Jump to content

Server crashing


Dookie

Recommended Posts

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
Link to comment
Share on other sites

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
}
}
Link to comment
Share on other sites

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
}
}
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...