//========================================================================================== // // ambition2.gm // //------------------------------------------------------------------------------------------ /// Loffy (Loffyswe@gmail.com) January 2014 Initial Script // //========================================================================================== // global Map = { Debug = 0, // please set to zero before distributing your script ShowMovers = false, Allied_Fence_Dyno = 0, Axis_Pump_Dyno = 0, Axis_Sniper_Stairs_Dyno = 0, Centre_Ramp_Dyno = 0, Command_Post_Dyno = 0, East_Ramp_Dyno = 0, Wall_Dyno = 0, // Home made //conditional variable EastRampStatus = 0, // Not built // Home made Security_gate_in = function( trigger ) { if ( TestMap ) { return; } Wp.SetWaypointFlag( "the_gate_shortcut_01", "closed", false ); // Enable waypoint. Bots can take the shortcut (gate is in). Util.MapDebugPrint( "Security_gate_in" ); }, Security_gate_out = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Security_gate_out" ); }, // Other Allied_Fence_Built = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Allied_Fence" ); SetAvailableMapGoals( TEAM.AXIS, true, "PLANT_Allied_Fence" ); Wp.SetWaypointFlag( "wp_wall_left_01", "closed", true ); // Disable waypoint. bots can not move through fence. Wp.SetWaypointFlag( "wp_wall_left_01b", "closed", true ); // Disable waypoint. bots can not move through fence. Wp.SetWaypointFlag( "wp_wall_right_01", "closed", true ); // Disable waypoint. bots can not move through fence. SetAvailableMapGoals( TEAM.AXIS, false, "PLANTMINE_fencebox_01" ); SetGoalPriority( "PLANT_Allied_Fence", 0.93, TEAM.AXIS, CLASS.ENGINEER ); SetGoalPriority( "PLANTMINE_fencebox_01", 0.79, TEAM.AXIS, CLASS.ENGINEER ); Util.MapDebugPrint( "Allied_Fence_Built" ); }, Axis_Pump_Built = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Axis_Pump" ); SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Centre_Ramp" ); SetGoalPriority( "BUILD_Centre_Ramp", 0.93, TEAM.AXIS, CLASS.ENGINEER ); SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_ax_docroom_att_1" ); SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_att_randi_01" ); SetAvailableMapGoals( TEAM.AXIS, true, "FLAG_docs_scriptname" ); SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_ax_forward_def_07" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_ax_docroom_window_01" ); // Axis-only goal. Disabled at start. SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_sneaky_def_01" ); // Axis-only defence position. Disabled at start. SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_sneaky_def_02" ); // Axis-only defence position. Disabled at start. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_forward_def_02b" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_ax_forward_def_03b" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_def_near_mg_01" ); // Axis-only, Enabled at match start. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_def_near_mg_centre01" ); // Axis-only, Enabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_wall_01" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_near_fencebox_01" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_near_fencebox_02" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_under_pump_01" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_under_pump_02" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_under_pump_03" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_def_upper_right_01" ); // Allied-only defence position. Enabled at start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_def_upper_right_02" ); // Allied-only defence position. Disabled at start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_unorthodox_near_comp_01" ); // Allied-only defence position. Enabled at start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_pumpboxes_01" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_def_upper_left_01" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_def_upper_left_02" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_unorthodox_position_01" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_def_docroom_1" ); SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_def_docroom_2" ); SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_def_docroom_3" ); SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_def_docroom_4" ); SetAvailableMapGoals( TEAM.ALLIES, false, "SNIPE_alli_pump_01" ); // This is an Allied-only snipe position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "PLANTMINE_landmines_commpost" ); // Turn off forward mine position for the Allies. SetAvailableMapGoals( TEAM.ALLIES, false, "CAMP_alli_upper_right_01" ); // This is an Allied-only position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_window_upper_left_01" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Axis_Pump" ); Util.EnableGoal("ROUTE_ax_water_right"); // Axis-only route. Only enabled when pump is working. Wp.SetWaypointFlag( "in_swim_pool_01", "closed", false ); // Enable waypoint. Bot shortcut through swimming pool. Wp.SetWaypointFlag( "right_pumpgate_01", "closed", false ); // Enable waypoint. Bots can move through the gate near Axis pump. Wp.SetWaypointFlag( "left_pumpgate_01", "closed", false ); // Enable waypoint. Bots can move through the gate near the swimming pool. SetGoalPriority( "BUILD_Axis_Pump", 0.90, TEAM.AXIS, CLASS.ENGINEER ); SetGoalPriority( "DEFEND_ax_sneaky_def_02", 0.90 ); Util.MapDebugPrint( "Axis_Pump_Built" ); }, Axis_Sniper_Stairs_Built = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_def_sniperstair_house_01" ); // Axis-only defence position. SetAvailableMapGoals( TEAM.AXIS, true, "SNIPE_ax_snipe_sniperstairs_01" ); // This is an Axis-only snipe position. SetAvailableMapGoals( TEAM.AXIS, true, "SNIPE_ax_snipe_sniperstairs_02" ); // This is an Axis-only snipe position. SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Command_Post" ); SetGoalPriority( "BUILD_Axis_Sniper_Stairs", 0.90, TEAM.AXIS, CLASS.ENGINEER ); SetGoalPriority( "BUILD_Command_Post", 0.93, TEAM.AXIS, CLASS.ENGINEER ); Util.MapDebugPrint( "Axis_Sniper_Stairs_Built" ); }, Centre_Ramp_Built = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_East_Ramp" ); Wp.SetWaypointFlag( "centre_ramp_on", "closed", false ); //Enable waypoint. Bots can use ramp. SetAvailableMapGoals( TEAM.ALLIES, false, "PLANTMINE_landmines_centerramp_box" ); // Turn off mine position near construction box. SetGoalPriority( "BUILD_Centre_Ramp", 0.90, TEAM.AXIS, CLASS.ENGINEER ); Util.MapDebugPrint( "Centre_Ramp_Built" ); }, Command_Post_Built = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, true, "PLANT_Wall" ); SetAvailableMapGoals( TEAM.ALLIES, false, "SNIPE_alli_snipe_01" ); // This is an Allied-only snipe position. SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Command_Post" ); SetAvailableMapGoals( TEAM.AXIS, true, "PLANT_Command_Post" ); SetGoalPriority( "BUILD_Command_Post", 0.90, TEAM.AXIS, CLASS.ENGINEER ); Util.MapDebugPrint( "Command_Post_Built" ); }, East_Ramp_Built = function( trigger ) { if ( TestMap ) { return; } Map.EastRampStatus = 1; // Built. Wp.SetWaypointFlag( "wp_at_east_ramp_01", "closed", false ); //enable waypoint. bots can now run up on east ramp. Wp.SetWaypointFlag( "after_east_ramp_is_built", "closed", false ); //enable waypoint. bots can move away from the ramp construction box. Util.MapDebugPrint( "East_Ramp_Built" ); }, Allied_Fence_Planted = function( trigger ) { if ( TestMap ) { return; } Map.Allied_Fence_Dyno += 1; SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Allied_Fence" ); SetGoalPriority( "PLANTMINE_fencebox_01", 0.90, TEAM.AXIS, CLASS.ENGINEER ); Util.MapDebugPrint( "Allied_Fence_Planted" ); }, Axis_Pump_Planted = function( trigger ) { if ( TestMap ) { return; } Map.Axis_Pump_Dyno += 1; SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Axis_Pump" ); Util.MapDebugPrint( "Axis_Pump_Planted" ); }, Axis_Sniper_Stairs_Planted = function( trigger ) { if ( TestMap ) { return; } Map.Axis_Sniper_Stairs_Dyno += 1; Util.MapDebugPrint( "Axis_Sniper_Stairs_Planted" ); }, Centre_Ramp_Planted = function( trigger ) { if ( TestMap ) { return; } Map.Centre_Ramp_Dyno += 1; Util.MapDebugPrint( "Centre_Ramp_Planted" ); }, Command_Post_Planted = function( trigger ) { if ( TestMap ) { return; } Map.Command_Post_Dyno += 1; SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Command_Post" ); SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Command_Post" ); Util.MapDebugPrint( "Command_Post_Planted" ); }, East_Ramp_Planted = function( trigger ) { if ( TestMap ) { return; } Map.East_Ramp_Dyno += 1; Util.MapDebugPrint( "East_Ramp_Planted" ); }, Wall_Planted = function( trigger ) { if ( TestMap ) { return; } Map.Wall_Dyno += 1; SetAvailableMapGoals( TEAM.ALLIES, true, "CAMP_alli_upper_right_01" ); // This is an Allied-only position. Disabled at match start. SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_walldef01" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_walldef02" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_walldef03" ); SetAvailableMapGoals( TEAM.AXIS, true, "SNIPE_ax_snipe_that_mg_01" ); // Axis-only snipe position, disabled at start. SetAvailableMapGoals( TEAM.AXIS, true, "SNIPE_ax_snipe_that_mg_02" ); // Axis-only snipe position, disabled at start. SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_alli_under_pump_01" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_alli_under_pump_02" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_alli_under_pump_03" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_alli_pumpboxes_01" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_alli_near_fencebox_01" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_alli_near_fencebox_02" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_alli_def_upper_right_02" ); // Allied-only defence position. Disabled at start. SetAvailableMapGoals( TEAM.ALLIES, true, "SNIPE_alli_pump_01" ); // This is an Allied-only snipe position. Disabled at match start. Wp.SetWaypointFlag( "ax_nearwall_left01", "closed", true ); //disable waypoint. bots can not move infront of wall plant. Wp.SetWaypointFlag( "ax_nearwall_right01", "closed", true ); //disable waypoint. bots can not move infront of wall plant. SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Wall" ); SetGoalPriority( "PLANTMINE_fencebox_01", 0.90, TEAM.AXIS, CLASS.ENGINEER ); Util.MapDebugPrint( "Wall_Planted" ); }, Allied_Fence_Defused = function( trigger ) { if ( TestMap ) { return; } Map.Allied_Fence_Dyno -= 1; SetAvailableMapGoals( TEAM.AXIS, true, "PLANT_Allied_Fence" ); Util.MapDebugPrint( "Allied_Fence_Defused" ); }, Axis_Pump_Defused = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Axis_Pump" ); Map.Axis_Pump_Dyno -= 1; Util.MapDebugPrint( "Axis_Pump_Defused" ); }, Axis_Sniper_Stairs_Defused = function( trigger ) { if ( TestMap ) { return; } Map.Axis_Sniper_Stairs_Dyno -= 1; Util.MapDebugPrint( "Axis_Sniper_Stairs_Defused" ); }, Centre_Ramp_Defused = function( trigger ) { if ( TestMap ) { return; } Map.Centre_Ramp_Dyno -= 1; Util.MapDebugPrint( "Centre_Ramp_Defused" ); }, Command_Post_Defused = function( trigger ) { if ( TestMap ) { return; } Map.Command_Post_Dyno -= 1; SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Command_Post" ); SetAvailableMapGoals( TEAM.AXIS, true, "PLANT_Command_Post" ); Util.MapDebugPrint( "Command_Post_Defused" ); }, East_Ramp_Defused = function( trigger ) { if ( TestMap ) { return; } Map.East_Ramp_Dyno -= 1; Util.MapDebugPrint( "East_Ramp_Defused" ); }, Wall_Defused = function( trigger ) { if ( TestMap ) { return; } Map.Wall_Dyno -= 1; SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_pumpboxes_01" ); // Allied-only defence position. Disabled at match start. Wp.SetWaypointFlag( "ax_nearwall_left01", "closed", false ); //enable waypoint. bots can move infront of wall plant. Wp.SetWaypointFlag( "ax_nearwall_right01", "closed", false ); //enable waypoint. bots can move infront of wall plant. SetGoalPriority( "PLANTMINE_fencebox_01", 0.90, TEAM.AXIS, CLASS.ENGINEER ); Util.MapDebugPrint( "Wall_Defused" ); }, Allied_Fence_Destroyed = function( trigger ) { if ( TestMap ) { return; } Map.Allied_Fence_Dyno = 0; SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Allied_Fence" ); SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Allied_Fence" ); Wp.SetWaypointFlag( "wp_wall_left_01", "closed", false ); // Enable waypoint. bots can move through fence. Wp.SetWaypointFlag( "wp_wall_left_01b", "closed", false ); // Enable waypoint. bots can move through fence. Wp.SetWaypointFlag( "wp_wall_right_01", "closed", false ); // Enable waypoint. bots can move through fence. SetAvailableMapGoals( TEAM.AXIS, true, "PLANTMINE_fencebox_01" ); SetGoalPriority( "PLANT_Allied_Fence", 0.90, TEAM.AXIS, CLASS.ENGINEER ); SetGoalPriority( "PLANTMINE_fencebox_01", 0.90, TEAM.AXIS, CLASS.ENGINEER ); Util.MapDebugPrint( "Allied_Fence_Destroyed" ); }, Axis_Pump_Destroyed = function( trigger ) { if ( TestMap ) { return; } Util.DisableGoal("ROUTE_ax_water_right"); // Axis-only route. Disabled whenever pump is not working. SetAvailableMapGoals( TEAM.ALLIES, true, "PLANTMINE_landmines_commpost" ); // Turn on forward mine position for the Allies. Wp.SetWaypointFlag( "right_pumpgate_01", "closed", true ); // Disable waypoint. Bots can not move through the gate near Axis pump. Wp.SetWaypointFlag( "left_pumpgate_01", "closed", true ); // Disable waypoint. Bots can not move through the gate near the swimming pool. Wp.SetWaypointFlag( "in_swim_pool_01", "closed", true ); //Disable waypoint. Bot shortcut through swimming pool. SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Axis_Pump" ); SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Axis_Pump" ); SetGoalPriority( "BUILD_Axis_Pump", 0.93, TEAM.AXIS, CLASS.ENGINEER ); SetGoalPriority( "DEFEND_ax_sneaky_def_02", 0.50 ); Util.MapDebugPrint( "Axis_Pump_Destroyed" ); }, Axis_Sniper_Stairs_Destroyed = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_def_sniperstair_house_01" ); // Axis-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "SNIPE_ax_snipe_sniperstairs_01" ); // This is an Axis-only snipe position. SetAvailableMapGoals( TEAM.AXIS, false, "SNIPE_ax_snipe_sniperstairs_02" ); // This is an Axis-only snipe position. SetGoalPriority( "BUILD_Axis_Sniper_Stairs", 0.93, TEAM.AXIS, CLASS.ENGINEER ); Util.MapDebugPrint( "Axis_Sniper_Stairs_Destroyed" ); }, Centre_Ramp_Destroyed = function( trigger ) { if ( TestMap ) { return; } Wp.SetWaypointFlag( "centre_ramp_on", "closed", true ); //Disable waypoint. Bots can not use the ramp. SetAvailableMapGoals( TEAM.ALLIES, true, "PLANTMINE_landmines_centerramp_box" ); // Turn on mine position near construction box. SetGoalPriority( "BUILD_Centre_Ramp", 0.93, TEAM.AXIS, CLASS.ENGINEER ); Util.MapDebugPrint( "Centre_Ramp_Destroyed" ); }, Command_Post_Destroyed = function( trigger ) { if ( TestMap ) { return; } Map.Command_Post_Dyno = 0; SetAvailableMapGoals( TEAM.ALLIES, true, "SNIPE_alli_snipe_01" ); // This is an Allied-only snipe position. SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Command_Post" ); SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Command_Post" ); SetGoalPriority( "BUILD_Command_Post", 0.93, TEAM.AXIS, CLASS.ENGINEER ); Util.MapDebugPrint( "Command_Post_Destroyed" ); }, East_Ramp_Destroyed = function( trigger ) { if ( TestMap ) { return; } Map.EastRampStatus = 0; // Not built. Wp.SetWaypointFlag( "wp_at_east_ramp_01", "closed", true ); //disable waypoint. bots can not run up on east ramp. Util.MapDebugPrint( "East_Ramp_Destroyed" ); }, Wall_Destroyed = function( trigger ) { if ( TestMap ) { return; } Map.Wall_Dyno = 0; SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Axis_Pump" ); SetGoalPriority( "BUILD_Axis_Pump", 0.93, TEAM.AXIS, CLASS.ENGINEER ); SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_ax_forward_def_centre_01" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_forward_def_02b" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_ax_forward_def_03b" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_ax_forward_def_04" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_ax_forward_def_05" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_ax_forward_def_06" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_ax_forward_def_09" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_ax_forward_def_10" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, false, "SNIPE_ax_snipe_sniperstairs_01" ); // This is an Axis-only snipe position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_def_at_alli_wall_door_03" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_def_at_alli_wall_door_05" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_walldef01" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_walldef02" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_walldef03" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_def_sniperstair_house_01" ); // Axis-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_def_at_alli_wall_door_04" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_door_def_right_01" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, true, "PLANTMINE_fencebox_01" ); SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_def_window_01" ); // Allied-only defence position. Enabled at start. SetAvailableMapGoals( TEAM.ALLIES, true, "AMMOCAB_supplycabinetaxis_2" ); SetAvailableMapGoals( TEAM.ALLIES, true, "HEALTHCAB_healthcabinetaxis_2" ); SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_alli_panzer_01" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_alli_panzer_02" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_alli_window_upper_left_01" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Allied_Fence" ); SetGoalPriority( "PLANTMINE_fencebox_01", 0.79, TEAM.AXIS, CLASS.ENGINEER ); Wp.SetWaypointFlag( "ax_nearwall_left01", "closed", false ); //enable waypoint. bots can move infront of wall plant. Wp.SetWaypointFlag( "ax_nearwall_right01", "closed", false ); //enable waypoint. bots can move infront of wall plant. Wp.SetWaypointFlag( "wp_wall_left_01", "closed", false ); //ensable waypoint. bots can move through wall. Wp.SetWaypointFlag( "wp_wall_left_01b", "closed", false ); //ensable waypoint. bots can move through wall. Wp.SetWaypointFlag( "wp_wall_right_01", "closed", false ); //ensable waypoint. bots can move through wall. Util.MapDebugPrint( "Wall_Destroyed" ); }, docs_scriptname_Taken = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, true, "CAPPOINT_Dropoff" ); Wp.SetWaypointFlag( "the_gate_shortcut_01", "closed", true ); // Disable waypoint. Bots can not take the shortcut (gate). SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_def_docroom_1" ); // Stop guarding the doc room. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_def_docroom_2" ); SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_def_docroom_3" ); SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_def_docroom_4" ); SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_att_randi_01" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_sneaky_def_01" ); // Axis-only defence position. Disabled at start. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_sneaky_def_02" ); // Axis-only defence position. Disabled at start. SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_ax_docroom_att_1" ); SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_ax_docroom_window_01" ); // Axis-only goal. Disabled at start. SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_def_near_mg_01" ); // Axis-only, Enabled at match start. SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_def_near_mg_centre01" ); // Axis-only, Enabled at match start. Util.MapDebugPrint( "docs_scriptname_Taken" ); }, docs_scriptname_Returned = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, false, "CAPPOINT_Dropoff" ); SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_def_docroom_1" ); // Go back camping in the doc room. SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_def_docroom_2" ); SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_def_docroom_3" ); SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_def_docroom_4" ); SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_att_randi_01" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_sneaky_def_01" ); // Axis-only defence position. Disabled at start. SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_sneaky_def_02" ); // Axis-only defence position. Disabled at start. SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_ax_docroom_att_1" ); SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_ax_docroom_window_01" ); // Axis-only goal. Disabled at start. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_def_near_mg_01" ); // Axis-only, Enabled at match start. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_def_near_mg_centre01" ); // Axis-only, Enabled at match start. Util.MapDebugPrint( "docs_scriptname_Returned" ); }, docs_scriptname_Secured = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, false, "CAPPOINT_Dropoff" ); SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_def_docroom_1" ); SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_def_docroom_2" ); SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_def_docroom_3" ); SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_def_docroom_4" ); SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_att_randi_01" ); SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_ax_docroom_att_1" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_sneaky_def_01" ); // Axis-only defence position. Disabled at start. SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_sneaky_def_02" ); // Axis-only defence position. Disabled at start. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_def_near_mg_01" ); // Axis-only, Enabled at match start. SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_ax_docroom_window_01" ); // Axis-only goal. Disabled at start. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_def_near_mg_centre01" ); // Axis-only, Enabled at match start. Util.MapDebugPrint( "docs_scriptname_Secured" ); }, }; global OnMapLoad = function() { if ( TestMapOn ) { Util.AutoTestMap(); } // Home made OnTrigger( "Security gate in.", Map.Security_gate_in ); OnTrigger( "Security gate out.", Map.Security_gate_out ); // Register callback functions OnTrigger( "Allied Fence constructed!", Map.Allied_Fence_Built ); OnTrigger( "Axis Pump constructed!", Map.Axis_Pump_Built ); OnTrigger( "Axis Sniper Stairs constructed!", Map.Axis_Sniper_Stairs_Built ); OnTrigger( "Center Ramp constructed!", Map.Centre_Ramp_Built ); OnTrigger( "Command Post constructed.", Map.Command_Post_Built ); OnTrigger( "East Ramp constructed!", Map.East_Ramp_Built ); OnTrigger( "Planted at the Allied Fence.", Map.Allied_Fence_Planted ); OnTrigger( "Planted at the Axis Pump.", Map.Axis_Pump_Planted ); OnTrigger( "Planted at the Axis Sniper Stairs.", Map.Axis_Sniper_Stairs_Planted ); OnTrigger( "Planted at the Centre Ramp.", Map.Centre_Ramp_Planted ); OnTrigger( "Planted at the Command Post.", Map.Command_Post_Planted ); OnTrigger( "Planted at the East Ramp.", Map.East_Ramp_Planted ); OnTrigger( "Planted at the Wall.", Map.Wall_Planted ); OnTrigger( "Defused at the Allied Fence.", Map.Allied_Fence_Defused ); OnTrigger( "Defused at the Axis Pump.", Map.Axis_Pump_Defused ); OnTrigger( "Defused at the Axis Sniper Stairs.", Map.Axis_Sniper_Stairs_Defused ); OnTrigger( "Defused at the Centre Ramp.", Map.Centre_Ramp_Defused ); OnTrigger( "Defused at the Command Post.", Map.Command_Post_Defused ); OnTrigger( "Defused at the East Ramp.", Map.East_Ramp_Defused ); OnTrigger( "Defused at the Wall.", Map.Wall_Defused ); OnTrigger( "Allied Fence destroyed!", Map.Allied_Fence_Destroyed ); OnTrigger( "Axis Pump destroyed!", Map.Axis_Pump_Destroyed ); OnTrigger( "Axis Sniper Stairs destroyed!", Map.Axis_Sniper_Stairs_Destroyed ); OnTrigger( "Center Ramp destroyed!", Map.Centre_Ramp_Destroyed ); OnTrigger( "Command Post destroyed.", Map.Command_Post_Destroyed ); OnTrigger( "East Ramp destroyed!", Map.East_Ramp_Destroyed ); OnTrigger( "The Wall is destroyed.", Map.Wall_Destroyed ); OnTrigger( "Axis have stolen the Documents!", Map.docs_scriptname_Taken ); OnTrigger( "Allies have returned the Documents!", Map.docs_scriptname_Returned ); OnTrigger( "MISSING_STRING", Map.docs_scriptname_Secured ); //~Util.DisableGoal( ".*", true ); // all but routes //~SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_.*" ); //~SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_.*" ); SetGoalPriority( "ATTACK_ax_docroom_window_01", 0.80 ); SetGoalPriority( "DEFEND_ax_sneaky_def_01", 0.80 ); SetGoalPriority( "DEFEND_ax_sneaky_def_02", 0.80 ); // ***** ROUTES ***** Util.DisableGoal("ROUTE_ax_water_right"); // Axis-only route. Disabled whenever pump is not working. //Util.EnableGoal("ROUTE_ax_water_right"); // Axis-only route. Only enabled when pump is working. // ***** WAYPOINTS ***** Wp.SetWaypointFlag( "right_pumpgate_01", "closed", true ); // Disable waypoint. Bots can not move through the gate near Axis pump. Wp.SetWaypointFlag( "left_pumpgate_01", "closed", true ); // Disable waypoint. Bots can not move through the gate near the swimming pool. Wp.SetWaypointFlag( "ax_nearwall_left01", "closed", false ); //enable waypoint. bots can move infront of wall plant. Wp.SetWaypointFlag( "ax_nearwall_right01", "closed", false ); //enable waypoint. bots can move infront of wall plant. Wp.SetWaypointFlag( "wp_wall_left_01", "closed", true ); //disable waypoint. bots can not move through wall. enabled when wall falls down. Wp.SetWaypointFlag( "wp_wall_left_01b", "closed", true ); //disable waypoint. bots can not move through wall. enabled when wall falls down. Wp.SetWaypointFlag( "wp_wall_right_01", "closed", true ); //disable waypoint. bots can not move through wall. enabled when wall falls down. Wp.SetWaypointFlag( "wp_at_east_ramp_01", "closed", true ); //disable waypoint. bots can not run up on east ramp. Wp.SetWaypointFlag( "centre_ramp_off", "closed", false ); //enable waypoint. bots can jump down, away from docs. Wp.SetWaypointFlag( "centre_ramp_on", "closed", true ); //disable waypoint. bots can not run up the ramp, towards the docs, 'cos the ramp isn't there. Wp.SetWaypointFlag( "after_east_ramp_is_built", "closed", true ); //disable waypoint. To secure a one-way route for engineers who are going for the east ramp construction box. Wp.SetWaypointFlag( "in_swim_pool_01", "closed", true ); //Disable waypoint. Bot shortcut through swimming pool. // ***** AXIS ORDERS ***** // Turn off AXIS Attack Goals SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_ax_docroom_att_1" ); SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_att_randi_01" ); SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_ax_forward_def_centre_01" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_forward_def_02b" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_ax_forward_def_03b" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_ax_forward_def_04" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_ax_forward_def_05" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_ax_forward_def_06" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_ax_forward_def_07" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_ax_forward_def_08" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_ax_forward_def_09" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_ax_forward_def_10" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_ax_docroom_window_01" ); // Axis-only goal. Disabled at start. // Turn off AXIS Build Goals SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Axis_Pump" ); SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Centre_Ramp" ); SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Command_Post" ); SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_East_Ramp" ); // Turn off AXIS Plant Goals SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Wall" ); SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Allied_Fence" ); SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Command_Post" ); // Turn off AXIS supply and health goals that close to the ALLIED base. // I.e. the AXIS supply and health cabinets beyond the Wall. SetAvailableMapGoals( TEAM.AXIS, false, "AMMOCAB_supplycabinetaxis_1" ); SetAvailableMapGoals( TEAM.AXIS, false, "AMMOCAB_supplycabinetaxis_2" ); SetAvailableMapGoals( TEAM.AXIS, false, "HEALTHCAB_healthcabinetaxis_1" ); SetAvailableMapGoals( TEAM.AXIS, false, "HEALTHCAB_healthcabinetaxis_2" ); // Turn off ALLIED supply and health goals that the AXIS will seldom (never?) reach. SetAvailableMapGoals( TEAM.AXIS, false, "AMMOCAB_allisupply1" ); SetAvailableMapGoals( TEAM.AXIS, false, "HEALTHCAB_healthalli1" ); // Turn off defend goals SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_def_docroom_1" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_def_docroom_2" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_def_docroom_3" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_def_docroom_4" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_walldef01" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_walldef02" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_walldef03" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_door_def_right_01" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_def_sniperstair_house_01" ); // Axis-only defence position, disabled at start. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_alli_def_upper_right_01" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_alli_def_upper_right_02" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_alli_wall_01" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_alli_def_upper_left_01" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_alli_def_upper_left_02" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_alli_panzer_01" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_alli_panzer_02" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_alli_def_window_01" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_alli_under_pump_01" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_alli_under_pump_02" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_alli_under_pump_03" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_alli_pumpboxes_01" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_alli_window_upper_left_01" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_alli_unorthodox_position_01" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_alli_near_fencebox_01" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_alli_near_fencebox_02" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_alli_unorthodox_near_comp_01" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_sneaky_def_01" ); // Axis-only defence position. Disabled at start. SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_ax_sneaky_def_02" ); // Axis-only defence position. Disabled at start. // Turn off camp goals SetAvailableMapGoals( TEAM.AXIS, false, "CAMP_alli_upper_right_01" ); // This is an Allied-only position. // Turn off sniper goals SetAvailableMapGoals( TEAM.AXIS, false, "SNIPE_ax_snipe_that_mg_01" ); // This is an Axis-only snipe position. disabled at start. SetAvailableMapGoals( TEAM.AXIS, false, "SNIPE_ax_snipe_that_mg_02" ); // This is an Axis-only snipe position. disabled at start. // Turn off sniper goals SetAvailableMapGoals( TEAM.AXIS, false, "SNIPE_ax_snipe_sniperstairs_01" ); // Axis-only snipe position, disabled at start. SetAvailableMapGoals( TEAM.AXIS, false, "SNIPE_ax_snipe_sniperstairs_02" ); // Axis-only snipe position, disabled at start. SetAvailableMapGoals( TEAM.AXIS, false, "SNIPE_alli_snipe_01" ); // This is an Allied-only snipe position. SetAvailableMapGoals( TEAM.AXIS, false, "SNIPE_alli_pump_01" ); // This is an Allied-only snipe position. // Turn on defend goals at match start SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_def_at_alli_wall_door_01" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_def_at_alli_wall_door_02" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_def_at_alli_wall_door_03" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_def_at_alli_wall_door_04" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_def_at_alli_wall_door_05" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_def_near_mg_01" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_ax_def_near_mg_centre01" ); // Turn off plant landmines SetAvailableMapGoals( TEAM.AXIS, false, "PLANTMINE_landmines_centerramp" ); SetAvailableMapGoals( TEAM.AXIS, false, "PLANTMINE_landmines_centerramp_box" ); SetAvailableMapGoals( TEAM.AXIS, false, "PLANTMINE_landmines_commpost" ); SetAvailableMapGoals( TEAM.AXIS, false, "PLANTMINE_fencebox_01" ); // Turn off mounts. // Turn off documents SetAvailableMapGoals( TEAM.AXIS, false, "FLAG_docs_scriptname" ); // Turn off drop off-zone SetAvailableMapGoals( TEAM.AXIS, false, "CAPPOINT_Dropoff" ); // ***** ALLIED ORDERS ***** // Turn off unecessary ALLIES attack goals SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_ax_docroom_att_1" ); // An Axis-only attack position. SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_att_randi_01" ); // An Axis-only attack position. SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_ax_forward_def_centre_01" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_ax_forward_def_02b" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_ax_forward_def_03b" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_ax_forward_def_04" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_ax_forward_def_05" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_ax_forward_def_06" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_ax_forward_def_07" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_ax_forward_def_08" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_ax_forward_def_09" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_ax_forward_def_10" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_ax_door_def_right_01" ); // Axis-only, disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_ax_docroom_window_01" ); // Axis-only goal. Disabled at start. // Turn on ALLIES Build Goals SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Command_Post" ); // Turn off ALLIES Build Goals SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Allied_Fence" ); // Turn off plant landmines SetAvailableMapGoals( TEAM.ALLIES, false, "PLANTMINE_fencebox_01" ); // Turn off ALLIES defend goals SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_def_docroom_1" ); SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_def_docroom_2" ); SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_def_docroom_3" ); SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_def_docroom_4" ); SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_ax_def_at_alli_wall_door_01" ); // Axis-only defence position. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_ax_def_at_alli_wall_door_02" ); // Axis-only defence position. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_ax_def_at_alli_wall_door_03" ); // Axis-only defence position. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_ax_def_at_alli_wall_door_04" ); // Axis-only defence position. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_ax_def_at_alli_wall_door_05" ); // Axis-only defence position. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_ax_def_near_mg_01" ); // Axis-only defence position. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_ax_def_near_mg_centre01" ); // Axis-only defence position. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_walldef01" ); // Axis-only defence position. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_walldef02" ); // Axis-only defence position. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_walldef03" ); // Axis-only defence position. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_ax_def_sniperstair_house_01" ); // Axis-only defence position. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_panzer_01" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_panzer_02" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_under_pump_01" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_under_pump_02" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_under_pump_03" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_pumpboxes_01" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_window_upper_left_01" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_near_fencebox_01" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_near_fencebox_02" ); // Allied-only defence position. Disabled at match start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_alli_def_upper_right_02" ); // Allied-only defence position. Disabled at start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_ax_sneaky_def_01" ); // Axis-only defence position. Disabled at start. SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_ax_sneaky_def_02" ); // Axis-only defence position. Disabled at start. // Turn on ALLIES defend goals SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_alli_def_upper_right_01" ); // Allied-only defence position. Enabled at start. SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_alli_wall_01" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_alli_def_upper_left_01" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_alli_def_upper_left_02" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_alli_def_window_01" ); // Allied-only defence position. Enabled at start. SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_alli_unorthodox_position_01" ); // Allied-only defence position. SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_alli_unorthodox_near_comp_01" ); // Allied-only defence position. Enabled at start. // Turn off ALLIES camp goals SetAvailableMapGoals( TEAM.ALLIES, false, "CAMP_alli_upper_right_01" ); // This is an Allied-only position. Disabled at match start. // Turn on ALLIES sniper goals SetAvailableMapGoals( TEAM.ALLIES, true, "SNIPE_alli_snipe_01" ); // This is an Allied-only snipe position. SetAvailableMapGoals( TEAM.ALLIES, false, "SNIPE_alli_pump_01" ); // This is an Allied-only snipe position. Disabled at match start. // Turn off ALLIES sniper goals SetAvailableMapGoals( TEAM.ALLIES, false, "SNIPE_ax_snipe_sniperstairs_01" ); // This is an Axis-only snipe position. SetAvailableMapGoals( TEAM.ALLIES, false, "SNIPE_ax_snipe_sniperstairs_02" ); // This is an Axis-only snipe position. SetAvailableMapGoals( TEAM.ALLIES, false, "SNIPE_ax_snipe_that_mg_01" ); // This is an Axis-only snipe position. SetAvailableMapGoals( TEAM.ALLIES, false, "SNIPE_ax_snipe_that_mg_02" ); // This is an Axis-only snipe position. // Turn off ALLIES Plant Goals SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Axis_Pump" ); SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Axis_Sniper_Stairs" ); SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Centre_Ramp" ); SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Command_Post" ); SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_East_Ramp" ); // Turn on ALLIED supply and health goals. SetAvailableMapGoals( TEAM.ALLIES, true, "AMMOCAB_allisupply1" ); SetAvailableMapGoals( TEAM.ALLIES, true, "HEALTHCAB_healthalli1" ); SetAvailableMapGoals( TEAM.ALLIES, true, "AMMOCAB_supplycabinetaxis_1" ); // On the other side of the wall, upper left SetAvailableMapGoals( TEAM.ALLIES, true, "HEALTHCAB_healthcabinetaxis_1" ); // On the other side of the wall, upper left // Turn off the ALLIES supply and health goals that are inside the AXIS base. // I.e. the AXIS supply and health cabinets. There is no need for the ALLIES to strive for those. SetAvailableMapGoals( TEAM.ALLIES, false, "AMMOCAB_supplycabinetaxis" ); SetAvailableMapGoals( TEAM.ALLIES, false, "AMMOCAB_supplycabinetaxis_2" ); SetAvailableMapGoals( TEAM.ALLIES, false, "HEALTHCAB_healthcabinetaxis" ); SetAvailableMapGoals( TEAM.ALLIES, false, "HEALTHCAB_healthcabinetaxis_2" ); // Turn off drop off-zone SetAvailableMapGoals( TEAM.ALLIES, false, "CAPPOINT_Dropoff" ); // ***** MAX USER PER GOAL ***** Util.SetMaxUsers( 1, "ATTACK_.*" ); Util.SetMaxUsers( 1, "DEFEND_.*" ); Util.SetMaxUsers( 1, "GRENADE_.*" ); Util.SetMaxUsers( 1, "SNIPE_.*" ); Util.SetMaxUsers( 1, "MOBILEMG42_.*" ); Util.SetMaxUsers( 1, "MOBILEMORTAR_.*" ); Util.SetMaxUsers( 1, "AIRSTRIKE_.*" ); Util.SetMaxUsers( 1, "CALLARTILLERY_.*" ); // Camp times SetMapGoalProperties( "MOBILEMG42_.*", {MinCampTime=30, MaxCampTime=60} ); Util.MapDebugPrint( "Omni-bot map script for " + GetMapName() + " executed." ); }; global OnBotJoin = function( bot ) { // Uncomment for shootable breakables bot.TargetBreakableDist = 90.0; // Only set MaxViewDistance on maps with limited sight (e.g. fog) //~bot.MaxViewDistance = 2400; }; global InitializeRoutes = function() { MapRoutes = { ATTACK_ax_docroom_window_01 = { ROUTE_ax_first_spawn = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, }, ROUTE_ax_first_spawn_01 = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, }, ROUTE_ax_first_spawn_02 = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, }, ROUTE_ax_first_spawn_03 = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, }, ROUTE_ax_first_spawn_04 = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, }, ROUTE_ax_first_spawn_05 = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, }, ROUTE_ax_extra_spawns_01 = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, }, ROUTE_ax_extra_spawns_02 = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, }, ROUTE_ax_first_spawn_down_01 = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, }, ROUTE_ax_first_spawn_down_02 = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, }, ROUTE_ax_2nd_spawn_wall_1 = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, }, ROUTE_ax_2nd_spawn_rear = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, }, ROUTE_ax_2nd_spawn_compost_01 = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, }, ROUTE_ax_2nd_spawn_compost_02 = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, }, }, ATTACK_att_randi_01 = { ROUTE_ax_first_spawn = { ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_01 = { ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_02 = { ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_03 = { ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_04 = { ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_05 = { ROUTE_randi_01 = {}, }, ROUTE_ax_extra_spawns_01 = { ROUTE_randi_01 = {}, }, ROUTE_ax_extra_spawns_02 = { ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_down_01 = { ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_down_02 = { ROUTE_randi_01 = {}, }, ROUTE_ax_2nd_spawn_wall_1 = { ROUTE_randi_01 = {}, }, ROUTE_ax_2nd_spawn_rear = { ROUTE_randi_01 = {}, }, ROUTE_ax_2nd_spawn_compost_01 = { ROUTE_randi_01 = {}, }, ROUTE_ax_2nd_spawn_compost_02 = { ROUTE_randi_01 = {}, }, }, ATTACK_ax_docroom_att_1 = { ROUTE_ax_first_spawn = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, } }, ATTACK_ax_docroom_att_1 = { ROUTE_ax_2nd_spawn_rear = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, } }, ATTACK_ax_docroom_att_1 = { ROUTE_ax_2nd_spawn_wall_1 = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, } }, ATTACK_ax_docroom_att_1 = { ROUTE_ax_2nd_spawn_wall_2 = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, } }, ATTACK_ax_docroom_att_1 = { ROUTE_ax_2nd_spawn_compost_01 = { ROUTE_ax_water_left = {}, ROUTE_ax_water_right = {}, } }, CAPPOINT_Dropoff = { ROUTE_at_documents = // At the radio, where the documents are. { ROUTE_al_2nd_spawn1 = // A sneaky route through the Allied 2nd spawn { ROUTE_alli_2nd_spawn_detour_01 = // Run via this route to avoid detection. { ROUTE_alli_2nd_spawn_detour_03 = { ROUTE_alli_2nd_spawn_detour_02 = { ROUTE_alli_panzer_01 = {}, ROUTE_alli_2nd_spawn_03 = {}, } } }, }, ROUTE_at_ladder_2_upstairs_01 = // Near an entrance to the Allied 2nd spawn { ROUTE_at_ladder_2_downstairs_01 = // Just below that entrance. { ROUTE_at_centre_ramp_box_01 = // To avoid detection. { ROUTE_omni_unorthodox_run_01 = {}, // Run via this route to pick up healh and ammo. }, }, ROUTE_alli_2nd_spawn_detour_03 = // Another sneaky route through the Allied 2nd spawn area. { ROUTE_alli_2nd_spawn_detour_02 = { ROUTE_alli_panzer_01 = {}, ROUTE_alli_2nd_spawn_03 = {}, }, }, }, ROUTE_at_ladder_1_upstairs_01 = // Semi-sneaky route { ROUTE_at_centre_ramp_box_01 = {}, ROUTE_omni_unorthodox_run_01 = {}, }, ROUTE_centre_ramp_upstairs_01 = // The least sneaky and fastest route back to the truck. { ROUTE_omni_unorthodox_run_01 = {}, }, }, }, DEFEND_ax_sneaky_def_01 = { ROUTE_ax_first_spawn = { ROUTE_ax_water_left = { ROUTE_to_sneaky_def_01 = {}, }, ROUTE_ax_water_right = { ROUTE_to_sneaky_def_01 = {}, }, }, ROUTE_ax_first_spawn_01 = { ROUTE_ax_water_left = { ROUTE_to_sneaky_def_01 = {}, }, ROUTE_ax_water_right = { ROUTE_to_sneaky_def_01 = {}, }, }, ROUTE_ax_first_spawn_02 = { ROUTE_ax_water_left = { ROUTE_to_sneaky_def_01 = {}, }, ROUTE_ax_water_right = { ROUTE_to_sneaky_def_01 = {}, }, }, ROUTE_ax_first_spawn_03 = { ROUTE_ax_water_left = { ROUTE_to_sneaky_def_01 = {}, }, ROUTE_ax_water_right = { ROUTE_to_sneaky_def_01 = {}, }, }, ROUTE_ax_first_spawn_04 = { ROUTE_ax_water_left = { ROUTE_to_sneaky_def_01 = {}, }, ROUTE_ax_water_right = { ROUTE_to_sneaky_def_01 = {}, }, }, ROUTE_ax_first_spawn_05 = { ROUTE_ax_water_left = { ROUTE_to_sneaky_def_01 = {}, }, ROUTE_ax_water_right = { ROUTE_to_sneaky_def_01 = {}, }, }, ROUTE_ax_extra_spawns_01 = { ROUTE_ax_water_left = { ROUTE_to_sneaky_def_01 = {}, }, ROUTE_ax_water_right = { ROUTE_to_sneaky_def_01 = {}, }, }, ROUTE_ax_extra_spawns_02 = { ROUTE_ax_water_left = { ROUTE_to_sneaky_def_01 = {}, }, ROUTE_ax_water_right = { ROUTE_to_sneaky_def_01 = {}, }, }, ROUTE_ax_first_spawn_down_01 = { ROUTE_ax_water_left = { ROUTE_to_sneaky_def_01 = {}, }, ROUTE_ax_water_right = { ROUTE_to_sneaky_def_01 = {}, }, }, ROUTE_ax_first_spawn_down_02 = { ROUTE_ax_water_left = { ROUTE_to_sneaky_def_01 = {}, }, ROUTE_ax_water_right = { ROUTE_to_sneaky_def_01 = {}, }, }, ROUTE_ax_2nd_spawn_wall_1 = { ROUTE_ax_water_left = { ROUTE_to_sneaky_def_01 = {}, }, ROUTE_ax_water_right = { ROUTE_to_sneaky_def_01 = {}, }, }, ROUTE_ax_2nd_spawn_rear = { ROUTE_ax_water_left = { ROUTE_to_sneaky_def_01 = {}, }, ROUTE_ax_water_right = { ROUTE_to_sneaky_def_01 = {}, }, }, ROUTE_ax_2nd_spawn_compost_01 = { ROUTE_ax_water_left = { ROUTE_to_sneaky_def_01 = {}, }, ROUTE_ax_water_right = { ROUTE_to_sneaky_def_01 = {}, }, }, ROUTE_ax_2nd_spawn_compost_02 = { ROUTE_ax_water_left = { ROUTE_to_sneaky_def_01 = {}, }, ROUTE_ax_water_right = { ROUTE_to_sneaky_def_01 = {}, }, }, }, DEFEND_ax_sneaky_def_02 = { ROUTE_ax_first_spawn = { ROUTE_ax_water_right = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, ROUTE_ax_water_left = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, }, ROUTE_ax_first_spawn_01 = { ROUTE_ax_water_right = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, ROUTE_ax_water_left = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, }, ROUTE_ax_first_spawn_02 = { ROUTE_ax_water_right = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, ROUTE_ax_water_left = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, }, ROUTE_ax_first_spawn_03 = { ROUTE_ax_water_right = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, ROUTE_ax_water_left = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, }, ROUTE_ax_first_spawn_04 = { ROUTE_ax_water_right = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, ROUTE_ax_water_left = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, }, ROUTE_ax_first_spawn_05 = { ROUTE_ax_water_right = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, ROUTE_ax_water_left = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, }, ROUTE_ax_extra_spawns_01 = { ROUTE_ax_water_right = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, ROUTE_ax_water_left = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, }, ROUTE_ax_extra_spawns_02 = { ROUTE_ax_water_right = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, ROUTE_ax_water_left = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, }, ROUTE_ax_first_spawn_down_01 = { ROUTE_ax_water_right = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, ROUTE_ax_water_left = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, }, ROUTE_ax_first_spawn_down_02 = { ROUTE_ax_water_right = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, ROUTE_ax_water_left = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, }, ROUTE_ax_2nd_spawn_wall_1 = { ROUTE_ax_water_right = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, ROUTE_ax_water_left = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, }, ROUTE_ax_2nd_spawn_rear = { ROUTE_ax_water_right = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, ROUTE_ax_water_left = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, }, ROUTE_ax_2nd_spawn_compost_01 = { ROUTE_ax_water_right = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, ROUTE_ax_water_left = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, }, ROUTE_ax_2nd_spawn_compost_02 = { ROUTE_ax_water_right = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, ROUTE_ax_water_left = { ROUTE_ax_vent_sneak_01 = { ROUTE_ax_enter_docroom_04 = {}, }, }, }, }, DEFEND_alli_def_upper_left_01 = { }, DEFEND_alli_def_upper_left_02 = { }, DEFEND_alli_def_upper_right_01 = { }, DEFEND_alli_def_upper_right_02 = { }, DEFEND_alli_def_window_01 = { }, DEFEND_alli_near_fencebox_01 = { }, DEFEND_alli_near_fencebox_02 = { }, DEFEND_alli_panzer_01 = { }, DEFEND_alli_panzer_02 = { }, DEFEND_alli_pumpboxes_01 = { }, DEFEND_alli_under_pump_01 = { }, DEFEND_alli_under_pump_02 = { }, DEFEND_alli_under_pump_03 = { }, DEFEND_alli_unorthodox_near_comp_01 = { ROUTE_alli_after_defuse_wall_01 = { ROUTE_under_pumpboxes_01 = {}, ROUTE_ax_near_swimpool_01 = {}, } }, DEFEND_alli_unorthodox_position_01 = { ROUTE_alli_after_defuse_wall_01 = { ROUTE_at_commpost_01 = {}, } }, DEFEND_alli_wall_01 = { ROUTE_alli_2nd_spawn_01 = { ROUTE_alli_firstspawn_exit_left_01 = {}, ROUTE_pickup_ammo_centre_01 = {}, }, ROUTE_alli_2nd_spawn_02 = { ROUTE_alli_firstspawn_exit_left_01 = {}, ROUTE_pickup_ammo_centre_01 = {}, } }, DEFEND_ax_forward_def_02b = { ROUTE_ax_2nd_spawn_wall_1 = { ROUTE_ax_cellar_route_01 = {}, //ROUTE_alli_firstspawn_exit_left_01 = {}, }, ROUTE_ax_2nd_spawn_rear = { ROUTE_ax_cellar_route_01 = {}, //ROUTE_alli_firstspawn_exit_left_01 = {}, } }, ATTACK_ax_forward_def_03b = { ROUTE_ax_2nd_spawn_wall_1 = { ROUTE_ax_cellar_route_01 = {}, //ROUTE_alli_firstspawn_exit_left_01 = {}, }, ROUTE_ax_2nd_spawn_rear = { ROUTE_ax_cellar_route_01 = {}, //ROUTE_alli_firstspawn_exit_left_01 = {}, } }, DEFEND_ax_def_at_alli_wall_door_01 = { ROUTE_ax_first_spawn = { ROUTE_ax_firstspawn_exit_01 = {}, ROUTE_ax_sniperstair_boxes = {}, ROUTE_ax_firstspawn_exit_02 = {}, ROUTE_ax_firstspawn_exit_03 = {}, }, ROUTE_ax_first_spawn_down_01 = { ROUTE_ax_firstspawn_exit_03 = {}, ROUTE_ax_firstspawn_exit_04 = {}, ROUTE_ax_near_swimpool_01 = {}, ROUTE_ax_first_spawn_down_03 = {}, ROUTE_ax_first_spawn_down_04 = {}, }, ROUTE_ax_first_spawn_down_02 = { ROUTE_ax_firstspawn_exit_03 = {}, ROUTE_ax_firstspawn_exit_04 = {}, ROUTE_ax_near_swimpool_01 = {}, ROUTE_ax_first_spawn_down_03 = {}, ROUTE_ax_first_spawn_down_04 = {}, } }, DEFEND_ax_def_at_alli_wall_door_02 = { ROUTE_ax_first_spawn = { ROUTE_ax_firstspawn_exit_01 = {}, ROUTE_ax_sniperstair_boxes = {}, ROUTE_ax_firstspawn_exit_02 = {}, ROUTE_ax_firstspawn_exit_03 = {}, }, ROUTE_ax_first_spawn_down_01 = { ROUTE_ax_firstspawn_exit_03 = {}, ROUTE_ax_firstspawn_exit_04 = {}, ROUTE_ax_near_swimpool_01 = {}, ROUTE_ax_first_spawn_down_03 = {}, ROUTE_ax_first_spawn_down_04 = {}, }, ROUTE_ax_first_spawn_down_02 = { ROUTE_ax_firstspawn_exit_03 = {}, ROUTE_ax_firstspawn_exit_04 = {}, ROUTE_ax_near_swimpool_01 = {}, ROUTE_ax_first_spawn_down_03 = {}, ROUTE_ax_first_spawn_down_04 = {}, } }, DEFEND_ax_def_at_alli_wall_door_03 = { ROUTE_ax_first_spawn = { ROUTE_ax_firstspawn_exit_01 = {}, ROUTE_ax_sniperstair_boxes = {}, ROUTE_ax_firstspawn_exit_02 = {}, ROUTE_ax_firstspawn_exit_03 = {}, }, ROUTE_ax_first_spawn_down_01 = { ROUTE_ax_firstspawn_exit_03 = {}, ROUTE_ax_firstspawn_exit_04 = {}, ROUTE_ax_near_swimpool_01 = {}, ROUTE_ax_first_spawn_down_03 = {}, ROUTE_ax_first_spawn_down_04 = {}, }, ROUTE_ax_first_spawn_down_02 = { ROUTE_ax_firstspawn_exit_03 = {}, ROUTE_ax_firstspawn_exit_04 = {}, ROUTE_ax_near_swimpool_01 = {}, ROUTE_ax_first_spawn_down_03 = {}, ROUTE_ax_first_spawn_down_04 = {}, } }, DEFEND_ax_def_at_alli_wall_door_04 = { ROUTE_ax_first_spawn = { ROUTE_ax_firstspawn_exit_01 = {}, ROUTE_ax_sniperstair_boxes = {}, ROUTE_ax_firstspawn_exit_02 = {}, ROUTE_ax_firstspawn_exit_03 = {}, }, ROUTE_ax_first_spawn_down_01 = { ROUTE_ax_firstspawn_exit_03 = {}, ROUTE_ax_firstspawn_exit_04 = {}, ROUTE_ax_near_swimpool_01 = {}, ROUTE_ax_first_spawn_down_03 = {}, ROUTE_ax_first_spawn_down_04 = {}, }, ROUTE_ax_first_spawn_down_02 = { ROUTE_ax_firstspawn_exit_03 = {}, ROUTE_ax_firstspawn_exit_04 = {}, ROUTE_ax_near_swimpool_01 = {}, ROUTE_ax_first_spawn_down_03 = {}, ROUTE_ax_first_spawn_down_04 = {}, } }, DEFEND_ax_def_at_alli_wall_door_05 = { ROUTE_ax_first_spawn = { ROUTE_ax_firstspawn_exit_01 = {}, ROUTE_ax_sniperstair_boxes = {}, ROUTE_ax_firstspawn_exit_02 = {}, ROUTE_ax_firstspawn_exit_03 = {}, }, ROUTE_ax_first_spawn_down_01 = { ROUTE_ax_firstspawn_exit_03 = {}, ROUTE_ax_firstspawn_exit_04 = {}, ROUTE_ax_near_swimpool_01 = {}, ROUTE_ax_first_spawn_down_03 = {}, ROUTE_ax_first_spawn_down_04 = {}, }, ROUTE_ax_first_spawn_down_02 = { ROUTE_ax_firstspawn_exit_03 = {}, ROUTE_ax_firstspawn_exit_04 = {}, ROUTE_ax_near_swimpool_01 = {}, ROUTE_ax_first_spawn_down_03 = {}, ROUTE_ax_first_spawn_down_04 = {}, } }, DEFEND_ax_def_near_mg_01 = { }, DEFEND_ax_def_near_mg_centre01 = { }, DEFEND_ax_def_sniperstair_house_01 = { }, DEFEND_def_docroom_1 = { ROUTE_al_2nd_spawn1 = { ROUTE_docroom_1 = {}, ROUTE_docroom_2 = {}, } }, DEFEND_def_docroom_2 = { ROUTE_al_2nd_spawn1 = { ROUTE_docroom_1 = {}, ROUTE_docroom_2 = {}, } }, DEFEND_def_docroom_3 = { ROUTE_al_2nd_spawn1 = { ROUTE_docroom_1 = {}, ROUTE_docroom_2 = {}, } }, DEFEND_def_docroom_4 = { ROUTE_al_2nd_spawn1 = { ROUTE_docroom_1 = {}, ROUTE_docroom_2 = {}, } }, DEFEND_walldef01 = { }, DEFEND_walldef02 = { }, DEFEND_walldef03 = { }, BUILD_Axis_Sniper_Stairs = { ROUTE_ax_first_spawn_down_01 = { ROUTE_ax_first_spawn_down_03 = {}, ROUTE_ax_first_spawn_down_04 = {}, ROUTE_ax_near_swimpool_01 = {}, ROUTE_ax_firstspawn_exit_03 = {}, ROUTE_ax_firstspawn_exit_04 = {}, }, ROUTE_ax_first_spawn_down_02 = { ROUTE_ax_first_spawn_down_03 = {}, ROUTE_ax_first_spawn_down_04 = {}, ROUTE_ax_near_swimpool_01 = {}, ROUTE_ax_firstspawn_exit_03 = {}, ROUTE_ax_firstspawn_exit_04 = {}, }, }, BUILD_Allied_Fence = { }, BUILD_Centre_Ramp = { ROUTE_at_pump_01 = // For the Axis engineers who are at the pump. { ROUTE_ax_water_right = {}, ROUTE_ax_sneak_near_doc_01 = {}, }, // The Axis spawn positions ROUTE_ax_first_spawn = { ROUTE_ax_water_right = {}, ROUTE_ax_sneak_near_doc_01 = {}, }, ROUTE_ax_first_spawn_01 = { ROUTE_ax_water_right = {}, ROUTE_ax_sneak_near_doc_01 = {}, }, ROUTE_ax_first_spawn_02 = { ROUTE_ax_water_right = {}, ROUTE_ax_sneak_near_doc_01 = {}, }, ROUTE_ax_first_spawn_03 = { ROUTE_ax_water_right = {}, ROUTE_ax_sneak_near_doc_01 = {}, }, ROUTE_ax_first_spawn_04 = { ROUTE_ax_water_right = {}, ROUTE_ax_sneak_near_doc_01 = {}, }, ROUTE_ax_first_spawn_05 = { ROUTE_ax_water_right = {}, ROUTE_ax_sneak_near_doc_01 = {}, }, ROUTE_ax_extra_spawns_01 = { ROUTE_ax_water_right = {}, ROUTE_ax_sneak_near_doc_01 = {}, }, ROUTE_ax_extra_spawns_02 = { ROUTE_ax_water_right = {}, ROUTE_ax_sneak_near_doc_01 = {}, }, ROUTE_ax_first_spawn_down_01 = { ROUTE_ax_water_right = {}, ROUTE_ax_sneak_near_doc_01 = {}, }, ROUTE_ax_first_spawn_down_02 = { ROUTE_ax_water_right = {}, ROUTE_ax_sneak_near_doc_01 = {}, }, ROUTE_ax_2nd_spawn_wall_1 = { ROUTE_ax_water_right = {}, ROUTE_ax_sneak_near_doc_01 = {}, }, ROUTE_ax_2nd_spawn_rear = { ROUTE_ax_water_right = {}, ROUTE_ax_sneak_near_doc_01 = {}, }, ROUTE_ax_2nd_spawn_compost_01 = { ROUTE_ax_water_right = {}, ROUTE_ax_sneak_near_doc_01 = {}, }, ROUTE_ax_2nd_spawn_compost_02 = { ROUTE_ax_water_right = {}, ROUTE_ax_sneak_near_doc_01 = {}, }, }, BUILD_East_Ramp = { // The Engineer at the construction box at the centre ramp. ROUTE_at_centre_ramp_box_01 = { ROUTE_ax_engi_sneak_01 = { ROUTE_ax_engi_sneak_02 = {}, }, ROUTE_at_ladder_2_upstairs_01 = // Getting into the Allied 2nd spawn area { ROUTE_alli_2nd_spawn_detour_02 = // To avoid getting too close to Allied 2nd spawn { ROUTE_at_eastramp_box_01 = {}, }, }, }, // The Axis spawn positions ROUTE_ax_first_spawn = { ROUTE_ax_engi_sneak_01 = {}, }, ROUTE_ax_first_spawn_01 = { ROUTE_ax_engi_sneak_01 = {}, }, ROUTE_ax_first_spawn_02 = { ROUTE_ax_engi_sneak_01 = {}, }, ROUTE_ax_first_spawn_03 = { ROUTE_ax_engi_sneak_01 = {}, }, ROUTE_ax_first_spawn_04 = { ROUTE_ax_engi_sneak_01 = {}, }, ROUTE_ax_first_spawn_05 = { ROUTE_ax_engi_sneak_01 = {}, }, ROUTE_ax_extra_spawns_01 = { ROUTE_ax_engi_sneak_01 = {}, }, ROUTE_ax_extra_spawns_02 = { ROUTE_ax_engi_sneak_01 = {}, }, ROUTE_ax_first_spawn_down_01 = { ROUTE_ax_engi_sneak_01 = {}, }, ROUTE_ax_first_spawn_down_02 = { ROUTE_ax_engi_sneak_01 = {}, }, ROUTE_ax_2nd_spawn_wall_1 = { ROUTE_ax_engi_sneak_01 = {}, }, ROUTE_ax_2nd_spawn_rear = { ROUTE_ax_engi_sneak_01 = {}, }, ROUTE_ax_2nd_spawn_compost_01 = { ROUTE_ax_engi_sneak_01 = {}, }, ROUTE_ax_2nd_spawn_compost_02 = { ROUTE_ax_engi_sneak_01 = {}, }, }, BUILD_Command_Post = { ROUTE_ax_sniperstair_boxes = { ROUTE_ax_spawn_centre = {}, ROUTE_ax_spawn_right_side = {}, ROUTE_ax_firstspawn_exit_02 = {}, } }, BUILD_Axis_Pump = { ROUTE_ax_first_spawn = { ROUTE_around_ax_1st_spawn_01 = { ROUTE_ax_sneak_route_01 = {}, }, ROUTE_ax_sneak_route_01 = {}, ROUTE_under_pumpboxes_01 = {}, }, ROUTE_ax_first_spawn_01 = { ROUTE_around_ax_1st_spawn_01 = { ROUTE_ax_sneak_route_01 = {}, }, ROUTE_ax_sneak_route_01 = {}, ROUTE_under_pumpboxes_01 = {}, }, ROUTE_ax_first_spawn_02 = { ROUTE_around_ax_1st_spawn_01 = { ROUTE_ax_sneak_route_01 = {}, }, ROUTE_ax_sneak_route_01 = {}, ROUTE_under_pumpboxes_01 = {}, }, ROUTE_ax_first_spawn_03 = { ROUTE_around_ax_1st_spawn_01 = { ROUTE_ax_sneak_route_01 = {}, }, ROUTE_ax_sneak_route_01 = {}, ROUTE_under_pumpboxes_01 = {}, }, ROUTE_ax_first_spawn_04 = { ROUTE_around_ax_1st_spawn_01 = { ROUTE_ax_sneak_route_01 = {}, }, ROUTE_ax_sneak_route_01 = {}, ROUTE_under_pumpboxes_01 = {}, }, ROUTE_ax_first_spawn_05 = { ROUTE_around_ax_1st_spawn_01 = { ROUTE_ax_sneak_route_01 = {}, }, ROUTE_ax_sneak_route_01 = {}, ROUTE_under_pumpboxes_01 = {}, }, ROUTE_ax_extra_spawns_01 = { ROUTE_around_ax_1st_spawn_01 = { ROUTE_ax_sneak_route_01 = {}, }, ROUTE_ax_sneak_route_01 = {}, ROUTE_under_pumpboxes_01 = {}, ROUTE_ax_cellar_route_02 = {}, }, ROUTE_ax_extra_spawns_02 = { ROUTE_around_ax_1st_spawn_01 = { ROUTE_ax_sneak_route_01 = {}, }, ROUTE_ax_sneak_route_01 = {}, ROUTE_under_pumpboxes_01 = {}, ROUTE_ax_cellar_route_02 = {}, }, ROUTE_ax_first_spawn_down_01 = { ROUTE_around_ax_1st_spawn_01 = { ROUTE_ax_sneak_route_01 = {}, }, ROUTE_ax_sneak_route_01 = {}, ROUTE_under_pumpboxes_01 = {}, }, ROUTE_ax_first_spawn_down_02 = { ROUTE_around_ax_1st_spawn_01 = { ROUTE_ax_sneak_route_01 = {}, }, ROUTE_ax_sneak_route_01 = {}, ROUTE_under_pumpboxes_01 = {}, }, ROUTE_ax_2nd_spawn_wall_1 = { ROUTE_around_ax_1st_spawn_01 = { ROUTE_ax_sneak_route_01 = {}, }, ROUTE_ax_sneak_route_01 = {}, ROUTE_under_pumpboxes_01 = {}, ROUTE_ax_cellar_route_02 = {}, }, ROUTE_ax_2nd_spawn_rear = { ROUTE_around_ax_1st_spawn_01 = { ROUTE_ax_sneak_route_01 = {}, }, ROUTE_ax_sneak_route_01 = {}, ROUTE_under_pumpboxes_01 = {}, ROUTE_ax_cellar_route_02 = {}, }, ROUTE_ax_2nd_spawn_compost_01 = { ROUTE_around_ax_1st_spawn_01 = { ROUTE_ax_sneak_route_01 = {}, }, ROUTE_ax_sneak_route_01 = {}, ROUTE_under_pumpboxes_01 = {}, }, ROUTE_ax_2nd_spawn_compost_02 = { ROUTE_around_ax_1st_spawn_01 = { ROUTE_ax_sneak_route_01 = {}, }, ROUTE_ax_sneak_route_01 = {}, ROUTE_under_pumpboxes_01 = {}, }, }, PLANT_Wall = { ROUTE_at_commpost_01 = { ROUTE_ax_2nd_spawn_compost_01 = {}, ROUTE_ax_2nd_spawn_compost_02 = {}, } }, PLANT_Centre_Ramp = { }, PLANT_Axis_Pump = { }, PLANT_Allied_Fence = { }, PLANT_East_Ramp = { }, PLANT_Axis_Sniper_Stairs = { }, PLANT_Command_Post = { }, // Start FLAG document script **************************************************************************** FLAG_docs_scriptname = { ROUTE_at_eastramp_box_01 = // For the engi that built the east ramp. { ROUTE_alli_2nd_spawn_detour_02 = { ROUTE_north_east_01 = { ROUTE_ax_enter_docroom_01 = {}, }, }, }, ROUTE_ax_first_spawn = { ROUTE_ax_spawn_right_side = { ROUTE_alli_inside_ax_2nd_spawn_01 = { ROUTE_ax_to_cellar_01 = { ROUTE_ax_cellar_route_01 = { ROUTE_ax_cellar_route_02 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, }, }, }, }, ROUTE_ax_left_centre_01 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, ROUTE_ax_left_centre_02 = { ROUTE_under_pumpboxes_01 = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, ROUTE_ax_near_swimpool_01 = { ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_down_04 = { ROUTE_ax_sneak_route_01 = { ROUTE_ax_water_right = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, }, }, ROUTE_ax_first_spawn_01 = { ROUTE_ax_spawn_right_side = { ROUTE_alli_inside_ax_2nd_spawn_01 = { ROUTE_ax_to_cellar_01 = { ROUTE_ax_cellar_route_01 = { ROUTE_ax_cellar_route_02 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, }, }, }, }, ROUTE_ax_left_centre_01 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, ROUTE_ax_left_centre_02 = { ROUTE_under_pumpboxes_01 = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, ROUTE_ax_near_swimpool_01 = { ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_down_04 = { ROUTE_ax_sneak_route_01 = { ROUTE_ax_water_right = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, }, }, ROUTE_ax_first_spawn_02 = { ROUTE_ax_spawn_right_side = { ROUTE_alli_inside_ax_2nd_spawn_01 = { ROUTE_ax_to_cellar_01 = { ROUTE_ax_cellar_route_01 = { ROUTE_ax_cellar_route_02 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, }, }, }, }, ROUTE_ax_left_centre_01 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, ROUTE_ax_left_centre_02 = { ROUTE_under_pumpboxes_01 = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, ROUTE_ax_near_swimpool_01 = { ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_down_04 = { ROUTE_ax_sneak_route_01 = { ROUTE_ax_water_right = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, }, }, ROUTE_ax_first_spawn_03 = { ROUTE_ax_spawn_right_side = { ROUTE_alli_inside_ax_2nd_spawn_01 = { ROUTE_ax_to_cellar_01 = { ROUTE_ax_cellar_route_01 = { ROUTE_ax_cellar_route_02 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, }, }, }, }, ROUTE_ax_left_centre_01 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, ROUTE_ax_left_centre_02 = { ROUTE_under_pumpboxes_01 = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, ROUTE_ax_near_swimpool_01 = { ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_down_04 = { ROUTE_ax_sneak_route_01 = { ROUTE_ax_water_right = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, }, }, ROUTE_ax_first_spawn_04 = { ROUTE_ax_spawn_right_side = { ROUTE_alli_inside_ax_2nd_spawn_01 = { ROUTE_ax_to_cellar_01 = { ROUTE_ax_cellar_route_01 = { ROUTE_ax_cellar_route_02 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, }, }, }, }, ROUTE_ax_left_centre_01 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, ROUTE_ax_left_centre_02 = { ROUTE_under_pumpboxes_01 = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, ROUTE_ax_near_swimpool_01 = { ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_down_04 = { ROUTE_ax_sneak_route_01 = { ROUTE_ax_water_right = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, }, }, ROUTE_ax_first_spawn_05 = { ROUTE_ax_spawn_right_side = { ROUTE_alli_inside_ax_2nd_spawn_01 = { ROUTE_ax_to_cellar_01 = { ROUTE_ax_cellar_route_01 = { ROUTE_ax_cellar_route_02 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, }, }, }, }, ROUTE_ax_left_centre_01 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, ROUTE_ax_left_centre_02 = { ROUTE_under_pumpboxes_01 = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, ROUTE_ax_near_swimpool_01 = { ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_down_04 = { ROUTE_ax_sneak_route_01 = { ROUTE_ax_water_right = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, }, }, ROUTE_ax_extra_spawns_01 = { ROUTE_ax_spawn_right_side = { ROUTE_alli_inside_ax_2nd_spawn_01 = { ROUTE_ax_to_cellar_01 = { ROUTE_ax_cellar_route_01 = { ROUTE_ax_cellar_route_02 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, }, }, }, }, ROUTE_ax_left_centre_01 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, ROUTE_ax_left_centre_02 = { ROUTE_under_pumpboxes_01 = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, ROUTE_ax_towards_swim_01 = { ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_down_04 = { ROUTE_ax_sneak_route_01 = { ROUTE_ax_water_right = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, }, }, ROUTE_ax_extra_spawns_02 = { ROUTE_ax_spawn_right_side = { ROUTE_alli_inside_ax_2nd_spawn_01 = { ROUTE_ax_to_cellar_01 = { ROUTE_ax_cellar_route_01 = { ROUTE_ax_cellar_route_02 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, }, }, }, }, ROUTE_ax_left_centre_01 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, ROUTE_ax_left_centre_02 = { ROUTE_under_pumpboxes_01 = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, ROUTE_ax_towards_swim_01 = { ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_down_04 = { ROUTE_ax_sneak_route_01 = { ROUTE_ax_water_right = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, }, }, ROUTE_ax_first_spawn_down_01 = { ROUTE_ax_spawn_right_side = { ROUTE_alli_inside_ax_2nd_spawn_01 = { ROUTE_ax_to_cellar_01 = { ROUTE_ax_cellar_route_01 = { ROUTE_ax_cellar_route_02 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, }, }, }, }, ROUTE_ax_left_centre_01 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, ROUTE_ax_left_centre_02 = { ROUTE_under_pumpboxes_01 = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, ROUTE_ax_near_swimpool_01 = { ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_down_04 = { ROUTE_ax_sneak_route_01 = { ROUTE_ax_water_right = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, }, }, ROUTE_ax_first_spawn_down_02 = { ROUTE_ax_spawn_right_side = { ROUTE_alli_inside_ax_2nd_spawn_01 = { ROUTE_ax_to_cellar_01 = { ROUTE_ax_cellar_route_01 = { ROUTE_ax_cellar_route_02 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, }, }, }, }, ROUTE_ax_left_centre_01 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, ROUTE_ax_left_centre_02 = { ROUTE_under_pumpboxes_01 = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, ROUTE_ax_near_swimpool_01 = { ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_down_04 = { ROUTE_ax_sneak_route_01 = { ROUTE_ax_water_right = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, }, }, ROUTE_ax_2nd_spawn_wall_1 = { ROUTE_ax_02 = { ROUTE_ax_01 = { ROUTE_ax_enter_docroom_01 = {}, }, }, ROUTE_ax_spawn_right_side = { ROUTE_alli_inside_ax_2nd_spawn_01 = { ROUTE_ax_to_cellar_01 = { ROUTE_ax_cellar_route_01 = { ROUTE_ax_cellar_route_02 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, }, }, }, }, ROUTE_ax_left_centre_02 = { ROUTE_under_pumpboxes_01 = { //ROUTE_ax_sneak_near_doc_01 = {}, //ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, //ROUTE_ax_enter_docroom_03 = {}, //ROUTE_randi_01 = {}, }, }, ROUTE_ax_towards_swim_01 = { //ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, //ROUTE_ax_enter_docroom_03 = {}, //ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_down_04 = { ROUTE_ax_sneak_route_01 = { ROUTE_ax_water_right = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, }, }, ROUTE_ax_2nd_spawn_rear = { ROUTE_ax_02 = { ROUTE_ax_01 = { ROUTE_ax_enter_docroom_01 = {}, }, }, ROUTE_ax_left_centre_02 = { ROUTE_under_pumpboxes_01 = { //ROUTE_ax_sneak_near_doc_01 = {}, //ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, //ROUTE_ax_enter_docroom_03 = {}, //ROUTE_randi_01 = {}, }, }, ROUTE_ax_spawn_right_side = { ROUTE_alli_inside_ax_2nd_spawn_01 = { ROUTE_ax_to_cellar_01 = { ROUTE_ax_cellar_route_01 = { ROUTE_ax_cellar_route_02 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, }, }, }, }, ROUTE_ax_left_centre_01 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, ROUTE_ax_towards_swim_01 = { //ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, //ROUTE_ax_enter_docroom_03 = {}, //ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_down_04 = { ROUTE_ax_sneak_route_01 = { ROUTE_ax_water_right = { //ROUTE_ax_sneak_near_doc_01 = {}, //ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, //ROUTE_ax_enter_docroom_03 = {}, //ROUTE_randi_01 = {}, }, }, }, }, ROUTE_ax_2nd_spawn_compost_01 = { ROUTE_ax_spawn_right_side = { ROUTE_alli_inside_ax_2nd_spawn_01 = { ROUTE_ax_to_cellar_01 = { ROUTE_ax_cellar_route_01 = { ROUTE_ax_cellar_route_02 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, }, }, }, }, ROUTE_ax_left_centre_01 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, ROUTE_ax_left_centre_02 = { ROUTE_under_pumpboxes_01 = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, ROUTE_ax_towards_swim_01 = { ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_down_04 = { ROUTE_ax_sneak_route_01 = { ROUTE_ax_water_right = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, }, }, ROUTE_ax_2nd_spawn_compost_02 = { ROUTE_ax_spawn_right_side = { ROUTE_alli_inside_ax_2nd_spawn_01 = { ROUTE_ax_to_cellar_01 = { ROUTE_ax_cellar_route_01 = { ROUTE_ax_cellar_route_02 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, }, }, }, }, ROUTE_ax_left_centre_01 = { ROUTE_pickup_ammo_centre_01 = { ROUTE_at_centre_ramp_box_01 = { ROUTE_at_documents = {}, ROUTE_at_ladder_1_upstairs_01 = {}, ROUTE_at_ladder_2_upstairs_01 = {}, }, }, }, ROUTE_ax_left_centre_02 = { ROUTE_under_pumpboxes_01 = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, ROUTE_ax_towards_swim_01 = { ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, ROUTE_ax_first_spawn_down_04 = { ROUTE_ax_sneak_route_01 = { ROUTE_ax_water_right = { ROUTE_ax_sneak_near_doc_01 = {}, ROUTE_ax_vent_sneak_01 = {}, ROUTE_ax_enter_docroom_02 = {}, ROUTE_ax_enter_docroom_03 = {}, ROUTE_randi_01 = {}, }, }, }, }, }, // End document script **************************************************************************** }; Util.Routes(MapRoutes); };