// //Brush Scripting //Map: mp_base //Last edited by: Brandon // game_manager { spawn { // Set scenario information wm_mapdescription "The Allies must destroy both the North and South Radar Controls. The Axis must defend them until the 'top secret' message is finished transmitting." wm_axis_respawntime 30 wm_allied_respawntime 20 wm_number_of_objectives 2 wm_set_round_timelimit 10 // Set objective #1 properties // Nazi's control objective #1 at the start wm_set_objective_status 1 0 wm_set_objective_status 2 0 wm_objective_axis_desc 1 "Primary Objective:**Defend the North Radar." wm_objective_axis_desc 2 "Primary Objective:**Defend the South Radar." wm_objective_allied_desc 1 "Primary Objective:**Destroy the North Radar Controls." wm_objective_allied_desc 2 "Primary Objective:**Destroy the South Radar Controls." wm_objective_image 1 "gfx/2d/mp_objectives/base_obj_2.tga" // NERVE - MBJ wm_objective_image 2 "gfx/2d/mp_objectives/base_obj_1.tga" // NERVE - MBJ wm_overview_image "video/mp_base.roq" // SHORT DESCRIPTIONS wm_objective_short_axis_desc 1 "Defend the North Radar" wm_objective_short_axis_desc 2 "Defend the South Radar" wm_objective_short_allied_desc 1 "Destroy the North Radar" wm_objective_short_allied_desc 2 "Destroy the South Radar" // Set Defending Team for SW Mode wm_set_defending_team 0 // If the round timer expires, the Nazis have won, so set the current winning team // Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 0 // Accum #1 will be the state of objective number one accum 1 set 0 accum 2 set 0 } trigger objective1 { // Change the objective state internally, so UI can update, etc. // Allied takes control of objective #1 wm_set_objective_status 1 1 // Change the variable within the script so that we can check if someone wins the round accum 1 set 1 // Some kind of UI pop-up to alert players wm_announce "Allied team has disabled the North Radar!" trigger north_radar destroyed // Call function to check if the round has been won trigger game_manager checkgame } trigger objective2 { // Change the objective state internally, so UI can update, etc. // Allied takes control of objective #1 wm_set_objective_status 2 1 // Change the variable within the script so that we can check if someone wins the round accum 2 set 1 // Some kind of UI pop-up to alert players wm_announce "Allied team has disabled the South Radar!" trigger south_radar destroyed // Call function to check if the round has been won trigger game_manager checkgame } trigger checkgame { accum 1 abort_if_not_equal 1 accum 2 abort_if_not_equal 1 // Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 1 wait 1500 // End the round wm_endround } } radar_obj1 //the north radar structure { spawn { } death { trigger game_manager objective1 } } radar_obj2 //the south radar structure { spawn { } death { trigger game_manager objective2 } } north_radar { spawn { playsound sound/multiplayer/radar_loop02.wav looping trigger north_radar rotateloop } trigger rotateloop { faceangles 0 -90 0 3000 faceangles 0 -180 0 3000 faceangles 0 -270 0 3000 faceangles 0 -360 0 3000 trigger north_radar rotateloop } trigger destroyed { stopsound halt } death { } } south_radar { spawn { playsound sound/multiplayer/radar_loop02.wav looping trigger south_radar rotateloop } trigger rotateloop { faceangles 0 -90 0 3000 faceangles 0 -180 0 3000 faceangles 0 -270 0 3000 faceangles 0 -360 0 3000 trigger south_radar rotateloop } trigger destroyed { stopsound halt } death { } } checkpoint01 { spawn { remove } } checkpoint02 { spawn { remove } } checkpoint03 { spawn { remove } } checkpoint04 { spawn { remove } } checkpoint1_base { spawn { remove } } checkpoint2_base { spawn { remove } } checkpoint3_base { spawn { remove } } checkpoint4_base { spawn { remove } } // LEVER STUFF base_lever1 { spawn { } trigger down { gotomarker gate_lever1_downpos 16 trigger base_gate1 open } trigger up { gotomarker gate_lever1_uppos 16 trigger base_gate1 close } } base_lever2 { spawn { } trigger down { gotomarker gate_lever2_downpos 16 } trigger up { gotomarker gate_lever2_uppos 16 } } base_gate1_trigger1 { spawn { accum 5 set 1 } trigger base_lever1up { accum 5 abort_if_not_equal 1 trigger base_lever1 up trigger base_lever2 up accum 5 set 0 wait 4000 trigger base_gate1_trigger2 setaccum0 } trigger setaccum0 { accum 5 set 0 } trigger setaccum1 { accum 5 set 1 } } base_gate1_trigger2 { spawn { accum 5 set 1 } trigger base_lever1down { accum 5 abort_if_not_equal 0 trigger base_lever1 down trigger base_lever2 down accum 5 set 1 wait 4000 trigger base_gate1_trigger1 setaccum1 } trigger setaccum0 { accum 5 set 0 } trigger setaccum1 { accum 5 set 1 } } base_gate1 { spawn { } trigger open { wait 500 playsound sound/scenaric/assault/big_gate1.wav wait 400 playsound sound/scenaric/assault/big_gate2.wav looping forever gotomarker gate_pos1 32 wait stopsound playsound sound/scenaric/assault/big_gate3.wav } trigger close { wait 500 playsound sound/scenaric/assault/big_gate1.wav wait 400 playsound sound/scenaric/assault/big_gate2.wav looping forever gotomarker gate_pos2 32 wait stopsound playsound sound/scenaric/assault/big_gate3.wav } }