game_manager { spawn { accum 1 set 0 accum 2 set 0 wm_axis_respawntime 30 wm_allied_respawntime 20 wm_set_round_timelimit 15 wm_number_of_objectives 1 wm_setwinner 0 wm_objective_status 1 1 0 wait 150 setautospawn "The Train Cars" 1 setstate forwardbunker_wo invisible wait 1000 wm_teamvoiceannounce 0 "radar_axis_bunker_stop" wm_teamvoiceannounce 1 "radar_allies_bunker_capture" wm_addteamvoiceannounce 0 "radar_axis_bunker_stop" wm_addteamvoiceannounce 1 "radar_allies_bunker_capture" setstate axis_lever_trigger invisible setstate goldclip2 invisible } trigger objective_counter { accum 1 inc 1 trigger game_manager checkgame } trigger checkgame { accum 1 abort_if_not_equal 2 wm_announce "Allies have escaped with the Gold!" wm_setwinner 1 //wait 500 wm_endround } } forwardbunkerflag { spawn { wait 200 remove } trigger axis_capture { } trigger allied_capture { } trigger switchit { } } east_wall { spawn { set { constructible_class 1 health "400" accum 3 abort_if_equal 1 accum 3 set 1 alertentity east_rubble } } } west_wall { spawn { set { constructible_class 1 health "400" accum 4 abort_if_equal 1 accum 4 set 1 alertentity west_rubble } } } axis_gold1 { spawn { wait 200 remove } trigger stolen { } trigger returned { } trigger captured { } } axis_gold2 { spawn { wait 200 remove } trigger stolen { } trigger returned { } trigger captured { } } truckbed_trigger1 { spawn { } death { setstate axis_gold_red1 invisible setstate axis_gold_captured1 default trigger game_manager checkgame remove } } truckbed_trigger2 { spawn { } death { setstate axis_gold_red2 invisible setstate axis_gold_captured2 default trigger game_manager checkgame remove } } lever { spawn { } trigger move_up { playsound sound/movers/switches/switch.wav } trigger move_down { playsound sound/movers/switches/butn2.wav } } lever_trigger { spawn { accum 1 set 1 } trigger up { accum 1 abort_if_not_equal 1 accum 1 set 0 trigger lever move_up trigger door2 move_up trigger door3 move_up alertentity door_open_trigger trigger sounds off wm_announce "The Loading Doors are Opening!" wm_objective_status 5 0 2 wm_objective_status 5 1 1 wait 2500 setstate allies_lever_trigger invisible setstate axis_lever_trigger default trigger lever_trigger2 setaccum0 //trigger golddoor1 auf //trigger golddoor2 auf } trigger setaccum1 { accum 1 set 1 } } sounds { spawn { } off { wait 10000 alertentity door_open_trigger } offer { wait 5000 alertentity door_open_trigger } } lever_trigger2 { spawn { accum 2 set 1 } trigger down { accum 2 abort_if_not_equal 0 accum 2 set 1 trigger lever move_down trigger door2 move_down trigger door3 move_down wm_announce "The Loading Doors are Closing!" wait 2500 setstate allies_lever_trigger default setstate axis_lever_trigger invisible alertentity door_open_trigger trigger sounds offer trigger lever_trigger setaccum1 //trigger golddoor1 zu //trigger golddoor2 zu } trigger setaccum0 { accum 2 set 0 } } door2 { spawn { } trigger move_up { wait 500 playsound sound/movers/misc/big_gate1.wav wait 400 playsound sound/movers/misc/big_gate2.wav looping forever gotomarker door2_uppos 32 wait stopsound playsound sound/movers/misc/big_gate3.wav } trigger move_down { wait 500 playsound sound/movers/misc/big_gate1.wav wait 400 playsound sound/movers/misc/big_gate2.wav looping forever gotomarker door2_downpos 32 wait stopsound playsound sound/movers/misc/big_gate3.wav } } door3 { spawn { } trigger move_up { wait 500 playsound sound/movers/misc/big_gate1.wav wait 400 playsound sound/movers/misc/big_gate2.wav looping forever gotomarker door3_uppos 32 wait stopsound playsound sound/movers/misc/big_gate3.wav } trigger move_down { wait 500 playsound sound/movers/misc/big_gate1.wav wait 400 playsound sound/movers/misc/big_gate2.wav looping forever gotomarker door3_downpos 32 wait stopsound playsound sound/movers/misc/big_gate3.wav } } golddoor1 { spawn { remove } trigger auf { wait 500 playsound sound/movers/doors/door5_open.wav faceangles 0 270 0 3000 } trigger zu { wait 500 playsound sound/movers/doors/door5_close.wav faceangles 0 0 0 3000 } trigger bewege { gotomarker golddoor1point 1000 wait } } golddoor2 { spawn { remove } trigger auf { wait 500 playsound sound/movers/doors/door5_open.wav faceangles 0 270 0 3000 } trigger zu { wait 500 playsound sound/movers/doors/door5_close.wav faceangles 0 0 0 3000 } trigger bewege { } trigger schnellzu { } } elevator_trigger { spawn { } trigger activate { trigger bottom_l_door close trigger bottom_r_door close wait 700 trigger eldoor_l closelow trigger eldoor_r closelow wait 2000 trigger eldoor_l move_up trigger eldoor_r move_up trigger elevator move_up wait 2500 trigger top_l_door open trigger top_r_door open wait 700 alertentity ding_trigger trigger eldoor_l openhigh trigger eldoor_r openhigh wait 1000 wait 3000 trigger top_l_door close trigger top_r_door close wait 700 trigger eldoor_l closehigh trigger eldoor_r closehigh wait 2000 trigger eldoor_l move_down trigger eldoor_r move_down trigger elevator move_down wait 2500 trigger bottom_l_door open trigger bottom_r_door open wait 700 trigger eldoor_l openlow trigger eldoor_r openlow } } elevator { spawn { } trigger move_up { gotomarker elevator_uppos 100 } trigger move_down { gotomarker elevator_downpos 100 } } eldoor_l { spawn { } trigger openlow { gotomarker eldoor_l_openlow 24 } trigger closelow { gotomarker eldoor_l_closedlow 24 } trigger move_up { gotomarker eldoor_l_closedhigh 100 } trigger move_down { gotomarker eldoor_l_closedlow 100 } trigger openhigh { gotomarker eldoor_l_openhigh 24 } trigger closehigh { gotomarker eldoor_l_closedhigh 24 } } eldoor_r { spawn { } trigger openlow { gotomarker eldoor_r_openlow 24 } trigger closelow { gotomarker eldoor_r_closedlow 24 } trigger move_up { gotomarker eldoor_r_closedhigh 100 } trigger move_down { gotomarker eldoor_r_closedlow 100 } trigger openhigh { gotomarker eldoor_r_openhigh 24 } trigger closehigh { gotomarker eldoor_r_closedhigh 24 } } bottom_l_door { spawn { } trigger open { gotomarker bottom_l_door_open 24 } trigger close { gotomarker bottom_l_door_closed 24 } } bottom_r_door { spawn { } trigger open { gotomarker bottom_r_door_open 24 } trigger close { gotomarker bottom_r_door_closed 24 } } top_l_door { spawn { } trigger open { gotomarker top_l_door_open 24 } trigger close { gotomarker top_l_door_closed 24 } } top_r_door { spawn { } trigger open { gotomarker top_r_door_open 24 } trigger close { gotomarker top_r_door_closed 24 } } doorbutton { spawn { wait 400 setstate axis_lever_trigger default setstate allies_lever_trigger default setstate doorbutton_materials invisible setstate doorbutton_materials_clip invisible setstate doorbutton_toi invisible } trigger setup { setstate doorbutton_materials default setstate doorbutton_materials_clip default } buildstart final { } built final { } decayed final { } death { } trigger remove { setstate doorbutton_toi invisible setstate doorbutton_materials invisible setstate doorbutton_materials_clip invisible remove } }