//========================================================================================== // // country_road_jp.gm // // Who When What //------------------------------------------------------------------------------------------ // d00d 29 January 2013 Improved waypoints, added this script // theMaker August 2012 Waypoints // //========================================================================================== // global Map = { Debug = 0, Allied_Gold_Taken = function( trigger ) { SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_axiscap.*" ); SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_axiscap.*" ); Util.MapDebugPrint( "Allied_Gold_Taken" ); }, Axis_Gold_Taken = function( trigger ) { SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_alliescap.*" ); SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_alliescap.*" ); Util.MapDebugPrint( "Axis_Gold_Taken" ); }, Allied_Gold_Returned = function( trigger ) { SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_axiscap.*" ); SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_axiscap.*" ); Util.MapDebugPrint( "Allied_Gold_Returned" ); }, Axis_Gold_Returned = function( trigger ) { SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_alliescap.*" ); SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_alliescap.*" ); Util.MapDebugPrint( "Axis_Gold_Returned" ); }, Allied_Gold_Secured = function( trigger ) { Util.MapDebugPrint( "Allied_Gold_Secured" ); }, Axis_Gold_Secured = function( trigger ) { Util.MapDebugPrint( "Axis_Gold_Secured" ); }, lake_flag_Axis_Captured = function( trigger ) { Util.RandomSpawn( TEAM.AXIS, 5 ); Util.MapDebugPrint( "lake_flag_Axis_Captured" ); }, lake_flag_Allies_Captured = function( trigger ) { Util.RandomSpawn( TEAM.ALLIES, 5 ); Util.MapDebugPrint( "lake_flag_Allies_Captured" ); }, school_flag_Axis_Captured = function( trigger ) { Util.RandomSpawn( TEAM.AXIS, 3 ); Util.MapDebugPrint( "school_flag_Axis_Captured" ); }, school_flag_Allies_Captured = function( trigger ) { Util.RandomSpawn( TEAM.ALLIES, 3 ); Util.MapDebugPrint( "school_flag_Allies_Captured" ); }, shintoshrine_flag_Axis_Captured = function( trigger ) { Util.RandomSpawn( TEAM.AXIS, 4 ); Util.MapDebugPrint( "shintoshrine_flag_Axis_Captured" ); }, shintoshrine_flag_Allies_Captured = function( trigger ) { Util.RandomSpawn( TEAM.ALLIES, 4 ); Util.MapDebugPrint( "shintoshrine_flag_Allies_Captured" ); }, }; global OnMapLoad = function() { // Register callback functions OnTrigger( "Axis have stolen Allied Gold!", Map.Allied_Gold_Taken ); OnTrigger( "Allies have stolen Axis Gold!", Map.Axis_Gold_Taken ); OnTrigger( "Flag returned Gold2!", Map.Allied_Gold_Returned ); OnTrigger( "Flag returned gold1!", Map.Axis_Gold_Returned ); OnTrigger( "Axis have secured the Gold!", Map.Allied_Gold_Secured ); OnTrigger( "Allies have secured the Gold!", Map.Axis_Gold_Secured ); OnTrigger( "Axis captures the Lake Area!", Map.lake_flag_Axis_Captured ); OnTrigger( "Allies capture the Lake Area!", Map.lake_flag_Allies_Captured ); OnTrigger( "Axis captures the School Area!", Map.school_flag_Axis_Captured ); OnTrigger( "Allies capture the School Area!", Map.school_flag_Allies_Captured ); OnTrigger( "Axis captures the Shinto Shrine Area!", Map.shintoshrine_flag_Axis_Captured ); OnTrigger( "Allies capture the Shinto Shrine Area!", Map.shintoshrine_flag_Allies_Captured ); // Initial goal availability //~Util.DisableGoal( ".*", true ); // all but routes SetAvailableMapGoals( TEAM.AXIS, false, { "SNIPE_.*", "ATTACK_.*", "CAPPOINT_allies", }); SetAvailableMapGoals( TEAM.ALLIES, false, { "SNIPE_.*", "ATTACK_.*", "CAPPOINT_axis", }); // Max users per goal Util.SetMaxUsers( 3, "FLAG_.*" ); Util.SetMaxUsers( 2, "CHECKPOINT_.*" ); Util.SetMaxUsers( 1, "DEFEND_.*" ); // Camp times SetMapGoalProperties( "ATTACK_.*", {MinCampTime=1, MaxCampTime=30} ); SetMapGoalProperties( "SNIPE_.*", {MinCampTime=10, MaxCampTime=60} ); SetMapGoalProperties( "MOBILEMG42_.*", {MinCampTime=10, MaxCampTime=60} ); Util.MapDebugPrint( "Omni-bot map script for " + GetMapName() + " executed." ); }; global OnBotJoin = function( bot ) { bot.MaxViewDistance = 2600; }; global InitializeRoutes = function() { MapRoutes = { FLAG_gold1 = { ROUTE_allied_spawn = { ROUTE_center = {}, ROUTE_north_east = {}, } }, FLAG_Gold2 = { ROUTE_axis_spawn = { ROUTE_center = {}, ROUTE_north_east = {}, } }, CAPPOINT_allies = { ROUTE_axis_gold = { ROUTE_center = {}, ROUTE_north_east = {}, } }, CAPPOINT_axis = { ROUTE_allied_gold = { ROUTE_center = {}, ROUTE_north_east = {}, } }, CHECKPOINT_shintoshrine_flag = { }, CHECKPOINT_lake_flag = { }, CHECKPOINT_school_flag = { }, }; Util.Routes(MapRoutes); };