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- //============================================================================
- // Map: Dubrovnik
- // Author: Ifurita
- // Credits:
- // Original concept and brushwork: Apple
- // Forward Spawn:
- // Command Post Spawn:
- // ============================================================================
- // Anti spawnkill roofs added by Harlekin 03. February 03. February 2007
- // Harlekin - Sat Feb 3 2007 Anti spawnkill roofs
- // Harlekin - Sat Feb 3 2007 Playerclip to prevent jumping on the roof
- game_manager
- {
- spawn
- {
- // Harlekin - Prevent people get on the roofs
- create
- {
- scriptName "jump1"
- classname "func_fakebrush"
- origin "290 -927 500"
- contents 65536 // 1 SOLID 65536 CONTENTS_PLAYERCLIP
- mins "-370 -2 -30"
- maxs "370 2 30"
- }
- // Harlekin - Prevent people get on the roofs
- create
- {
- scriptName "jump2"
- classname "func_fakebrush"
- origin "469 -435 480"
- contents 65536 // 1 SOLID 65536 CONTENTS_PLAYERCLIP
- mins "-160 -140 -30"
- maxs "160 140 120"
- }
- // Harlekin - Roof over axis spawn yard
- create
- {
- scriptName "spawnroof2"
- classname "func_fakebrush"
- origin "-370 1257 700"
- contents 1 // SOLID
- mins "-463 -372 -30"
- maxs "463 372 30"
- }
- // Harlekin - Roof over allied spawn yard
- create
- {
- scriptName "spawnroof3"
- classname "func_fakebrush"
- origin "1330 -2146 600"
- contents 1 // SOLID
- mins "-601 -330 -30"
- maxs "601 330 30"
- }
- 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
- }
- //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
- 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
- constructible_class 2
- trigger self startup
- }
- 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 invisible
- setstate dock_platform_materials default
- setstate dock_platform_toi default
- }
- }
- // ============================================================================
- // 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
- }
- 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
- }
- 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
- }
- }
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