game_manager { spawn { wm_set_round_timelimit 20 wm_axis_respawntime 4 wm_allied_respawntime 4 wm_number_of_objectives 5 wm_setwinner 1 wait 500 globalaccum 1 set 0 } // End spawn trigger kolla1 // Axis win? { globalaccum 1 abort_if_equal -5 globalaccum 1 abort_if_equal -4 globalaccum 1 abort_if_equal -3 globalaccum 1 abort_if_equal -2 globalaccum 1 abort_if_equal -1 globalaccum 1 abort_if_equal 0 globalaccum 1 abort_if_equal 1 globalaccum 1 abort_if_equal 2 wm_setwinner 0 // 0 = axis wm_endround } trigger kolla2 // Allies win? { globalaccum 1 abort_if_equal 5 globalaccum 1 abort_if_equal 4 globalaccum 1 abort_if_equal 3 globalaccum 1 abort_if_equal 2 globalaccum 1 abort_if_equal 1 globalaccum 1 abort_if_equal -0 globalaccum 1 abort_if_equal -1 globalaccum 1 abort_if_equal -2 wm_setwinner 1 // 1 = allies wm_endround } trigger timelimit_hit // This script is run, when the game-clock reaches 0.00 and the match-time is over. { wm_setwinner -1 trigger game_manager kolla1 trigger game_manager kolla2 wait 10000 // These wait-values may have to change, to fit your map. If your script doesn't work: Try changing some of the wait-values. wm_setwinner -1 // This makes it a draw game, and it will end as a draw game UNLESS kolla1 or kolla2 makes it an axis or allied victory. wait 500 } } // End game_manager bracket.--------------------- flag1 { spawn { } trigger axis_capture // Flag has been claimed by an axis player { wm_teamvoiceannounce 0 "axis_hq_objective_captured" wm_teamvoiceannounce 1 "allies_hq_objective_lost" globalaccum 1 inc 1 wm_announce "^1The Axis have claimed the flag!" } trigger allied_capture // Flag has been claimed by an allied player { wm_teamvoiceannounce 0 "axis_hq_objective_lost" wm_teamvoiceannounce 1 "allies_hq_objective_captured" globalaccum 1 inc -1 wm_announce "^1The Allies have claimed the flag!" } } flag2 { spawn { } trigger axis_capture // Flag has been claimed by an axis player { wm_teamvoiceannounce 0 "axis_hq_objective_captured" wm_teamvoiceannounce 1 "allies_hq_objective_lost" globalaccum 1 inc 1 wm_announce "^1The Axis have claimed the flag!" } trigger allied_capture // Flag has been claimed by an allied player { wm_teamvoiceannounce 0 "axis_hq_objective_lost" wm_teamvoiceannounce 1 "allies_hq_objective_captured" globalaccum 1 inc -1 wm_announce "^1The Allies have claimed the flag!" } } flag3 { spawn { } trigger axis_capture // Flag has been claimed by an axis player { wm_teamvoiceannounce 0 "axis_hq_objective_captured" wm_teamvoiceannounce 1 "allies_hq_objective_lost" globalaccum 1 inc 1 wm_announce "^1The Axis have claimed the flag!" } trigger allied_capture // Flag has been claimed by an allied player { wm_teamvoiceannounce 0 "axis_hq_objective_lost" wm_teamvoiceannounce 1 "allies_hq_objective_captured" globalaccum 1 inc -1 wm_announce "^1The Allies have claimed the flag!" } } flag4 { spawn { } trigger axis_capture // Flag has been claimed by an axis player { wm_teamvoiceannounce 0 "axis_hq_objective_captured" wm_teamvoiceannounce 1 "allies_hq_objective_lost" globalaccum 1 inc 1 wm_announce "^1The Axis have claimed the flag!" } trigger allied_capture // Flag has been claimed by an allied player { wm_teamvoiceannounce 0 "axis_hq_objective_lost" wm_teamvoiceannounce 1 "allies_hq_objective_captured" globalaccum 1 inc -1 wm_announce "^1The Allies have claimed the flag!" } } flag5 { spawn { } trigger axis_capture // Flag has been claimed by an axis player { wm_teamvoiceannounce 0 "axis_hq_objective_captured" wm_teamvoiceannounce 1 "allies_hq_objective_lost" globalaccum 1 inc 1 wm_announce "^1The Axis have claimed the flag!" } trigger allied_capture // Flag has been claimed by an allied player { wm_teamvoiceannounce 0 "axis_hq_objective_lost" wm_teamvoiceannounce 1 "allies_hq_objective_captured" globalaccum 1 inc -1 wm_announce "^1The Allies have claimed the flag!" } } //End Flag Segment// //Begin Wall Segment// wall1 // in map it belongs to ALLIES { spawn // spawn section in here it sets the entities values and calls needed scripting { wait 400 // waits for 4/10's of a second before the game creates this entity trigger wall1 setup // causes the setup subroutine of this script....basically calling a normal spawn section but this is just being fancy constructible_class 3 // 1 = breakable / 2 = satchel+dyn. / 3 = Dynamite } trigger setup // the fancy part...normally people put this sections innerds into the spawn section of the scripting event { setstate defense3_materials default // makes the crates appear setstate defense3_materials_clip default // makes the crates clip brushes block objects from passing through the crates setstate defense3_flag default // makes the flag show setstate defense3_teeth invisible // I made the clip of the constructible object paired with the objects look (not a big deal just saves the time of scripting extra objects) } buildstart final // This is the section where things start to change { setstate defense3_materials default // crates still there setstate defense3_materials_clip default // crates clip brushes still there setstate defense3_flag default // flag still there setstate defense3_teeth underconstruction // constructible object turns glowing white, shows what you're making } built final // Where things come and go { setstate defense3_materials invisible // crates go invisible setstate defense3_materials_clip invisible // crate clipbrushes no longer block setstate defense3_flag invisible // flag goes bye bye setstate defense3_teeth default // constructible shows up } decayed final // after time passes it resets the objective { trigger self setup // Easier way of calling things--time passes and materials stay visable // clip brushes still block // flag is visable still // constructible stays invisible } death // This section is easily explained by saying it is the same as SETUP but needs to be called "death" { trigger self setup // resets the entity back to it's original appearance } } wall2 // in map it belongs to ALLIES { spawn // spawn section in here it sets the entities values and calls needed scripting { wait 400 // waits for 4/10's of a second before the game creates this entity trigger wall2 setup // causes the setup subroutine of this script....basically calling a normal spawn section but this is just being fancy constructible_class 3 // 1 = breakable / 2 = satchel+dyn. / 3 = Dynamite } trigger setup // the fancy part...normally people put this sections innerds into the spawn section of the scripting event { setstate defense2_materials default // makes the crates appear setstate defense2_materials_clip default // makes the crates clip brushes block objects from passing through the crates setstate defense2_flag default // makes the flag show setstate defense2_teeth invisible // I made the clip of the constructible object paired with the objects look (not a big deal just saves the time of scripting extra objects) } buildstart final // This is the section where things start to change { setstate defense2_materials default // crates still there setstate defense2_materials_clip default // crates clip brushes still there setstate defense2_flag default // flag still there setstate defense2_teeth underconstruction // constructible object turns glowing white, shows what you're making } built final // Where things come and go { setstate defense2_materials invisible // crates go invisible setstate defense2_materials_clip invisible // crate clipbrushes no longer block setstate defense2_flag invisible // flag goes bye bye setstate defense2_teeth default // constructible shows up } decayed final // after time passes it resets the objective { trigger self setup // Easier way of calling things--time passes and materials stay visable // clip brushes still block // flag is visable still // constructible stays invisible } death // This section is easily explained by saying it is the same as SETUP but needs to be called "death" { trigger self setup // resets the entity back to it's original appearance } } wall3 // in map it belongs to ALLIES { spawn // spawn section in here it sets the entities values and calls needed scripting { wait 400 // waits for 4/10's of a second before the game creates this entity trigger wall3 setup // causes the setup subroutine of this script....basically calling a normal spawn section but this is just being fancy constructible_class 3 // 1 = breakable / 2 = satchel+dyn. / 3 = Dynamite } trigger setup // the fancy part...normally people put this sections innerds into the spawn section of the scripting event { setstate defense1_materials default // makes the crates appear setstate defense1_materials_clip default // makes the crates clip brushes block objects from passing through the crates setstate defense1_flag default // makes the flag show setstate defense1_teeth invisible // I made the clip of the constructible object paired with the objects look (not a big deal just saves the time of scripting extra objects) } buildstart final // This is the section where things start to change { setstate defense1_materials default // crates still there setstate defense1_materials_clip default // crates clip brushes still there setstate defense1_flag default // flag still there setstate defense1_teeth underconstruction // constructible object turns glowing white, shows what you're making } built final // Where things come and go { setstate defense1_materials invisible // crates go invisible setstate defense1_materials_clip invisible // crate clipbrushes no longer block setstate defense1_flag invisible // flag goes bye bye setstate defense1_teeth default // constructible shows up } decayed final // after time passes it resets the objective { trigger self setup // Easier way of calling things--time passes and materials stay visable // clip brushes still block // flag is visable still // constructible stays invisible } death // This section is easily explained by saying it is the same as SETUP but needs to be called "death" { trigger self setup // resets the entity back to it's original appearance } }