/******************************************************** Script and waypoints made by :)BOK(: NAERLING Assistance : >WES< P!NNAN //========================================================================================== // // Who When What //------------------------------------------------------------------------------------------ // ^4Tardis 06 January 2011 Fix Script - USAGE For 0.81 - 1944_beach_fix.pk3 / 1944_beach.pk3 // //========================================================================================== ********************************************************/ // cs: this map needs routing for the main goals. only routing for the cappoints exists global Map = { Debug = false, //set Talk to false if you don't want the bots talking ingame: Talk = true, Transmitter = false, Doc = false, Trans = true, //1944_beach_fix script detection... BBTGoal = false, // BUILD_Beach_Tunnel_Barricade Movers = { "MOVER_axis_compost_built_clip", "MOVER_axis_compost_closed", "MOVER_axis_compost_damaged", "MOVER_axisgate", "MOVER_axisgrate_frame", "MOVER_bunkerdoors", "MOVER_eastblock", "MOVER_roadhousewall", "MOVER_south_ammocabinet_clip", "MOVER_south_ammocabinet_clip_1", "MOVER_south_healthcabinet_clip", "MOVER_south_healthcabinet_clip_1", "MOVER_tower", "MOVER_tower_1", "MOVER_tower_destroyed", "MOVER_transmitter_destroyed", "MOVER_westblock", }, Navigation = { // :Tardis reoved Navigation.tunnelwall and upadted to 0.81 GRENADE/Trigger // cs: removed goto and facing requests ladder_4_pt = { navigate = function(_this) { _this.Bot.HoldButton(BTN.FORWARD, 3); sleep(3); }, }, ladder_5_pt = { navigate = function(_this) { _this.Bot.HoldButton(BTN.FORWARD, 5); sleep(5); }, }, }, //Transmitter Allied_Transmitter_Built = function( trigger ) { Map.Trans = false; Util.ChangeSpawn(TEAM.ALLIES, 4, 3); SetAvailableMapGoals( TEAM.ALLIES, false, { "GRENADE_Tunnel", "ATTACK_a_cp_.*", "ARTILLERY_S_a_bunker_3", "CALLARTILLERY_checkpoint_2", }); SetAvailableMapGoals( TEAM.ALLIES, true, { "BUILD_Alllied_Transmitter", "PLANT_Axis_Gate", "ATTACK_a_gate_.*", "ARTILLERY_S_call_arty_3", "CALLARTILLERY_checkpoint_3", }); if ( Map.Doc ) { SetAvailableMapGoals( TEAM.ALLIES, false, "CAPPOINT_hide" ); SetAvailableMapGoals( TEAM.ALLIES, true, { "BUILD_Alllied_Transmitter", "CAPPOINT_Dropoff", "FLAG_documents", "ATTACK_a_gate_.*", "ATTACK_a_cp_.*", "SNIPE_a_snipe.*", "ROUTE_.*", }); } SetAvailableMapGoals( TEAM.ALLIES, true, "PLANTMINE_a_mine_.*" ); Util.MapDebugPrint( "Alllied_Transmitter_Built" ); }, Allied_Transmitter_Destroyed = function( trigger ) { Map.Trans = true; if ( Map.Doc ) { SetAvailableMapGoals( TEAM.ALLIES, false, "CAPPOINT_Dropoff" ); SetAvailableMapGoals( TEAM.ALLIES, true, { "BUILD_Alllied_Transmitter", "CAPPOINT_hide", "FLAG_documents", "ATTACK_a_gate_.*", "ATTACK_a_cp_.*", "SNIPE_a_snipe.*", "ROUTE_.*", }); } Util.MapDebugPrint( "Alllied_Transmitter_Destroyed" ); }, //CP Axis_Command_Post_Built = function( trigger ) { Util.MapDebugPrint( "Axis_Command_Post_Built" ); }, Axis_Command_Post_Destroyed = function( trigger ) { Util.MapDebugPrint( "Axis_Command_Post_Destroyed" ); }, //Blockades Eastern_Blockade_Built = function( trigger ) { //1944_beach_fix script detection... if( Map.BBTGoal == true ) { SetAvailableMapGoals( TEAM.ALLIES, false, "GRENADE_EastBlockade" ); } else if ( Map.BBTGoal == false ) { SetAvailableMapGoals( TEAM.ALLIES, true, "GRENADE_EastBlockade" ); SetGoalPriority("GRENADE_EastBlockade", 1.0 ); } Util.MapDebugPrint( "Eastern_Blockade_Built" ); }, Eastern_Blockade_Destroyed = function( trigger ) { //1944_beach_fix script detection... if( Map.BBTGoal == true ) { SetAvailableMapGoals( TEAM.ALLIES, false, "GRENADE_EastBlockade" ); } else if ( Map.BBTGoal == false ) { SetAvailableMapGoals( TEAM.ALLIES, false, "GRENADE_EastBlockade" ); } Util.MapDebugPrint( "Eastern_Blockade_Destroyed" ); }, Western_Blockade_Built = function( trigger ) { //1944_beach_fix script detection... if( Map.BBTGoal == true ) { SetAvailableMapGoals( TEAM.ALLIES, false, "GRENADE_Western_Blockade" ); } else if ( Map.BBTGoal == false ) { SetAvailableMapGoals( TEAM.ALLIES, true, "GRENADE_Western_Blockade" ); SetGoalPriority("GRENADE_Western_Blockade", 1.0 ); } Util.MapDebugPrint( "Western_Blockade_Built" ); }, Western_Blockade_Destroyed = function( trigger ) { //1944_beach_fix script detection... if( Map.BBTGoal == true ) { SetAvailableMapGoals( TEAM.ALLIES, false, "GRENADE_Western_Blockade" ); } else if ( Map.BBTGoal == false ) { SetAvailableMapGoals( TEAM.ALLIES, false, "GRENADE_Western_Blockade" ); } Util.MapDebugPrint( "Western_Blockade_Destroyed" ); }, //Bunker door and Tower Forward_Bunker_Doors_Built = function( trigger ) { SetAvailableMapGoals( TEAM.AXIS, false, { "BUILD_Forward_Bunker_Doors", "MOBILEMG42_d_ibunker_2", }); SetAvailableMapGoals( TEAM.ALLIES, false, "PLANTMINE_a_mine_door" ); SetAvailableMapGoals( TEAM.AXIS, true, { "DEFEND_d_ibunker_.*", "PLANTMINE_d_mine_door", "PLANTMINE_d_mine_.*", "MOBILEMORTAR_mo_ax_start_.*", "CHECKPOINT_forward_spawn", "BUILD_Forward_Bunker_Doors", "ARTILLERY_S_a_gate_3", "CALLARTILLERY_checkpoint_4", "DEFEND_d_bunker_.*", "DEFEND_d_gate_.*", "DEFEND_d_cp_.*", "PLANT_Alllied_Transmitter", "BUILD_tower", "MOUNTMG42_tower", "BUILD_Eastern_Blockade", "BUILD_Western_Blockade", }); SetAvailableMapGoals( TEAM.ALLIES, false, "CHECKPOINT_forward_spawn" ); Util.MapDebugPrint( "Forward_Bunker_Doors_Built" ); }, Forward_Bunker_Doors_Destroyed = function( trigger ) { SetAvailableMapGoals( TEAM.AXIS, true, { "DEFEND_d_ibunker_.*", "MOBILEMG42_d_ibunker_2", "PLANTMINE_d_mine_door", }); SetAvailableMapGoals( TEAM.ALLIES, true, "CHECKPOINT_forward_spawn" ); Util.MapDebugPrint( "Forward_Bunker_Doors_Destroyed" ); }, tower_Built = function( trigger ) { Util.MapDebugPrint( "tower_Built" ); }, tower_Destroyed = function( trigger ) { Util.MapDebugPrint( "tower_Destroyed" ); }, //Gate and Wall Axis_Gate_Destroyed = function( trigger ) { Util.EnableGoal( "FLAG.*" ); //ALLIES SetAvailableMapGoals( TEAM.ALLIES, false, { "ARTILLERY_S_call_arty_3", "CALLARTILLERY_checkpoint_3", }); SetAvailableMapGoals( TEAM.ALLIES, true, { "BUILD_Alllied_Transmitter", "PLANT_Forward_Bunker_Doors", "PLANT_Roadhouse_Wall", "ATTACK_a_wall_.*", "PLANT_Axis_Gate", "ATTACK_a_gate_.*", "PLANT_Axis_Command_Post", "PLANT_Wall", }); //AXIS SetAvailableMapGoals( TEAM.AXIS, false, { "MOBILEMORTAR_mo_ax_start_.*", "ARTILLERY_S_a_gate_3", "CALLARTILLERY_checkpoint_4", "DEFEND_d_bunker_.*", "DEFEND_d_cp_.*", "PLANT_Alllied_Transmitter", "BUILD_Eastern_Blockade", "BUILD_Western_Blockade", }); SetAvailableMapGoals( TEAM.AXIS, true, { "BUILD_Forward_Bunker_Doors", "DEFEND_d_gate_.*", "DEFEND_d_doc_.*", "DEFEND_d_path_.", "MOBILEMG42_d_doc_6", "BUILD_Axis_Command_Post", "BUILD_tower", "MOUNTMG42_tower", }); Util.MapDebugPrint( "Axis_Gate_Destroyed" ); }, Roadhouse_Wall_Destroyed = function( trigger ) { // stop using the door Wp.SetWaypointFlag("doorclose","closed",true); Util.ChangeSpawn(TEAM.ALLIES, 2); Util.EnableGoal( "FLAG.*" ); //ALLIES SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Roadhouse_Wall" ); SetAvailableMapGoals( TEAM.ALLIES, true, { "BUILD_Alllied_Transmitter", "PLANT_Forward_Bunker_Doors", "FLAG_documents", "ATTACK_a_wall_.*", "ATTACK_a_cp_.*", "SNIPE_a_snipe.*", "PLANT_Axis_Command_Post", }); //AXIS SetAvailableMapGoals( TEAM.AXIS, false, { "MOBILEMORTAR_mo_ax_start_.*", "ARTILLERY_S_a_gate_3", "CALLARTILLERY_checkpoint_4", "DEFEND_d_gate_.*", "DEFEND_d_cp_.*", "DEFEND_d_ibunker_.*", "DEFEND_d_bunker_.", }); SetAvailableMapGoals( TEAM.AXIS, true, "PLANT_Alllied_Transmitter" ); SetAvailableMapGoals( TEAM.AXIS, false, { "BUILD_Eastern_Blockade", "BUILD_Western_Blockade", "CHECKPOINT_forward_spawn", "BUILD_Forward_Bunker_Doors", }); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_d_doc_.*" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_d_path_." ); SetAvailableMapGoals( TEAM.AXIS, true, { "MOBILEMG42_d_doc_6", "BUILD_Axis_Command_Post", }); SetAvailableMapGoals( TEAM.AXIS, false, { "BUILD_tower", "MOUNTMG42_tower", }); //1944_beach_fix script detection... if (Map.BBTGoal == true) { SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_.*" ); SetAvailableMapGoals( TEAM.AXIS, true, "PLANT_Allied_Transmitter" ); } Util.MapDebugPrint( "Roadhouse_Wall_Destroyed" ); }, //Obj documents_Taken = function( trigger ) { Map.Doc = true; SetAvailableMapGoals( TEAM.AXIS, false, { "CHECKPOINT_forward_spawn", "BUILD_Forward_Bunker_Doors", "DEFEND_d_bunker_.", "DEFEND_d_doc_.*", "DEFEND_d_path_.", "MOBILEMG42_d_doc_6", "BUILD_Axis_Command_Post", "BUILD_tower", }); SetAvailableMapGoals( TEAM.AXIS, true, { "MOUNTMG42_tower", "DEFEND_d_gate_.*", "DEFEND_d_crossing_.*", "DEFEND_d_cp_.", "PLANT_Alllied_Transmitter", "ARTILLERY_S_a_mine_2", "CALLARTILLERY_checkpoint_1", }); if ( Map.Trans ) { Util.EnableGoal( "FLAG.*" ); SetGoalPriority( "CAPPOINT_hide", 0.0, CLASS.ENGINEER, true ); SetAvailableMapGoals( TEAM.ALLIES, false, { "CHECKPOINT_forward_spawn", "PLANT_Forward_Bunker_Doors", "PLANT_Axis_Command_Post", }); SetAvailableMapGoals( TEAM.ALLIES, true, { "BUILD_Alllied_Transmitter", "CAPPOINT_hide", "ATTACK_a_gate_.*", "ATTACK_a_cp_.*", "SNIPE_a_snipe.*", "ROUTE_.*", }); Util.MapDebugPrint("Going to Hide", true); } else { Util.EnableGoal( "FLAG.*" ); SetAvailableMapGoals( TEAM.ALLIES, false, { "CHECKPOINT_forward_spawn", "PLANT_Forward_Bunker_Doors", "PLANT_Axis_Command_Post", }); SetAvailableMapGoals( TEAM.ALLIES, true, { "BUILD_Alllied_Transmitter", "CAPPOINT_Dropoff", "ATTACK_a_gate_.*", "ATTACK_a_cp_.*", "SNIPE_a_snipe.*", "ROUTE_.*", }); SetAvailableMapGoals( TEAM.ALLIES, false, "CAPPOINT_hide" ); Util.MapDebugPrint("Going to Dropoff", true); } Util.MapDebugPrint( "documents_Taken" ); }, documents_Returned = function( trigger ) { Map.Doc = false; //AXIS SetAvailableMapGoals( TEAM.AXIS, false, { "DEFEND_d_gate_.*", "DEFEND_d_crossing_.*", "DEFEND_d_cp_.", "PLANT_Alllied_Transmitter", "ARTILLERY_S_a_mine_2", "CALLARTILLERY_checkpoint_1", }); SetAvailableMapGoals( TEAM.AXIS, true, { "BUILD_Forward_Bunker_Doors", "DEFEND_d_doc_.*", "MOBILEMG42_d_doc_6", "BUILD_Axis_Command_Post", "BUILD_tower", "MOUNTMG42_tower", "DEFEND_d_path_.*", }); //ALLIES SetAvailableMapGoals( TEAM.ALLIES, false, { "CAPPOINT_hide", "ROUTE_.*", }); SetAvailableMapGoals( TEAM.ALLIES, true, { "BUILD_Alllied_Transmitter", "PLANT_Forward_Bunker_Doors", "FLAG_documents", "ATTACK_a_wall_.*", "ATTACK_a_cp_.*", "SNIPE_a_snipe.*", "PLANT_Axis_Command_Post", }); Util.MapDebugPrint( "documents_Returned" ); }, Dropoff_Captured = function( trigger ) { ETUtil.WinningChat( TEAM.ALLIES ); ETUtil.LosingChat( TEAM.AXIS ); Util.MapDebugPrint( "Dropoff_Captured" ); }, //Flag forward_spawn_Axis_Captured = function( trigger ) { SetAvailableMapGoals( TEAM.ALLIES, true, "MOBILEMORTAR_mo_al_start_.*" ); SetAvailableMapGoals( TEAM.AXIS, true, "PLANTMINE_flag_mine_.*" ); SetAvailableMapGoals( TEAM.ALLIES, false, "PLANTMINE_flag_mine_.*" ); SetAvailableMapGoals( TEAM.ALLIES, true, "CHECKPOINT_forward_spawn" ); Util.MapDebugPrint( "forward_spawn_Axis_Captured" ); }, forward_spawn_Allies_Captured = function( trigger ) { SetAvailableMapGoals( TEAM.ALLIES, false, "MOBILEMORTAR_mo_al_start_.*" ); SetAvailableMapGoals( TEAM.AXIS, false, "PLANTMINE_flag_mine_.*" ); SetAvailableMapGoals( TEAM.ALLIES, true, "PLANTMINE_flag_mine_.*" ); SetAvailableMapGoals( TEAM.AXIS, true, "CHECKPOINT_forward_spawn" ); Util.MapDebugPrint( "forward_spawn_Allies_Captured" ); }, Tunnelwall = function() { SetAvailableMapGoals( TEAM.ALLIES, false, "GRENADE_Tunnel" ); Util.MapDebugPrint( "Tunnelwall_destroyed" ); }, //1944_beach_fix script detection... Beach_Tunnel_Barricade_Built = function( trigger ) { SetAvailableMapGoals( TEAM.ALLIES, false, "GRENADE_Tunnel" ); Util.MapDebugPrint( "Beach_Tunnel_Barricade_Built" ); }, Beach_Tunnel_Barricade_Destroyed = function( trigger ) { SetAvailableMapGoals( TEAM.ALLIES, false, "GRENADE_Tunnel" ); SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Beach_Tunnel_Barricade" ); Util.MapDebugPrint( "Beach_Tunnel_Barricade_Destroyed" ); }, }; global OnMapLoad = function() { Util.SetGoalOffset( 0, 20, -60, "PLANT_Axis_Gate" ); Util.SetGoalOffset( -10, 0, -30, "PLANT_Forward_Bunker_Doors" ); Util.SetGoalOffset( -20, 0, -60, "PLANT_Roadhouse_Wall" ); Util.SetGoalOffset( 0, -10, 0, "PLANT_Alllied_Transmitter" ); OnTrigger( "Allied Transmitter constructed. Charge speed increased!", Map.Allied_Transmitter_Built ); OnTrigger( "Axis Command Post constructed. Charge speed increased!", Map.Axis_Command_Post_Built ); OnTrigger( "the Axis East Blockade has been constructed.", Map.Eastern_Blockade_Built ); OnTrigger( "the Forward Bunker Doors have been constructed.", Map.Forward_Bunker_Doors_Built ); OnTrigger( "the Axis West Blockade has been constructed.", Map.Western_Blockade_Built ); OnTrigger( "tower has been constructed.", Map.tower_Built ); OnTrigger( "Axis team has destroyed the Allied Transmitter!", Map.Allied_Transmitter_Destroyed ); OnTrigger( "Allied team has destroyed the Axis Command Post!", Map.Axis_Command_Post_Destroyed ); OnTrigger( "the Axis Gate has been destroyed.", Map.Axis_Gate_Destroyed ); OnTrigger( "the Axis East Blockade has been destroyed.", Map.Eastern_Blockade_Destroyed ); OnTrigger( "the Forward Bunker Doors have been destroyed.", Map.Forward_Bunker_Doors_Destroyed ); OnTrigger( "Roadhouse Wall has been destroyed.", Map.Roadhouse_Wall_Destroyed ); OnTrigger( "the Axis West Blockade has been destroyed.", Map.Western_Blockade_Destroyed ); OnTrigger( "the Axis Tower has been destroyed.", Map.tower_Destroyed ); OnTrigger( "Allies have stolen the documents!", Map.documents_Taken ); OnTrigger( "Documents returned!", Map.documents_Returned ); OnTrigger( "Allies have transmitted the documents!", Map.Dropoff_Captured ); OnTrigger( "Axis capture the forward bunker!", Map.forward_spawn_Axis_Captured ); OnTrigger( "Allies capture the forward bunker!", Map.forward_spawn_Allies_Captured ); OnTrigger( "Explode_beach_tunnel Exploded", Map.Tunnelwall ); //1944_beach_fix script detection... bbt = Util.GoalTable("BUILD_Beach_Tunnel_Barricade"); if ( tableCount(bbt) > 0 ) { Map.BBTGoal = true; OnTrigger("The Axis have rebuilt the Beach Tunnel Barricade!", Map.Beach_Tunnel_Barricade_Built ); OnTrigger("The Allies have destroyed the Beach Tunnel Barricade!", Map.Beach_Tunnel_Barricade_Destroyed ); OnTrigger("The Forward Bunker Doors have been constructed.", Map.Forward_Bunker_Doors_Built ); OnTrigger("The Forward Bunker Doors have been destroyed.", Map.Forward_Bunker_Doors_Destroyed ); OnTrigger("The Allies have destroyed the Main Entrance and secured the Forward Bun", Map.Roadhouse_Wall_Destroyed ); OnTrigger("The Allies have destroyed the Western Beach Barricade!", Map.Western_Blockade_Destroyed ); OnTrigger("The Allies have destroyed the Eastern Beach Barricade!", Map.Eastern_Blockade_Destroyed ); OnTrigger("The Axis have constructed the Western Beach Barricade!", Map.Western_Blockade_Built ); OnTrigger("The Axis have constructed the Eastern Beach Barricade!", Map.Eastern_Blockade_Built ); OnTrigger("The Side Entrance has been destroyed!", Map.Axis_Gate_Destroyed); OnTrigger("The Forward Bunker Watchtower has been destroyed!", Map.tower_Destroyed ); OnTrigger("The Forward Bunker Watchtower has been constructed!", Map.tower_Built ); OnTrigger("Allied Transmitter constructed. Charge speed increased!", Map.Allied_Transmitter_Built ); OnTrigger("The Allies captured the Forward Bunker!", Map.forward_spawn_Allies_Captured ); OnTrigger("The Axis reclaimed the Forward Bunker!", Map.forward_spawn_Axis_Captured ); OnTrigger("The Axis have destroyed the Allied Transmitter!", Map.Allied_Transmitter_Destroyed ); OnTrigger("Allies have stolen The Axis Documents!", Map.documents_Taken ); OnTrigger("Axis have returned The Axis Documents!", Map.documents_Returned ); } //set max users for goals Util.SetMaxUsersInProgress( 1, "BUILD.*" ); Util.SetMaxUsersInProgress( 2, "PLANT.*" ); Util.SetMaxUsersInProgress( 1, "DEFEND_.*" ); Util.SetMaxUsersInProgress( 1, "ATTACK_.*" ); Util.SetMaxUsersInProgress( 1, "MOUNTMG42_.*" ); Util.SetMaxUsersInProgress( 3, "CHECKPOINT.*" ); // Camp times SetMapGoalProperties( "ATTACK_.*", {mincamptime=30, maxcamptime=45}); SetMapGoalProperties( "DEFEND_.*", {mincamptime=60, maxcamptime=120}); SetMapGoalProperties( "MOUNTMG42_.*", {mincamptime=60, maxcamptime=120}); SetMapGoalProperties( "SNIPE_.*", {mincamptime=60, maxcamptime=60}); SetMapGoalProperties( "MOBILEMG42_.*", {MinCampTime=60, MaxCampTime=120} ); SetMapGoalProperties( "MOBILEMORTAR_.*", {MinCampTime=60, MaxCampTime=120} ); //Priority Main goals SetGoalPriority( "GRENADE_Tunnel", 1.10 ); SetGoalPriority( "MOUNTMG42.*", 0.0, 0, CLASS.ENGINEER, true ); SetGoalPriority( "MOUNTMG42.*", 0.0, 0, CLASS.MEDIC, true ); SetGoalPriority( "PLANT_Forward_Bunker_Doors", 0.81 ); Util.DisableGoal( ".*", true ); // all but routes Wp.SetWaypointFlag( "doorclose", "closed", false ); //Enable goals SetAvailableMapGoals( TEAM.ALLIES, true, { "BUILD_.*", "PLANT_.*", "ATTACK_a_cp_.*", "ARTILLERY_S_a_bunker_3", "CALLARTILLERY_checkpoint_2", "GRENADE_Tunnel", }); SetAvailableMapGoals( TEAM.AXIS, true, { "BUILD_.*", "PLANT_.*", "DEFEND_d_bunker_.*", }); //1944_beach_fix script detection... if( Map.BBTGoal == true ) { Util.DisableGoal( "EXPLODE_Beach_Tunnel" ); Util.DisableGoal( "GRENADE_Tunnel" ); SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Beach_Tunnel_Barricade" ); SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Beach_Tunnel_Barricade" ); Util.DisableGoal( "PLANT_Roadhouse_Wall" ); Util.AddUseWp("PLANT_Main_Entrance", "main"); Util.AddUseWp("PLANT_Main_Entrance", "main1"); Util.AddUseWp("PLANT_Main_Entrance", "main2"); Util.SetGoalOffset( -20, 0, -60, "PLANT_Main_Entrance" ); SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Main_Entrance" ); Util.DisableGoal( "PLANT_Axis_Gate" ); Util.AddUseWp("PLANT_Side_Entrance", "side"); Util.AddUseWp("PLANT_Side_Entrance", "side1"); Util.AddUseWp("PLANT_Side_Entrance", "side2"); Util.SetGoalOffset( 0, 20, -60, "PLANT_Side_Entrance" ); SetGoalPriority( "PLANT_Side_Entrance", 0.82 ); SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Side_Entrance" ); Util.AddUseWp("PLANT_AxisGate", "side"); Util.AddUseWp("PLANT_Axis_Gate", "side1"); Util.AddUseWp("PLANT_Axis_Gate", "side2"); SetGoalPriority( "PLANT_Axis_Gate", 0.82 ); SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_AXIS_Gate" ); Util.DisableGoal( "EXPLODE_Eastern_Blockade" ); Util.DisableGoal( "GRENADE_EastBlockade" ); Util.AddUseWp("PLANT_Eastern_Beach_Barricade", "east"); Util.DisableGoal( "EXPLODE_Western_Blockade" ); Util.DisableGoal( "GRENADE_Western_Blockade" ); Util.AddUseWp("PLANT_Western_Beach_Barricade", "west"); Util.AddUseWp("PLANT_Forward_Bunker_Watchtower", "tower"); Util.AddUseWp("PLANT_Allied_Transmitter", "tran"); } else if( Map.BBTGoal == false ) { Util.AddUseWp("PLANT_Roadhouse_Wall", "main"); Util.AddUseWp("PLANT_Roadhouse_Wall", "main1"); Util.AddUseWp("PLANT_Roadhouse_Wall", "main2"); SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Roadhouse_Wall" ); Util.AddUseWp("PLANT_Alllied_Transmitter", "tran"); Util.AddUseWp("PLANT_tower", "tower"); } //Routes MapRoutes = { CAPPOINT_Hide = { ROUTE_r_docs = { ROUTE_r_split_1 = { ROUTE_r_door = { ROUTE_r_balcony = { ROUTE_r_water_1 = { ROUTE_r_beach = { ROUTE_r_beach_1 = { ROUTE_r_beach_2 = { ROUTE_r_beach_3 = { ROUTE_r_beach_4 = { ROUTE_r_beach_5 = { ROUTE_r_boat_1 = { ROUTE_r_beach_6 = { ROUTE_r_beach_7 = { ROUTE_r_water_3 = { ROUTE_r_boat_2 = { ROUTE_Hide = {}, }, }, }, }, }, }, }, }, }, }, }, }, }, }, }, }, }, DEFEND_d_bunker_1 = { ROUTE_Flag_Spawn = { ROUTE_Flag_Spawn_East = { }, ROUTE_Flag_Spawn_West = { }, }, }, }; //copy some routes MapRoutes.CAPPOINT_Dropoff = MapRoutes.CAPPOINT_hide; MapRoutes.DEFEND_d_bunker_2 = MapRoutes.DEFEND_d_bunker_1; MapRoutes.DEFEND_d_bunker_3 = MapRoutes.DEFEND_d_bunker_1; MapRoutes.DEFEND_d_ibunker_2 = MapRoutes.DEFEND_d_bunker_1; MapRoutes.DEFEND_d_ibunker_3 = MapRoutes.DEFEND_d_bunker_1; Util.Routes(MapRoutes); Util.MapDebugPrint( "Omni-bot map script for " + GetMapName() + " executed." ); }; global OnBotJoin = function( bot ) { Util.ChangeBotSpawn( bot, TEAM.ALLIES, 3, 3 ); Util.ChangeBotSpawn( bot, TEAM.ALLIES, 5, 3 ); bot.TargetBreakableDist = 100.0; Util.IgnoreTargetGoalTable(bot, Map.Movers); };