// ============================================================================ // Map: Dubrovnik // Author: Ifurita // Credits: // Original concept and brushwork: Apple // Forward Spawn: // Command Post Spawn: // ============================================================================ game_manager { spawn { create { scriptname "reifenunten1" targetname "reifenunten1" origin "102 704 13" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { scriptname "reifen1" targetname "reifen1" origin "102 704 26" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { scriptname "reifen2" targetname "reifen2" origin "102 704 39" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { scriptname "reifen3" targetname "reifen3" origin "102 704 52" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { scriptname "reifen4" targetname "reifen4" origin "102 704 65" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { scriptname "reifen5" targetname "reifen5" origin "102 704 78" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { scriptname "reifen6" targetname "reifen6" origin "102 704 91" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { scriptname "reifen7" targetname "reifen7" origin "102 704 104" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { scriptname "reifen8" targetname "reifen8" origin "102 704 117" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { scriptname "reifenunten2" targetname "reifenunten2" origin "60 704 13" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { scriptname "reifen9" targetname "reifen9" origin "60 704 26" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { scriptname "reifen10" targetname "reifen10" origin "60 704 39" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { scriptname "reifen11" targetname "reifen11" origin "60 704 52" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { scriptname "reifen12" targetname "reifen12" origin "60 704 65" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { scriptname "reifen13" targetname "reifen13" origin "60 704 78" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { scriptname "reifen14" targetname "reifen14" origin "18 704 13" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { scriptname "reifen15" targetname "reifen15" origin "18 704 26" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { scriptname "reifen16" targetname "reifen16" origin "18 704 36" angles "0 170 90" classname "misc_gamemodel" modelscale 1 contents 1 mins "-20 -20 -100" maxs "20 20 52" clipmask 1 model "models/mapobjects/blitz_sd/blitzwheelsf.md3" } create { spawnflags "8" track "dock_platform_track" targetname "dock_platform_target" scriptname "dock_platform_script" classname "func_constructible" origin "-507 -274 98" model "*3" } remapshaderflush // Game rules wm_axis_respawntime 25 wm_allied_respawntime 20 wm_number_of_objectives 5 wm_set_round_timelimit 12 //Objective 1: Capture key card //Objective 2: Disable power //Objective 3: Breach church doors //Objective 4: Steal gold from church //Objective 5: Return gold to boat // Current main objectives for each team (0=Axis, 1=Allies) wm_objective_status 1 0 0 wm_objective_status 1 1 0 wm_objective_status 2 0 0 wm_objective_status 2 1 0 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 // Stopwatch mode defending team (0=Axis, 1=Allies) wm_set_defending_team 0 // Winner on expiration of round timer (0=Axis, 1=Allies, -1=Overtime) wm_setwinner 0 //Assumes allies defending wait 2000 setautospawn "East Courtyard" 1 setautospawn "Convent" 0 setstate axisconstruct_target invisible setstate axisconstruct_materials invisible setstate axisconstruct_toi invisible setstate church_doors_damaged invisible setstate obj_churchdoors default setstate dock_platform_target default delete { origin "-1022 1404 74" } delete { origin "616 -318 84" } delete { origin "1156 2794 149" } } //Objective counter and game win check scripts trigger alliedobjectivecounter //Completion of Allied objectives { //Set accum to increase by 1 so we know that the objective has been completed accum 1 inc 1 //Call function called checkgame in game_manager to check if the round has been won trigger game_manager alliedcheckgame } trigger alliedcheckgame // checks to see if Axis win requirements have been met { accum 1 abort_if_not_equal 1 wm_setwinner 1 wait 1500 wm_endround } } //End of Game_manager section // ============================================================================ // FORWARD SPAWN POINT ======================================================== // ============================================================================ // ============================================================================ // DESTRUCTIBLE OBJECTIVES =================================================== // ============================================================================ key_safe { spawn { wait 200 setdamagable key_safe 1 constructible_health 150 } } // ============================================================================ // Axis Constructibles ======================================================== // ============================================================================ //Axis constructible axisconstruct_script { spawn { wait 200 remove //constructible_class 2 //trigger self startup } buildstart final { } built final { setstate axisconstruct_target default setstate axisconstruct_materials invisible setstate church_doors_damaged invisible setstate obj_churchdoors default wm_announce "The Church Doors has been repaired" wm_objective_status 3 0 1 wm_objective_status 3 1 2 } decayed final { setstate axisconstruct_target invisible setstate axisconstruct_materials default setstate church_doors_damaged default setstate obj_churchdoors invisible } death { trigger self startup wm_announce "The Church doors has been destroyed" setstate axisconstruct_materials default setstate church_doors_damaged default setstate obj_churchdoors invisible wm_objective_status 3 0 2 wm_objective_status 3 1 1 } trigger startup { setstate axisconstruct_target default setstate axisconstruct_materials invisible setstate axisconstruct_toi default setstate church_doors_damaged invisible setstate obj_churchdoors default } } //Axis constructible //Allied constructible dock_platform_script { spawn { wait 200 trigger self startup setstate dock_platform_target default } buildstart final { } built final { setstate dock_platform_target default setstate dock_platform_materials invisible wm_announce "The Dock Staircase has been constructed" } decayed final { trigger self startup } death { trigger self startup wm_announce "The Dock Staircase has been destroyed" setstate dock_platform_materials default } trigger startup { setstate dock_platform_target default setstate dock_platform_materials invisible setstate dock_platform_toi invisible } } // ============================================================================ // Returnable Objective ======================================================= // ============================================================================ //Access Codes access_codes { spawn { wait 200 setstate access_codes_captured invisible setstate access_codes_red default setstate access_codes_target default setstate obj_generator invisible setstate obj_generator_toi invisible setstate obj_keycard invisible setstate obj_keycard_toi invisible setstate maindoor default setstate maindoor_debris invisible } trigger stolen { wm_announce "The Allies have stolen the Key Card" setstate access_codes_target invisible setstate obj_keycard default setstate obj_keycard_toi default wm_objective_status 1 0 2 wm_objective_status 1 1 1 } trigger returned { wm_announce "The Axis have retrieved the Key Card" setstate access_codes_target default setstate obj_keycard invisible setstate obj_keycard_toi invisible wm_objective_status 1 0 1 wm_objective_status 1 1 2 } trigger captured { wm_announce "The Allies have disabled power to the security doors" setstate access_codes_red invisible setstate access_codes_captured default setstate obj_generator default setstate obj_generator_toi default setstate obj_keycard default setstate obj_keycard_toi default trigger irongate_left open trigger irongate_right open } } enable_gold //enter this as the scriptname value for the single trigger_flagonly_multiples entity { death { wm_objective_status 2 0 2 wm_objective_status 2 1 1 setstate gold_cm_marker default setstate gold_toi default setstate access_card_toi invisible setstate gold_cap_cm_marker default setstate goldbox_red default setstate gold_cap_toi default setstate allied_objective default setstate access_control_cm_marker invisible // *----------------------------------- vo ----* wm_teamvoiceannounce 0 "dubrovnik_axis_obj_captured" wm_teamvoiceannounce 1 "dubrovnik_allies_obj_secured" wm_teamvoiceannounce 0 "dubrovnik_axis_protect_gold" wm_teamvoiceannounce 1 "dubrovnik_allies_steal_gold" // *----------------------------------- vo ----* enablespeaker generator_alarm wait 10000 disablespeaker generator_alarm } } //Gold gold { spawn { wait 200 setstate goldbox_captured invisible setstate goldbox_red invisible setstate gold_toi invisible setstate gold_cm_marker invisible setstate gold_cap_cm_marker invisible setstate gold_cap_toi invisible setstate allied_objective invisible setstate obj_gold invisible setstate obj_gold_toi invisible } trigger stolen { wm_announce "The Allies have stolen the gold" setstate gold_cm_marker invisible setstate obj_gold default setstate obj_gold_toi default wm_objective_status 4 0 2 wm_objective_status 4 1 1 // *----------------------------------- vo ----* wm_teamvoiceannounce 0 "dubrovnik_axis_gold_taken" wm_teamvoiceannounce 1 "dubrovnik_allies_gold_taken" // *----------------------------------- vo ----* } trigger returned { wm_announce "The Axis have returned the gold" setstate gold_cm_marker default setstate obj_gold invisible setstate obj_gold_toi invisible wm_objective_status 4 0 1 wm_objective_status 4 1 2 // *----------------------------------- vo ----* wm_teamvoiceannounce 0 "dubrovnik_axis_gold_returned" wm_teamvoiceannounce 1 "dubrovnik_allies_gold_returned" // *----------------------------------- vo ----* } trigger captured { wm_announce "The Allies have secured the gold" setstate goldbox_red invisible setstate goldbox_captured default } } allied_objective //enter this as the scriptname value for the single trigger_flagonly_multiples entity { death { wm_objective_status 5 0 2 wm_objective_status 5 1 1 trigger game_manager alliedobjectivecounter // *----------------------------------- vo ----* wm_teamvoiceannounce 0 "dubrovnik_axis_obj_captured" wm_teamvoiceannounce 1 "dubrovnik_allies_obj_secured" // *----------------------------------- vo ----* } } // ============================================================================ // DOORS TO CHURCH VAULT ====================================================== // ============================================================================ irongate_left { spawn { wait 200 faceangles 0 90 0 3000 } trigger open // Move left { playsound sound/movers/doors/door6_open.wav looping faceangles 0 -90 0 3000 stopsound } trigger close // Move right { playsound sound/movers/doors/door6_close.wav looping faceangles 0 90 0 3000 stopsound } } irongate_right { spawn { wait 200 faceangles 0 90 0 3000 } trigger open // Move right { playsound sound/movers/doors/door6_open.wav looping faceangles 0 90 0 3000 stopsound } trigger close // Move left { playsound sound/movers/doors/door6_close.wav faceangles 0 -90 0 3000 stopsound } }