/***************************************************************************** Pathing and scripting by **PCZ** >M@t3o$< Switches scripting by :)BOK(: Naerling, thanks! Thanks to Naerling, d00d, crapshoot and all others waypointers for their help *****************************************************************************/ global Map = { Debug = false, BigDoor = "open", EscapeDoor = "closed", Switch1Unused = true, Switch2Unused = true, FloorDestroyed = false, Talk = true, Command_Post_Dyno = 0, Escape_Ladder_Dyno = 0, Grate_Dyno = 0, Tomb_Floor_Dyno = 0, Tomb_Wall_Dyno = 0, Ammo_Cabinet_south_ammocabinet = "AMMOCAB_south_ammocabinet", Health_Cabinet_south_healthcabinet = "HEALTHCAB_south_healthcabinet", Flag_Ank = "FLAG_Ank", Cappoint_Escape_Truck = "CAPPOINT_Escape_Truck", Build_Command_Post = "BUILD_Command_Post", Build_Escape_Ladder = "BUILD_Escape_Ladder", Plant_Command_Post = "PLANT_Command_Post", Plant_Escape_Ladder = "PLANT_Escape_Ladder", Plant_Grate = "PLANT_Grate", Plant_Tomb_Floor = "PLANT_Tomb_Floor", Plant_Tomb_Wall = "PLANT_Tomb_Wall", Mount_21 = "MOUNTMG42_21", Repair_21 = "REPAIRMG42_21", Mobile_MG42_TombMobileMG42 = "MOBILEMG42_TombMobileMG42", Mobile_MG42_AxisMobileMG42_1 = "MOBILEMG42_AxisMobileMG42_1", Switches = { Door1 = { Enabled = true, Priority = 0.8, WaypointName = "Door1", LimitBots = 1, LimitTeam = 0, // disabled initially. LimitClass = Util.AllClasses, AimPosition = Vector3(-2529.807, 4361.957, 236.467), }, Door2 = { Enabled = true, Priority = 0.8, WaypointName = "Door2", LimitBots = 2, LimitTeam = 0, // disabled initially. LimitClass = Util.AllClasses, AimPosition = Vector3(1436.350, 2527.087, -500.284), }, }, Navigation = { longladder = { navigate = function(_this) { // face up _this.AddAimRequest( Priority.High, "position", Vector3(96.250,2799.352,-495.683) ); seconds = 0; while( seconds < 6 ) { // move backwards _this.Bot.MoveTowards(Vector3(111.072,3169.242,-2215.875)); sleep(1); seconds += 1; } }, }, }, Command_Post_Built = function( trigger ) { Util.MapDebugPrint( "Command_Post_Built" ); }, Escape_Ladder_Built = function( trigger ) { Wp.SetWaypointFlag("FastWay", "closed", false); SetAvailableMapGoals( TEAM.ALLIES, true, "ROUTE_Ladder" ); Util.MapDebugPrint( "Escape_Ladder_Built" ); }, Command_Post_Planted = function( trigger ) { Util.MapDebugPrint( "Command_Post_Planted" ); }, Escape_Ladder_Planted = function( trigger ) { Util.MapDebugPrint( "Escape_Ladder_Planted" ); }, Grate_Planted = function( trigger ) { Util.MapDebugPrint( "Grate_Planted" ); }, Tomb_Floor_Planted = function( trigger ) { Util.MapDebugPrint( "Tomb_Floor_Planted" ); }, Tomb_Wall_Planted = function( trigger ) { Util.MapDebugPrint( "Tomb_Wall_Planted" ); }, Command_Post_Defused = function( trigger ) { Util.MapDebugPrint( "Command_Post_Defused" ); }, Escape_Ladder_Defused = function( trigger ) { Util.MapDebugPrint( "Escape_Ladder_Defused" ); }, Grate_Defused = function( trigger ) { Util.MapDebugPrint( "Grate_Defused" ); }, Tomb_Floor_Defused = function( trigger ) { Util.MapDebugPrint( "Tomb_Floor_Defused" ); }, Tomb_Wall_Defused = function( trigger ) { Util.MapDebugPrint( "Tomb_Wall_Defused" ); }, Command_Post_Destroyed = function( trigger ) { Util.MapDebugPrint( "Command_Post_Destroyed" ); }, Escape_Ladder_Destroyed = function( trigger ) { Wp.SetWaypointFlag("FastWay", "closed", true); SetAvailableMapGoals( TEAM.ALLIES, false, "ROUTE_Ladder" ); Util.MapDebugPrint( "Escape_Ladder_Destroyed" ); }, Grate_Destroyed = function( trigger ) { Util.MapDebugPrint( "Grate_Destroyed" ); }, Tomb_Floor_Destroyed = function( trigger ) { FloorDestroyed = true; Map.Switches.Door1.Enabled = False; SetAvailableMapGoals( TEAM.AXIS, true, { "DEFEND_Ank.*", "MOBILEMG42_TombMobileMG42", }); SetAvailableMapGoals( TEAM.AXIS, false, { "DEFEND_Alpha.*", "DEFEND_Charlie.*", "MOBILEMG42_AxisMobileMG42_1", }); SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_Dyna.*" ); Map.Switches.Door2.LimitTeam = (1< 8 ) { sleep(1.2); bot.SayVoice(VOICE.DEFEND_OBJECTIVE); } } if ( bot.GetTeam() == TEAM.ALLIES ) { r = RandRange(0,10); if( r < 2 ) { bot.ExecCommand("vsay_team FTFollowMe"); } else if( r > 8 ) { sleep(1.2); bot.ExecCommand("vsay_team FTLetsGo"); } } } } Util.MapDebugPrint( "Tomb_Floor_Destroyed" ); }, Tomb_Wall_Destroyed = function( trigger ) { SetAvailableMapGoals( TEAM.ALLIES, true, "ROUTE_Tomb_Wall" ); if ( Map.Switch1Unused ) { Map.Switches.Door1.LimitTeam = (1< 0 ) { SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_Charlie.*" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_Alpha.*" ); SetAvailableMapGoals( TEAM.ALLIES, false, "ROUTE_Tomb_Entrance" ); Map.Switches.Door1.LimitTeam = (1< 0 ) { Map.Switches.Door2.LimitTeam = (1<M@t3o$<." ); };