccum 1 set 5
}
trigger reset
{
accum 0 abort_if_equal 0
alertentity allies_flag_5_wobj
alertentity allies_flag_5_spawns
alertentity allies_flag_5_glowstuff
accum 0 set 0
}
}
axis_flag_5
{
spawn
{
accum 0 set 0
}
trigger captured
{
accum 0 abort_if_equal 1
accum 0 set 1
wm_announce "^>Axis ^7captured ^>Hard^7Jumps Flag 5^>!"
wm_teamvoiceannounce 0 "axis_hq_objective_captured"
alertentity axis_flag_5_wobj
alertentity axis_flag_5_glowstuff
alertentity axis_flag_5_spawns
globalaccum 0 abort_if_greater_than 5
setautospawn "HardJump 5" 0
globalaccum 0 set 5
}
trigger reset
{
accum 0 abort_if_equal 0
alertentity axis_flag_5_wobj
alertentity axis_flag_5_spawns
alertentity axis_flag_5_glowstuff
accum 0 set 0
}
}
allies_flag_6
{
spawn
{
accum 0 set 0 //is the flag captured? 0-no 1-yes
}
trigger captured
{
accum 0 abort_if_equal 1 //if the flag is capped, then abort
accum 0 set 1
wm_announce "^<Allies ^7captured ^<Easy^7Jumps Flag 6^<!"
wm_teamvoiceannounce 1 "allies_hq_objective_captured"
alertentity allies_flag_6_wobj
alertentity allies_flag_6_spawns
alertentity allies_flag_6_glowstuff
globalaccum 1 abort_if_greater_than 6
setautospawn "EasyJump 6" 1
globalaccum 1 set 6
}
trigger reset
{
accum 0 abort_if_equal 0
alertentity allies_flag_6_wobj
alertentity allies_flag_6_spawns
alertentity allies_flag_6_glowstuff
accum 0 set 0
}
}
axis_flag_6
{
spawn
{
accum 0 set 0
}
trigger captured
{
accum 0 abort_if_equal 1
accum 0 set 1
wm_announce "^>Axis ^7captured ^>Hard^7Jumps Flag 6^>!"
wm_teamvoiceannounce 0 "axis_hq_objective_captured"
alertentity axis_flag_6_wobj
alertentity axis_flag_6_glowstuff
alertentity axis_flag_6_spawns
globalaccum 0 abort_if_greater_than 6
setautospawn "HardJump 6" 0
globalaccum 0 set 6
}
trigger reset
{
accum 0 abort_if_equal 0
alertentity axis_flag_6_wobj
alertentity axis_flag_6_spawns
alertentity axis_flag_6_glowstuff
accum 0 set 0
}
}
allies_flag_7
{
spawn
{
accum 0 set 0 //is the flag captured? 0-no 1-yes
}
trigger captured
{
accum 0 abort_if_equal 1 //if the flag is capped, then abort
accum 0 set 1
wm_announce "^<Allies ^7captured ^<Easy^7Jumps Flag 7^<!"
wm_teamvoiceannounce 1 "allies_hq_objective_captured"
alertentity allies_flag_7_wobj
alertentity allies_flag_7_spawns
alertentity allies_flag_7_glowstuff
globalaccum 1 abort_if_greater_than 7
setautospawn "EasyJump 7" 1
globalaccum 1 set 7
}
trigger reset
{
accum 0 abort_if_equal 0
alertentity allies_flag_7_wobj
alertentity allies_flag_7_spawns
alertentity allies_flag_7_glowstuff
accum 0 set 0
}
}
axis_flag_7
{
spawn
{
accum 0 set 0
}
trigger captured
{
accum 0 abort_if_equal 1
accum 0 set 1
wm_announce "^>Axis ^7captured ^>Hard^7Jumps Flag 7^>!"
wm_teamvoiceannounce 0 "axis_hq_objective_captured"
alertentity axis_flag_7_wobj
alertentity axis_flag_7_glowstuff
alertentity axis_flag_7_spawns
globalaccum 0 abort_if_greater_than 7
setautospawn "HardJump 7" 0
globalaccum 0 set 7
}
trigger reset
{
accum 0 abort_if_equal 0
alertentity axis_flag_7_wobj
alertentity axis_flag_7_spawns
alertentity axis_flag_7_glowstuff
accum 0 set 0
}
}
allies_flag_8
{
spawn
{
accum 0 set 0 //is the flag captured? 0-no 1-yes
}
trigger captured
{
accum 0 abort_if_equal 1 //if the flag is capped, then abort
accum 0 set 1
wm_announce "^<Allies ^7captured ^<Easy^7Jumps Flag 8^<!"
wm_teamvoiceannounce 1 "allies_hq_objective_captured"
alertentity allies_flag_8_wobj
alertentity allies_flag_8_spawns
alertentity allies_flag_8_glowstuff
globalaccum 1 abort_if_greater_than 8
setautospawn "EasyJump 8" 1
globalaccum 1 set 8
}
trigger reset
{
accum 0 abort_if_equal 0
alertentity allies_flag_8_wobj
alertentity allies_flag_8_spawns
alertentity allies_flag_8_glowstuff
accum 0 set 0
}
}
axis_flag_8
{
spawn
{
accum 0 set 0
}
trigger captured
{
accum 0 abort_if_equal 1
accum 0 set 1
wm_announce "^>Axis ^7captured ^>Hard^7Jumps Flag 8^>!"
wm_teamvoiceannounce 0 "axis_hq_objective_captured"
alertentity axis_flag_8_wobj
alertentity axis_flag_8_glowstuff
alertentity axis_flag_8_spawns
globalaccum 0 abort_if_greater_than 8
setautospawn "HardJump 8" 0
globalaccum 0 set 8
}
trigger reset
{
accum 0 abort_if_equal 0
alertentity axis_flag_8_wobj
alertentity axis_flag_8_spawns
alertentity axis_flag_8_glowstuff
accum 0 set 0
}
}