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dubrovnik_final.script

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  1. //============================================================================
  2. // Map: Dubrovnik
  3. // Author: Ifurita
  4. // Credits:
  5. // Original concept and brushwork: Apple
  6. // Forward Spawn:
  7. // Command Post Spawn:
  8. // ============================================================================
  9. // Anti spawnkill roofs added by Harlekin 03. February 03. February 2007
  10. // Harlekin - Sat Feb 3 2007 Anti spawnkill roofs
  11. // Harlekin - Sat Feb 3 2007 Playerclip to prevent jumping on the roof
  12. game_manager
  13. {
  14. spawn
  15. {
  16. // Harlekin - Prevent people get on the roofs
  17. create
  18. {
  19. scriptName "jump1"
  20. classname "func_fakebrush"
  21. origin "290 -927 500"
  22. contents 65536 // 1 SOLID 65536 CONTENTS_PLAYERCLIP
  23. mins "-370 -2 -30"
  24. maxs "370 2 30"
  25. }
  26. // Harlekin - Prevent people get on the roofs
  27. create
  28. {
  29. scriptName "jump2"
  30. classname "func_fakebrush"
  31. origin "469 -435 480"
  32. contents 65536 // 1 SOLID 65536 CONTENTS_PLAYERCLIP
  33. mins "-160 -140 -30"
  34. maxs "160 140 120"
  35. }
  36.  
  37. // Harlekin - Roof over axis spawn yard
  38. create
  39. {
  40. scriptName "spawnroof2"
  41. classname "func_fakebrush"
  42. origin "-370 1257 700"
  43. contents 1 // SOLID
  44. mins "-463 -372 -30"
  45. maxs "463 372 30"
  46. }
  47. // Harlekin - Roof over allied spawn yard
  48. create
  49. {
  50. scriptName "spawnroof3"
  51. classname "func_fakebrush"
  52. origin "1330 -2146 600"
  53. contents 1 // SOLID
  54. mins "-601 -330 -30"
  55. maxs "601 330 30"
  56. }
  57. remapshaderflush
  58.  
  59. // Game rules
  60. wm_axis_respawntime 25
  61. wm_allied_respawntime 20
  62. wm_number_of_objectives 5
  63. wm_set_round_timelimit 12
  64. //Objective 1: Capture key card
  65. //Objective 2: Disable power
  66. //Objective 3: Breach church doors
  67. //Objective 4: Steal gold from church
  68. //Objective 5: Return gold to boat
  69. // Current main objectives for each team (0=Axis, 1=Allies)
  70. wm_objective_status 1 0 0
  71. wm_objective_status 1 1 0
  72. wm_objective_status 2 0 0
  73. wm_objective_status 2 1 0
  74. wm_objective_status 3 0 0
  75. wm_objective_status 3 1 0
  76. wm_objective_status 4 0 0
  77. wm_objective_status 4 1 0
  78. wm_objective_status 5 0 0
  79. wm_objective_status 5 1 0
  80. // Stopwatch mode defending team (0=Axis, 1=Allies)
  81. wm_set_defending_team 0
  82. // Winner on expiration of round timer (0=Axis, 1=Allies, -1=Overtime)
  83. wm_setwinner 0 //Assumes allies defending
  84. wait 2000
  85. setautospawn "East Courtyard" 1
  86. setautospawn "Convent" 0
  87. }
  88. //Objective counter and game win check scripts
  89. trigger alliedobjectivecounter //Completion of Allied objectives
  90. {
  91. //Set accum to increase by 1 so we know that the objective has been completed
  92. accum 1 inc 1
  93. //Call function called checkgame in game_manager to check if the round has been won
  94. trigger game_manager alliedcheckgame
  95. }
  96. trigger alliedcheckgame // checks to see if Axis win requirements have been met
  97. {
  98. accum 1 abort_if_not_equal 1
  99. wm_setwinner 1
  100. wait 1500
  101. wm_endround
  102. }
  103.  
  104. }
  105. //End of Game_manager section
  106. // ============================================================================
  107. // FORWARD SPAWN POINT ========================================================
  108. // ============================================================================
  109.  
  110. // ============================================================================
  111. // DESTRUCTIBLE OBJECTIVES ===================================================
  112. // ============================================================================
  113. key_safe
  114. {
  115. spawn
  116. {
  117. wait 200
  118. setdamagable key_safe 1
  119. constructible_health 150
  120. }
  121. }
  122. // ============================================================================
  123. // Axis Constructibles ========================================================
  124. // ============================================================================
  125. //Axis constructible
  126. axisconstruct_script
  127. {
  128. spawn
  129. {
  130. wait 200
  131. constructible_class 2
  132. trigger self startup
  133. }
  134.  
  135. buildstart final
  136. {
  137. }
  138. built final
  139. {
  140. setstate axisconstruct_target default
  141. setstate axisconstruct_materials invisible
  142. setstate church_doors_damaged invisible
  143. setstate obj_churchdoors default
  144. wm_announce "The Church Doors has been repaired"
  145. wm_objective_status 3 0 1
  146. wm_objective_status 3 1 2
  147. }
  148. decayed final
  149. {
  150. setstate axisconstruct_target invisible
  151. setstate axisconstruct_materials default
  152. setstate church_doors_damaged default
  153. setstate obj_churchdoors invisible
  154. }
  155. death
  156. {
  157. trigger self startup
  158. wm_announce "The Church doors has been destroyed"
  159. setstate axisconstruct_materials default
  160. setstate church_doors_damaged default
  161. setstate obj_churchdoors invisible
  162. wm_objective_status 3 0 2
  163. wm_objective_status 3 1 1
  164. }
  165. trigger startup
  166. {
  167. setstate axisconstruct_target default
  168. setstate axisconstruct_materials invisible
  169. setstate axisconstruct_toi default
  170. setstate church_doors_damaged invisible
  171. setstate obj_churchdoors default
  172. }
  173. }
  174. //Axis constructible
  175.  
  176. //Allied constructible
  177. dock_platform_script
  178. {
  179. spawn
  180. {
  181. wait 200
  182. constructible_class 2
  183. trigger self startup
  184. }
  185.  
  186. buildstart final
  187. {
  188. }
  189. built final
  190. {
  191. setstate dock_platform_target default
  192. setstate dock_platform_materials invisible
  193. wm_announce "The Dock Staircase has been constructed"
  194. }
  195. decayed final
  196. {
  197. trigger self startup
  198. }
  199. death
  200. {
  201. trigger self startup
  202. wm_announce "The Dock Staircase has been destroyed"
  203. setstate dock_platform_materials default
  204. }
  205. trigger startup
  206. {
  207. setstate dock_platform_target invisible
  208. setstate dock_platform_materials default
  209. setstate dock_platform_toi default
  210. }
  211. }
  212. // ============================================================================
  213. // Returnable Objective =======================================================
  214. // ============================================================================
  215. //Access Codes
  216. access_codes
  217. {
  218. spawn
  219. {
  220. wait 200
  221. setstate access_codes_captured invisible
  222. setstate access_codes_red default
  223. setstate access_codes_target default
  224. setstate obj_generator invisible
  225. setstate obj_generator_toi invisible
  226. setstate obj_keycard invisible
  227. setstate obj_keycard_toi invisible
  228. setstate maindoor default
  229. setstate maindoor_debris invisible
  230. }
  231. trigger stolen
  232. {
  233. wm_announce "The Allies have stolen the Key Card"
  234. setstate access_codes_target invisible
  235. setstate obj_keycard default
  236. setstate obj_keycard_toi default
  237. wm_objective_status 1 0 2
  238. wm_objective_status 1 1 1
  239. }
  240.  
  241. trigger returned
  242. {
  243. wm_announce "The Axis have retrieved the Key Card"
  244. setstate access_codes_target default
  245. setstate obj_keycard invisible
  246. setstate obj_keycard_toi invisible
  247. wm_objective_status 1 0 1
  248. wm_objective_status 1 1 2
  249. }
  250. trigger captured
  251. {
  252. wm_announce "The Allies have disabled power to the security doors"
  253. setstate access_codes_red invisible
  254. setstate access_codes_captured default
  255. setstate obj_generator default
  256. setstate obj_generator_toi default
  257. setstate obj_keycard default
  258. setstate obj_keycard_toi default
  259. trigger irongate_left open
  260. trigger irongate_right open
  261. }
  262. }
  263.  
  264. enable_gold //enter this as the scriptname value for the single trigger_flagonly_multiples entity
  265. {
  266. death
  267. {
  268. wm_objective_status 2 0 2
  269. wm_objective_status 2 1 1
  270. setstate gold_cm_marker default
  271. setstate gold_toi default
  272. setstate access_card_toi invisible
  273. setstate gold_cap_cm_marker default
  274. setstate goldbox_red default
  275. setstate gold_cap_toi default
  276. setstate allied_objective default
  277. setstate access_control_cm_marker invisible
  278.  
  279. // *----------------------------------- vo ----*
  280. wm_teamvoiceannounce 0 "dubrovnik_axis_obj_captured"
  281. wm_teamvoiceannounce 1 "dubrovnik_allies_obj_secured"
  282. wm_teamvoiceannounce 0 "dubrovnik_axis_protect_gold"
  283. wm_teamvoiceannounce 1 "dubrovnik_allies_steal_gold"
  284. // *----------------------------------- vo ----*
  285. enablespeaker generator_alarm
  286. wait 10000
  287. disablespeaker generator_alarm
  288. }
  289. }
  290. //Gold
  291. gold
  292. {
  293. spawn
  294. {
  295. wait 200
  296. setstate goldbox_captured invisible
  297. setstate goldbox_red invisible
  298. setstate gold_toi invisible
  299. setstate gold_cm_marker invisible
  300. setstate gold_cap_cm_marker invisible
  301. setstate gold_cap_toi invisible
  302. setstate allied_objective invisible
  303. setstate obj_gold invisible
  304. setstate obj_gold_toi invisible
  305. }
  306. trigger stolen
  307. {
  308. wm_announce "The Allies have stolen the gold"
  309. setstate gold_cm_marker invisible
  310. setstate obj_gold default
  311. setstate obj_gold_toi default
  312. wm_objective_status 4 0 2
  313. wm_objective_status 4 1 1
  314. // *----------------------------------- vo ----*
  315. wm_teamvoiceannounce 0 "dubrovnik_axis_gold_taken"
  316. wm_teamvoiceannounce 1 "dubrovnik_allies_gold_taken"
  317. // *----------------------------------- vo ----*
  318. }
  319.  
  320. trigger returned
  321. {
  322. wm_announce "The Axis have returned the gold"
  323. setstate gold_cm_marker default
  324. setstate obj_gold invisible
  325. setstate obj_gold_toi invisible
  326. wm_objective_status 4 0 1
  327. wm_objective_status 4 1 2
  328. // *----------------------------------- vo ----*
  329. wm_teamvoiceannounce 0 "dubrovnik_axis_gold_returned"
  330. wm_teamvoiceannounce 1 "dubrovnik_allies_gold_returned"
  331. // *----------------------------------- vo ----*
  332. }
  333. trigger captured
  334. {
  335. wm_announce "The Allies have secured the gold"
  336. setstate goldbox_red invisible
  337. setstate goldbox_captured default
  338. }
  339. }
  340.  
  341. allied_objective //enter this as the scriptname value for the single trigger_flagonly_multiples entity
  342. {
  343. death
  344. {
  345. wm_objective_status 5 0 2
  346. wm_objective_status 5 1 1
  347. trigger game_manager alliedobjectivecounter
  348. // *----------------------------------- vo ----*
  349. wm_teamvoiceannounce 0 "dubrovnik_axis_obj_captured"
  350. wm_teamvoiceannounce 1 "dubrovnik_allies_obj_secured"
  351. // *----------------------------------- vo ----*
  352. }
  353. }
  354.  
  355. // ============================================================================
  356. // DOORS TO CHURCH VAULT ======================================================
  357. // ============================================================================
  358. irongate_left
  359. {
  360. spawn
  361. {
  362. wait 200
  363. }
  364. trigger open // Move left
  365. {
  366. playsound sound/movers/doors/door6_open.wav looping
  367. faceangles 0 -90 0 3000
  368. stopsound
  369. }
  370. trigger close // Move right
  371. {
  372. playsound sound/movers/doors/door6_close.wav looping
  373. faceangles 0 90 0 3000
  374. stopsound
  375. }
  376. }
  377. irongate_right
  378. {
  379. spawn
  380. {
  381. wait 200
  382. }
  383. trigger open // Move right
  384. {
  385. playsound sound/movers/doors/door6_open.wav looping
  386. faceangles 0 90 0 3000
  387. stopsound
  388. }
  389. trigger close // Move left
  390. {
  391. playsound sound/movers/doors/door6_close.wav
  392. faceangles 0 -90 0 3000
  393. stopsound
  394. }
  395. }
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