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Dookie

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Posts posted by Dookie

  1. Hi, ive seen in wiki that grenade launcher damage is default 250, and we got it on 350 and people still complain it doesnt kill, and its still doing low damage, what u guys using on your servers? 

     

    Maybe set g_dmgGLauncherRadius 250 is that to low maybe?

     

    Thanks

  2. well, from what i can see on my ftp ive only got mp_bin, dunno if hoster made me unable to see those other pak files ill ask, but, its safe to remove those files from server? pak's and mp_bin? I thought that removing them would kill the server, I mean, i thought they are crucial for the server. Arent them?

  3. Hi everyone, first of all sorry for being so boring, and posting so much threads.

     

    Well here is my question.

     

    Currently ive got this in my cfg considered with lua.

     

    //
    // Lua API
    set lua_modules "spec.lua"
    set lua_allowedModules ""
     
    Now i want to add some more lua modules like auto promotion and custom votes. Do I add those other lines in this present set lua_modules "spec.lua"
     and just divide them with comma, or i make totally new line like set lua_modules "customvote.lua" and so on? thanks.
  4. And this is what it was when it was still crashing: 

     

    game_manager
    {
    spawn
    {
    // Set scenario information
    wm_axis_respawntime 15
    wm_allied_respawntime 12
    wm_number_of_objectives 5
    wm_set_round_timelimit 15
     
    //Adlernest mapscript by Dersaidin
    // 0  is axis
    wm_set_defending_team 0
    wm_setwinner 0
     
    //Take docs
    wm_objective_status 1 1 0
    wm_objective_status 1 0 0
    //Cap docs
    wm_objective_status 2 1 0
    wm_objective_status 2 0 0
    //CP
    wm_objective_status 3 1 0
    wm_objective_status 3 0 0
    //Doors
    wm_objective_status 4 1 0
    wm_objective_status 4 0 0
    //Maindoor
    wm_objective_status 5 1 0
    wm_objective_status 5 0 1
     
    //main opjective is to cap docs
    wm_set_main_objective 2 1
    wm_set_main_objective 2 0
     
    // Cap docs
    accum 1 set 0
    //Take docs
    accum 2 set 0
    //Allied CP built once
    accum 3 set 0
    //Maindoorr, 1=open 0=closed 2=working
    accum 4 set 0
    //Maindoorl, 1=open 0=closed 2=working
    accum 5 set 0
    //Allied CP _IS_ built
    globalaccum 6 set 0
     
    wait 4000
    trigger game_manager startvos
     
    wait 500
    trigger tank_turret facewall
     
    }
     
    trigger startvos
    {
    // *----------------------------------- vo ------------------------------------------*
    wm_addteamvoiceannounce 0 "adlernest_axis_controls_defend"
    //wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
     
    wm_addteamvoiceannounce 1 "adlernest_allies_controls_destroy"
    wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
     
    wm_teamvoiceannounce 0 "adlernest_axis_controls_defend"
    //wm_teamvoiceannounce 0 "axis_hq_compost_construct"
     
    wm_teamvoiceannounce 1 "adlernest_allies_controls_destroy"
    wm_teamvoiceannounce 1 "allies_hq_compost_construct"
    // *---------------------------------------------------------------------------------*
    }
     
    trigger cap_docs
    {
    //cap docs: true
    wm_objective_status 2 1 1
    wm_objective_status 2 0 2
    //cap docs: true
    accum 1 set 1
    wm_announce "Allied team has transmitted the documents!"
    trigger game_manager checkgame
    }
     
    trigger axis_object_stolen
    {
    //wm_announce "Allies have stolen the documents!"
    wm_objective_status 1 1 1
    accum 2 set 1
    }
     
    trigger axis_object_returned
    {
    //wm_announce "The documents have been returned!"
    wm_objective_status 1 1 0
    accum 2 set 0
    accum 1 set 0
    }
     
    trigger checkgame
    {
    accum 1 abort_if_not_equal 1
    wm_setwinner 1
    wait 100
    wm_endround
    }
    }
     
    transmitter_obj
    {
    spawn
    {
    }
    death
    {
    trigger game_manager cap_docs
    }
    }
     
    documents
    {
        spawn
        {
       wait 200
        }
        trigger stolen 
        {
        //when the objective is taken 
        // Hide command map marker of docs at table
        setstate documents_CMM invisible 
    }
    trigger dropped
    {
    //when the player carrying the objective is killed 
    // *----------------------------------- vo ------------------------------------------*
    wm_teamvoiceannounce 1 "allies_hq_objective_lost"
    // *---------------------------------------------------------------------------------*
    }
    trigger returned
    {
    //when defending team touches the dropped objective
    // Show command map marker of docs at table
    setstate documents_CMM default
    trigger captured
    {
    //when the objective is delivered to its deliverypoint 
     
    // *----------------------------------- vo ------------------------------------------*
    wm_teamvoiceannounce 0 "axis_hq_objective_lost"
    wm_teamvoiceannounce 1 "allies_hq_objective_captured"
    // *---------------------------------------------------------------------------------*
    }
    }
     
    doorcontrols
    {
    spawn
    {
    wait 200
     
    constructible_class 3
    }
    death
    {
    wm_announce "The Doors are opening!!"
     
    trigger phasedoor1 move_up
    trigger phasedoor2 move_up
     
    wm_objective_status 4 1 1
    wm_objective_status 4 0 2
    // Open phase doors
     
    // *----------------------------------- vo ------------------------------------------*
    wm_teamvoiceannounce 1 "allies_hq_objective_destroyed"
     
    wm_removeteamvoiceannounce 0 "adlernest_axis_controls_defend"
    wm_removeteamvoiceannounce 1 "adlernest_allies_controls_destroy"
     
    // "Construct the command post!" voice over, unless its already been done.
            globalaccum 6 abort_if_equal 1
           
    wm_teamvoiceannounce 1 "allies_hq_compost_construct"
    // *---------------------------------------------------------------------------------*
    }
    }
     
    phasedoor1
    {
    spawn
    {
    wait 200
    gotomarker phasedoor1_pc2 1000
    }
     
    trigger move_up
    {
    wait 500
    playsound sound/movers/misc/garage_door_start_01.wav
    wait 400
    playsound sound/movers/misc/garage_door_loop_01.wav looping forever
    gotomarker phasedoor1_pc1 80 wait
    stopsound
    playsound sound/movers/misc/garage_door_end_01.wav
    }
    }
     
    phasedoor2
    {
    spawn
    {
    wait 200
    gotomarker phasedoor2_pc2 1000
    }
     
    trigger move_up
    {
    wait 500
    playsound sound/movers/misc/garage_door_start_01.wav
    wait 400
    playsound sound/movers/misc/garage_door_loop_01.wav looping forever
    gotomarker phasedoor2_pc1 80 wait
    stopsound
    playsound sound/movers/misc/garage_door_end_01.wav
    }
    }
     
    maindoor_button
    {
    spawn
    {
    wait 200
    }
     
    activate
    {
    trigger maindoorr move_up
    trigger maindoorl move_up
     
    trigger maindoorr move_down
    trigger maindoorl move_down
    }
    }
     
    maindoor_lever
    {
    spawn
    {
    wait 200
    trigger maindoor_lever move_down
    }
     
    trigger move_down
    {
    wait 200
    faceangles 0 0 -1 750
    }
     
    trigger move_up
    {
    wait 200
    faceangles 0 0 -25 750
    }
    }
     
    maindoor_lever1
    {
    spawn
    {
    wait 200
    trigger maindoor_lever1 move_down
    }
     
    trigger move_down
    {
    wait 200
    faceangles -1 0 0 750
    }
     
    trigger move_up
    {
    wait 200
    faceangles -25 0 0 750
    }
    }
     
    maindoorr
    {
    spawn
    {
    wait 200
    gotomarker maindoorr_pc2 1000
    }
     
    trigger move_up
    {
    // open
    // abort if working or opened
    accum 4 abort_if_equal 2
    accum 4 abort_if_equal 1
    // set status working
    accum 4 set 2
     
    trigger maindoor_lever move_up
    trigger maindoor_lever1 move_up
    wm_objective_status 5 1 1
    wm_objective_status 5 0 0
     
    wait 500
    playsound sound/movers/misc/big_gate1.wav
    wait 400
    playsound sound/movers/misc/big_gate2.wav looping forever
    gotomarker maindoorr_pc1 45 wait
    stopsound
    playsound sound/movers/misc/big_gate3.wav
    // set status opened
    accum 4 set 1
    }
     
    trigger move_down
    {
    // close
    // abort if working or closed
    accum 4 abort_if_equal 2
    accum 4 abort_if_equal 0
    // set status working
    accum 4 set 2
     
    trigger maindoor_lever move_down
    trigger maindoor_lever1 move_down
    wm_objective_status 5 1 0
    wm_objective_status 5 0 1
     
    wait 500
    playsound sound/movers/misc/big_gate1.wav
    wait 400
    playsound sound/movers/misc/big_gate2.wav looping forever
    gotomarker maindoorr_pc2 45 wait
    stopsound
    playsound sound/movers/misc/big_gate3.wav
    // set status closed
    accum 4 set 0
    }
    }
     
    maindoorl
    {
    spawn
    {
    wait 200
    gotomarker maindoorl_pc2 1000
    }
     
    trigger move_up
    {
    // open
    // abort if working or opened
    accum 5 abort_if_equal 2
    accum 5 abort_if_equal 1
    // set status working
    accum 5 set 2
     
    wm_announce "Main blast door opening!"
     
    wait 500
    playsound sound/movers/misc/big_gate1.wav
    wait 400
    playsound sound/movers/misc/big_gate2.wav looping forever
    gotomarker maindoorl_pc1 45 wait
    stopsound
    playsound sound/movers/misc/big_gate3.wav
    // set status opened
    accum 5 set 1
    }
     
    trigger move_down
    {
    // close
    // abort if working or closed
    accum 5 abort_if_equal 2
    accum 5 abort_if_equal 0
    // set status working
    accum 5 set 2
     
    wm_announce "Main blast door closing!"
     
    wait 500
    playsound sound/movers/misc/big_gate1.wav
    wait 400
    playsound sound/movers/misc/big_gate2.wav looping forever
    gotomarker maindoorl_pc2 45 wait
    stopsound
    playsound sound/movers/misc/big_gate3.wav
    // set status closed
    accum 5 set 0
    }
    }
     
     
    //
    //
    //  CP CP CP CP
    //
    //
     
    allied_radio_built
    {
       spawn
       {
          wait 400
     
          constructible_class 2
     
          trigger allied_radio_built setup
          
          disablespeaker allied_compost_sound    
       }
     
       trigger setup
       {     
          setchargetimefactor 1 soldier 1
          setchargetimefactor 1 lieutenant 1
          setchargetimefactor 1 medic 1
          setchargetimefactor 1 engineer 1
          setchargetimefactor 1 covertops 1
          sethqstatus 1 0
       }
     
       buildstart final
       {
          trigger allied_radio_built_model trans
          trigger neutral_radio_closed_model  hide
       }
     
       built final
       {
          trigger allied_radio_built_model show
          trigger allied_radio_built_model enable_allied_features
     
          enablespeaker allied_compost_speaker
       }
     
       decayed final
       {
          trigger allied_radio_built_model hide
          trigger neutral_radio_closed_model show
       }
     
       death
       {
          trigger allied_radio_built_model hide
          trigger allied_radio_built_model disable_allied_features
          trigger neutral_radio_closed_model show
     
          disablespeaker allied_compost_sound
       }
    }
     
    allied_radio_built_model
    {
       spawn
       {
          wait 400
          setstate allied_radio_built_model invisible
          accum 3 set 0
       }
     
       trigger show
       {
          setstate allied_radio_built_model default
          setstate allied_radio_built default
          
          setstate alliedhqradio_toi default
       }
     
       trigger hide
       {
          setstate allied_radio_built_model invisible
          //setstate allied_radio_built invisible
          //setstate alliedhqradio_toi invisible
       }
     
       trigger trans
       {
          setstate allied_radio_built_model underconstruction
          setstate allied_radio_built default
          
          //setstate alliedhqradio_toi invisible
       }
     
       trigger enable_allied_features
       {
      
          setchargetimefactor 1 soldier 0.75
          setchargetimefactor 1 lieutenant 0.75
          setchargetimefactor 1 medic 0.75
          setchargetimefactor 1 engineer 0.75
          setchargetimefactor 1 covertops 0.75
          sethqstatus 1 1
     
          wm_announce   "Allied Command Post constructed. Charge speed increased!"
          
          globalaccum 6 set 1
                
          // *----------------------------------- vo ------------------------------------------*
          wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
          
          wm_teamvoiceannounce 1 "allies_hq_compost_constructed"
     
     wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
          // *----------------------------------- vo ------------------------------------------*
     
          wm_objective_status 3 0 2
          wm_objective_status 3 1 1
          
          // ENABLE NEW SPAWN
          trigger cp_spawn_wobj on
          
          // If first time, then set new spawn as default
          accum 3 abort_if_equal 1
          accum 3 set 1      
          
          setautospawn    "CP Spawn"   1
       }
     
       trigger disable_allied_features
       {
          // Some kind of UI pop-up to alert players
          wm_announce   "Axis team has destroyed the Allied Command Post!"
     
          //DISABLE NEW SPAWN
          trigger cp_spawn_wobj off
          
          globalaccum 6 set 0
          
          // *----------------------------------- vo ------------------------------------------*    
          wm_addteamvoiceannounce 1 "allies_hqt_compost_construc"
     
     wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
          // *----------------------------------- vo ------------------------------------------*
     
          setchargetimefactor 1 soldier 1
          setchargetimefactor 1 lieutenant 1
          setchargetimefactor 1 medic 1
          setchargetimefactor 1 engineer 1
          setchargetimefactor 1 covertops 1
          sethqstatus 1 0
     
          wm_objective_status 3 0 0
          wm_objective_status 3 1 0
       }
     
    neutral_radio_closed_model
    {
       spawn
       {
          wait 400
          //setstate neutral_radio_closed_model default
          trigger neutral_radio_closed_model show
                      
          sethqstatus 0 0
     
          wm_objective_status 3 1 0
          wm_objective_status 3 0 0     
          
          //setstate alliedhqradio_toi default
          //setstate alliedhqradio_toi invisible
          
       }
     
       trigger show
       {
          setstate neutral_radio_closed_model default
          //setstate neutral_radio_closed default
          
          //setstate alliedhqradio_toi invisible
       }
     
       trigger hide
       {
          setstate neutral_radio_closed_model invisible
          //setstate neutral_radio_closed invisible
       }
     
    neutral_radio_closed
    {
       spawn
       {
          wait 400    
       }
    }
     
    cp_spawn_spawns
    {
        spawn
    {
     wait 50
     setstate cp_spawn_spawns invisible
    }
     
    cp_spawn_wobj
    {
        spawn
    {
     wait 200
     setstate cp_spawn_wobj invisible
    }
    trigger off
        {
          setstate cp_spawn_wobj invisible
          setstate cp_spawn_spawns invisible
     alertentity cp_spawn_spawns
     wm_announce "Allied Command Post spawn disabled!"
        }
        trigger on
        {
          setstate cp_spawn_wobj default
          setstate cp_spawn_spawns default
     alertentity cp_spawn_spawns
          wm_announce "Allied Command Post spawn active!"
        }
    trigger allied_capture 
    {
    //
    }
        trigger axis_capture
        {
       //
        }
     
    allied_spawn
    {
        spawn
    {
     wait 200
    }
     
    allied_spawn_flag
    {
        spawn
    {
     wait 200
    }
    trigger allied_capture 
    {
    //
    }
        trigger axis_capture
        {
       //
        }
     
    tank_turret
    {
    spawn
    {
    wait 200
    }
     
    trigger facewall
    {
    trigger tank_turret spin_start
    faceangles 0 150 0 1000
    trigger tank_turret spin_stop
    trigger tank_turret spin_fire
    alertentity sidewall
    }
     
    trigger spin_fire
    {
    playsound sound/vehicles/tank/tank_fire.wav volume 560
    }
     
    trigger spin_start
    {
    stopsound
    playsound sound/vehicles/tank/turret_spin.wav looping volume 155
    }
     
    trigger spin_stop
    {
    stopsound
    playsound sound/vehicles/tank/turret_end.wav volume 135
    }
    }
     
    sidewall
    {
    spawn
    {
    wait 200
    }
    death
    {
    alertentity sidewall_explo
    }
    }
     
    sidewall_explo
    {
    spawn
    {
    wait 200
    }
    }
  5. This is how our mapscript looks now:

     

    game_manager
    {
    spawn
    {
    // Set scenario information
    wm_axis_respawntime 15
    wm_allied_respawntime 12
    wm_number_of_objectives 5
    wm_set_round_timelimit 15
     
    //Adlernest mapscript by Dersaidin
    // 0  is axis
    wm_set_defending_team 0
    wm_setwinner 0
     
    //Take docs
    wm_objective_status 1 1 0
    wm_objective_status 1 0 0
    //Cap docs
    wm_objective_status 2 1 0
    wm_objective_status 2 0 0
    //CP
    wm_objective_status 3 1 0
    wm_objective_status 3 0 0
    //Doors
    wm_objective_status 4 1 0
    wm_objective_status 4 0 0
    //Maindoor
    wm_objective_status 5 1 0
    wm_objective_status 5 0 1
     
    //main opjective is to cap docs
    wm_set_main_objective 2 1
    wm_set_main_objective 2 0
     
    // Cap docs
    accum 1 set 0
    //Take docs
    accum 2 set 0
    //Allied CP built once
    accum 3 set 0
    //Maindoorr, 1=open 0=closed 2=working
    accum 4 set 0
    //Maindoorl, 1=open 0=closed 2=working
    accum 5 set 0
    //Allied CP _IS_ built
    globalaccum 6 set 0
     
    wait 4000
    trigger game_manager startvos
     
    wait 500
    trigger tank_turret facewall
     
    }
     
    trigger startvos
    {
    // *----------------------------------- vo ------------------------------------------*
    wm_addteamvoiceannounce 0 "adlernest_axis_controls_defend"
    //wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
     
    wm_addteamvoiceannounce 1 "adlernest_allies_controls_destroy"
    wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
     
    wm_teamvoiceannounce 0 "adlernest_axis_controls_defend"
    //wm_teamvoiceannounce 0 "axis_hq_compost_construct"
     
    wm_teamvoiceannounce 1 "adlernest_allies_controls_destroy"
    wm_teamvoiceannounce 1 "allies_hq_compost_construct"
    // *---------------------------------------------------------------------------------*
    }
     
    trigger cap_docs
    {
    //cap docs: true
    wm_objective_status 2 1 1
    wm_objective_status 2 0 2
    //cap docs: true
    accum 1 set 1
    wm_announce "Allied team has transmitted the documents!"
    trigger game_manager checkgame
    }
     
    trigger axis_object_stolen
    {
    //wm_announce "Allies have stolen the documents!"
    wm_objective_status 1 1 1
    accum 2 set 1
    }
     
    trigger axis_object_returned
    {
    //wm_announce "The documents have been returned!"
    wm_objective_status 1 1 0
    accum 2 set 0
    accum 1 set 0
    }
     
    trigger checkgame
    {
    accum 1 abort_if_not_equal 1
    wm_setwinner 1
    wait 100
    wm_endround
    }
    }
     
    transmitter_obj
    {
    spawn
    {
    }
    death
    {
    trigger game_manager cap_docs
    }
    }
     
    documents
    {
        spawn
        {
       wait 200
        }
        trigger stolen 
        {
        //when the objective is taken 
        // Hide command map marker of docs at table
        setstate documents_CMM invisible 
    }
    trigger dropped
    {
    //when the player carrying the objective is killed 
    // *----------------------------------- vo ------------------------------------------*
    wm_teamvoiceannounce 1 "allies_hq_objective_lost"
    // *---------------------------------------------------------------------------------*
    }
    trigger returned
    {
    //when defending team touches the dropped objective
    // Show command map marker of docs at table
    setstate documents_CMM default
    trigger captured
    {
    //when the objective is delivered to its deliverypoint 
     
    // *----------------------------------- vo ------------------------------------------*
    wm_teamvoiceannounce 0 "axis_hq_objective_lost"
    wm_teamvoiceannounce 1 "allies_hq_objective_captured"
    // *---------------------------------------------------------------------------------*
    }
    }
     
    doorcontrols
    {
    spawn
    {
    wait 200
     
    constructible_class 3
    }
    death
    {
    wm_announce "The Doors are opening!!"
     
    trigger phasedoor1 move_up
    trigger phasedoor2 move_up
     
    wm_objective_status 4 1 1
    wm_objective_status 4 0 2
    // Open phase doors
     
    // *----------------------------------- vo ------------------------------------------*
    wm_teamvoiceannounce 1 "allies_hq_objective_destroyed"
     
    wm_removeteamvoiceannounce 0 "adlernest_axis_controls_defend"
    wm_removeteamvoiceannounce 1 "adlernest_allies_controls_destroy"
     
    // "Construct the command post!" voice over, unless its already been done.
            globalaccum 6 abort_if_equal 1
           
    wm_teamvoiceannounce 1 "allies_hq_compost_construct"
    // *---------------------------------------------------------------------------------*
    }
    }
     
    phasedoor1
    {
    spawn
    {
    wait 200
    gotomarker phasedoor1_pc2 1000
    }
     
    trigger move_up
    {
    wait 500
    playsound sound/movers/misc/garage_door_start_01.wav
    wait 400
    playsound sound/movers/misc/garage_door_loop_01.wav looping forever
    gotomarker phasedoor1_pc1 80 wait
    stopsound
    playsound sound/movers/misc/garage_door_end_01.wav
    }
    }
     
    phasedoor2
    {
    spawn
    {
    wait 200
    gotomarker phasedoor2_pc2 1000
    }
     
    trigger move_up
    {
    wait 500
    playsound sound/movers/misc/garage_door_start_01.wav
    wait 400
    playsound sound/movers/misc/garage_door_loop_01.wav looping forever
    gotomarker phasedoor2_pc1 80 wait
    stopsound
    playsound sound/movers/misc/garage_door_end_01.wav
    }
    }
     
    maindoor_button
    {
    spawn
    {
    wait 200
    }
     
    activate
    {
    trigger maindoorr move_up
    trigger maindoorl move_up
     
    trigger maindoorr move_down
    trigger maindoorl move_down
    }
    }
     
    maindoor_lever
    {
    spawn
    {
    wait 200
    trigger maindoor_lever move_down
    }
     
    trigger move_down
    {
    wait 200
    faceangles 0 0 -1 750
    }
     
    trigger move_up
    {
    wait 200
    faceangles 0 0 -25 750
    }
    }
     
    maindoor_lever1
    {
    spawn
    {
    wait 200
    trigger maindoor_lever1 move_down
    }
     
    trigger move_down
    {
    wait 200
    faceangles -1 0 0 750
    }
     
    trigger move_up
    {
    wait 200
    faceangles -25 0 0 750
    }
    }
     
    maindoorr
    {
    spawn
    {
    wait 200
    gotomarker maindoorr_pc2 1000
    }
     
    trigger move_up
    {
    // open
    // abort if working or opened
    accum 4 abort_if_equal 2
    accum 4 abort_if_equal 1
    // set status working
    accum 4 set 2
     
    trigger maindoor_lever move_up
    trigger maindoor_lever1 move_up
    wm_objective_status 5 1 1
    wm_objective_status 5 0 0
     
    wait 500
    playsound sound/movers/misc/big_gate1.wav
    wait 400
    playsound sound/movers/misc/big_gate2.wav looping forever
    gotomarker maindoorr_pc1 45 wait
    stopsound
    playsound sound/movers/misc/big_gate3.wav
    // set status opened
    accum 4 set 1
    }
     
    trigger move_down
    {
    // close
    // abort if working or closed
    accum 4 abort_if_equal 2
    accum 4 abort_if_equal 0
    // set status working
    accum 4 set 2
     
    trigger maindoor_lever move_down
    trigger maindoor_lever1 move_down
    wm_objective_status 5 1 0
    wm_objective_status 5 0 1
     
    wait 500
    playsound sound/movers/misc/big_gate1.wav
    wait 400
    playsound sound/movers/misc/big_gate2.wav looping forever
    gotomarker maindoorr_pc2 45 wait
    stopsound
    playsound sound/movers/misc/big_gate3.wav
    // set status closed
    accum 4 set 0
    }
    }
     
    maindoorl
    {
    spawn
    {
    wait 200
    gotomarker maindoorl_pc2 1000
    }
     
    trigger move_up
    {
    // open
    // abort if working or opened
    accum 5 abort_if_equal 2
    accum 5 abort_if_equal 1
    // set status working
    accum 5 set 2
     
    wm_announce "Main blast door opening!"
     
    wait 500
    playsound sound/movers/misc/big_gate1.wav
    wait 400
    playsound sound/movers/misc/big_gate2.wav looping forever
    gotomarker maindoorl_pc1 45 wait
    stopsound
    playsound sound/movers/misc/big_gate3.wav
    // set status opened
    accum 5 set 1
    }
     
    trigger move_down
    {
    // close
    // abort if working or closed
    accum 5 abort_if_equal 2
    accum 5 abort_if_equal 0
    // set status working
    accum 5 set 2
     
    wm_announce "Main blast door closing!"
     
    wait 500
    playsound sound/movers/misc/big_gate1.wav
    wait 400
    playsound sound/movers/misc/big_gate2.wav looping forever
    gotomarker maindoorl_pc2 45 wait
    stopsound
    playsound sound/movers/misc/big_gate3.wav
    // set status closed
    accum 5 set 0
    }
    }
     
     
    //
    //
    //  CP CP CP CP
    //
    //
     
    allied_radio_built
    {
       spawn
       {
          wait 400
     
          constructible_class 2
     
          trigger allied_radio_built setup
          
          disablespeaker allied_compost_sound    
       }
     
       trigger setup
       {     
          setchargetimefactor 1 soldier 1
          setchargetimefactor 1 lieutenant 1
          setchargetimefactor 1 medic 1
          setchargetimefactor 1 engineer 1
          setchargetimefactor 1 covertops 1
          sethqstatus 1 0
       }
     
       buildstart final
       {
          trigger allied_radio_built_model trans
          trigger neutral_radio_closed_model  hide
       }
     
       built final
       {
          trigger allied_radio_built_model show
          trigger allied_radio_built_model enable_allied_features
     
          enablespeaker allied_compost_speaker
       }
     
       decayed final
       {
          trigger allied_radio_built_model hide
          trigger neutral_radio_closed_model show
       }
     
       death
       {
          trigger allied_radio_built_model hide
          trigger allied_radio_built_model disable_allied_features
          trigger neutral_radio_closed_model show
     
          disablespeaker allied_compost_sound
       }
    }
     
    allied_radio_built_model
    {
       spawn
       {
          wait 400
          setstate allied_radio_built_model invisible
          accum 3 set 0
       }
     
       trigger show
       {
          setstate allied_radio_built_model default
          setstate allied_radio_built default
          
          setstate alliedhqradio_toi default
       }
     
       trigger hide
       {
          setstate allied_radio_built_model invisible
          //setstate allied_radio_built invisible
          //setstate alliedhqradio_toi invisible
       }
     
       trigger trans
       {
          setstate allied_radio_built_model underconstruction
          setstate allied_radio_built default
          
          //setstate alliedhqradio_toi invisible
       }
     
       trigger enable_allied_features
       {
      
          setchargetimefactor 1 soldier 0.75
          setchargetimefactor 1 lieutenant 0.75
          setchargetimefactor 1 medic 0.75
          setchargetimefactor 1 engineer 0.75
          setchargetimefactor 1 covertops 0.75
          sethqstatus 1 1
     
          wm_announce   "Allied Command Post constructed. Charge speed increased!"
          
          globalaccum 6 set 1
                
          // *----------------------------------- vo ------------------------------------------*
          wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
          
          wm_teamvoiceannounce 1 "allies_hq_compost_constructed"
     
     wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
          // *----------------------------------- vo ------------------------------------------*
     
          wm_objective_status 3 0 2
          wm_objective_status 3 1 1
          
          // ENABLE NEW SPAWN
          trigger cp_spawn_wobj on
          
          // If first time, then set new spawn as default
          accum 3 abort_if_equal 1
          accum 3 set 1      
          
          setautospawn    "CP Spawn"   1
       }
     
       trigger disable_allied_features
       {
          // Some kind of UI pop-up to alert players
          wm_announce   "Axis team has destroyed the Allied Command Post!"
     
          //DISABLE NEW SPAWN
          trigger cp_spawn_wobj off
          
          globalaccum 6 set 0
          
          // *----------------------------------- vo ------------------------------------------*    
          wm_addteamvoiceannounce 1 "allies_hqt_compost_construc"
     
     wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
          // *----------------------------------- vo ------------------------------------------*
     
          setchargetimefactor 1 soldier 1
          setchargetimefactor 1 lieutenant 1
          setchargetimefactor 1 medic 1
          setchargetimefactor 1 engineer 1
          setchargetimefactor 1 covertops 1
          sethqstatus 1 0
     
          wm_objective_status 3 0 0
          wm_objective_status 3 1 0
       }
     
    neutral_radio_closed_model
    {
       spawn
       {
          wait 400
          //setstate neutral_radio_closed_model default
          trigger neutral_radio_closed_model show
                      
          sethqstatus 0 0
     
          wm_objective_status 3 1 0
          wm_objective_status 3 0 0     
          
          //setstate alliedhqradio_toi default
          //setstate alliedhqradio_toi invisible
          
       }
     
       trigger show
       {
          setstate neutral_radio_closed_model default
          //setstate neutral_radio_closed default
          
          //setstate alliedhqradio_toi invisible
       }
     
       trigger hide
       {
          setstate neutral_radio_closed_model invisible
          //setstate neutral_radio_closed invisible
       }
     
    neutral_radio_closed
    {
       spawn
       {
          wait 400    
       }
    }
     
    cp_spawn_spawns
    {
        spawn
    {
     wait 50
     setstate cp_spawn_spawns invisible
    }
     
    cp_spawn_wobj
    {
        spawn
    {
     wait 200
     setstate cp_spawn_wobj invisible
    }
    trigger off
        {
          setstate cp_spawn_wobj invisible
          setstate cp_spawn_spawns invisible
     alertentity cp_spawn_spawns
     wm_announce "Allied Command Post spawn disabled!"
        }
        trigger on
        {
          setstate cp_spawn_wobj default
          setstate cp_spawn_spawns default
     alertentity cp_spawn_spawns
          wm_announce "Allied Command Post spawn active!"
        }
    trigger allied_capture 
    {
    //
    }
        trigger axis_capture
        {
       //
        }
     
    allied_spawn
    {
        spawn
    {
     wait 200
    }
     
    allied_spawn_flag
    {
        spawn
    {
     wait 200
    }
    trigger allied_capture 
    {
    //
    }
        trigger axis_capture
        {
       //
        }
     
    tank_turret
    {
    spawn
    {
    wait 200
    }
     
    trigger facewall
    {
    trigger tank_turret spin_start
    faceangles 0 150 0 1000
    trigger tank_turret spin_stop
    trigger tank_turret spin_fire
    }
     
    trigger spin_fire
    {
    playsound sound/vehicles/tank/tank_fire.wav volume 560
    }
     
    trigger spin_start
    {
    stopsound
    playsound sound/vehicles/tank/turret_spin.wav looping volume 155
    }
     
    trigger spin_stop
    {
    stopsound
    playsound sound/vehicles/tank/turret_end.wav volume 135
    }
    }
     
    sidewall
    {
    spawn
    {
    wait 200
    }
    death
    {
    alertentity sidewall_explo
    }
    }
     
    sidewall_explo
    {
    spawn
    {
    wait 200
    }
    }
  6. Hi, my server crashed 2 times when adlernest map started, what we found about the error is this:

     

    ERROR: G_Scripting: alertentity cannot find targetname "sidewall"
     
    ********************
    ----- Server Shutdown -----
     
    So I removed that line from mapscripts, and now is doing ok so far, wierdest thing is server was crashing before once a week or so, and I thought it was nothing, and I guess it was this all the time, but wondering how come it crased because of this only sumtimes? And will it now be ok when that line is removed from mapscripts? Thx
  7. Hey, maybe this already exist but I coudnt find it in wiki of the silent mod. So maybe some command with which you can limit the amount of team changing in 1 minute or so, cuz we had some retard team changing every second, and when he is doing it and admins arent on, its hard for people to join team, if you know what i mean, thanks!

  8. Hello many players are complaining on server that they cant save their config settings, that each time they leave server and then they come back it resets to default and they have to do it each time, and they said its only happening to them on silent servers. Any ideas? thanks

  9. Hello, is it possible to create custom votes? I would like to have votes like put bots to spec, I already have a command but maybe some players would like to use it when admin is not on server, and so on. Thanks

  10. Hi, so is there something a setting that while ur creating/repairing that ur getting xp while ur doing it not when u create it u get 10xp or so. What I mean is, you repaired half of the comandpost and you got killed while doing it, but you still got like 2-3xp in engineering, cuz on my server you have to create whole object to get xp for doing it. thanks!

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