/////////////////////////////////////////////////////////////////////////////////////////////////// global Map = { Quiet = true, AddHuntGoal = true, debug = false, // Functions ResetTeams = function() { // Reset ALLIES Wp.SetWaypointFlag("alboxes","closed",true); Wp.SetWaypointFlag("alfloor","closed",true); Wp.SetWaypointFlag("algrates","closed",true); Wp.SetWaypointFlag("alwalls","closed",true); Wp.SetWaypointFlag("alduel","closed",false); SetAvailableMapGoals( TEAM.ALLIES, false, { "SWITCH_al_boxes", "SWITCH_al_floor", "SWITCH_al_grates", "SWITCH_al_walls", }); SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_al_duel" ); // Reset AXIS Wp.SetWaypointFlag("axboxes","closed",true); Wp.SetWaypointFlag("axfloor","closed",true); Wp.SetWaypointFlag("axgrates","closed",true); Wp.SetWaypointFlag("axwalls","closed",true); Wp.SetWaypointFlag("axduel","closed",false); SetAvailableMapGoals( TEAM.AXIS, false, { "SWITCH_ax_boxes", "SWITCH_ax_floor", "SWITCH_ax_grates", "SWITCH_ax_walls", }); SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_ax_duel" ); }, // Triggers Allies_Duel = function( trigger ) { Wp.SetWaypointFlag("alboxes","closed",false); Wp.SetWaypointFlag("alfloor","closed",false); Wp.SetWaypointFlag("algrates","closed",false); Wp.SetWaypointFlag("alwalls","closed",false); Wp.SetWaypointFlag("axduel","closed",true); SetAvailableMapGoals( TEAM.ALLIES, true, { "SWITCH_al_boxes", "SWITCH_al_floor", "SWITCH_al_grates", "SWITCH_al_walls", }); SetAvailableMapGoals( TEAM.ALLIES, false, "SWITCH_al_duel" ); Util.MapDebugPrint("Allies Are Ready!"); }, Axis_Duel = function( trigger ) { Wp.SetWaypointFlag("axboxes","closed",false); Wp.SetWaypointFlag("axfloor","closed",false); Wp.SetWaypointFlag("axgrates","closed",false); Wp.SetWaypointFlag("axwalls","closed",false); Wp.SetWaypointFlag("axduel","closed",true); SetAvailableMapGoals( TEAM.AXIS, true, { "SWITCH_ax_boxes", "SWITCH_ax_floor", "SWITCH_ax_grates", "SWITCH_ax_walls", }); SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_ax_duel" ); Util.MapDebugPrint("Axis Are Ready!"); }, FIGHT = function( trigger ) { Util.MapDebugPrint("FIGHT!"); }, Allies_Win = function( trigger ) { Map.ResetTeams(); Util.MapDebugPrint("Allies Win!"); }, Axis_Win = function( trigger ) { Map.ResetTeams(); Util.MapDebugPrint("Axis Win!"); }, No_Win = function( trigger ) { Map.ResetTeams(); Util.MapDebugPrint("No Winner"); }, }; /////////////////////////////////////////////////////////////////////////////////////////////////// global OnMapLoad = function() { OnTrigger( "The Allied team is ready", Map.Allies_Duel ); OnTrigger( "The Axis team is ready", Map.Axis_Duel ); OnTrigger( "^3Allies win!", Map.Allies_Win ); OnTrigger( "^3Axis win!", Map.Axis_Win ); OnTrigger( "The arena is empty, ^3no winner", Map.No_Win ); OnTrigger( "^1FIGHT!", Map.FIGHT ); Util.DisableGoal( ".*", true ); // all but routes // set Allies goals Wp.SetWaypointFlag("alboxes","closed",true); Wp.SetWaypointFlag("alfloor","closed",true); Wp.SetWaypointFlag("algrates","closed",true); Wp.SetWaypointFlag("alwalls","closed",true); Wp.SetWaypointFlag("alduel","closed",false); SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_al_duel" ); // set Axis goals Wp.SetWaypointFlag("axboxes","closed",true); Wp.SetWaypointFlag("axfloor","closed",true); Wp.SetWaypointFlag("axgrates","closed",true); Wp.SetWaypointFlag("axwalls","closed",true); Wp.SetWaypointFlag("axduel","closed",false); SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_ax_duel" ); // routes MapRoutes = { SWITCH_al_duel = { ROUTE_al_spawn_route = { ROUTE_al_duel_route = {}, }, }, SWITCH_ax_duel = { ROUTE_ax_spawn_route = { ROUTE_ax_duel_route = {}, }, }, }; Util.Routes(MapRoutes); Util.MapDebugPrint( "Omni-bot map script for " + GetMapName() + " executed." ); }; /////////////////////////////////////////////////////////////////////////////////////////////////// global OnBotJoin = function( bot ) { if ( Map.AddHuntGoal ) { bot.AddScriptGoal("Hunt"); } }; ///////////////////////////////////////////////////////////////////////////////////////////////////