/******************************************************** Found some waypoints for C2 Missile Beta 2 by Slayer. Upgraded them for Beta 3 and made a script to go with it. Updates and script by :)BOK(: Naerling. ********************************************************/ global Map = { Debug = false, Quiet = true, //set Talk to false if you don't want the bots talking ingame: Talk = true, Gate = false, Checkpoint_forwardflag = "CHECKPOINT_forwardflag", Flag_powersupply = "FLAG_powersupply", Flag_rocketcontrol = "FLAG_rocketcontrol", Cappoint_cap_1 = "CAPPOINT_cap_1", Cappoint_cap_2 = "CAPPOINT_cap_2", Build_Command_Post = "BUILD_Command_Post", Build_Rocket_Controls = "BUILD_Rocket_Controls", Plant_Command_Post = "PLANT_Command_Post", Plant_Door_Control = "PLANT_Door_Control", Plant_Rocket_Controls = "PLANT_Rocket_Controls", Mover_truck = "MOVER_truck", Call_Artillery_callarty_1 = "CALLARTILLERY_callarty_1", Artillery_S_arty_1 = "ARTILLERY_S_arty_1", Call_Artillery_callarty_2 = "CALLARTILLERY_callarty_2", Artillery_S_arty_2 = "ARTILLERY_S_arty_2", //Bots get stuck in this room and do selfkill. Navigation = { selfkill_pt = { navigate = function(_this) { sleep(3); _this.Bot.ExecCommand("kill"); sleep(1); }, }, windowjump = { navigate = function(_this) { _this.Bot.PressButton(BTN.JUMP); sleep(0.25); }, }, }, //Switches Switches = { Gate_Controls = { Enabled = true, Priority = 0.8, LimitBots = 8, WaypointName = "Gate_Controls", LimitTeam = 0, // disabled initially. LimitClass = Util.AllClasses, AimPosition = Vector3(3756.719, -3709.476, 47.896), }, }, //CP Command_Post_Allies_Built = function( trigger ) { SetAvailableMapGoals( TEAM.AXIS, false, { "CALLARTILLERY_callarty_1", "ARTILLERY_S_arty_1", }); Util.MapDebugPrint( "Command_Post_Allies_Built" ); }, Command_Post_Allies_Destroyed = function( trigger ) { SetAvailableMapGoals( TEAM.AXIS, true, { "CALLARTILLERY_callarty_1", "ARTILLERY_S_arty_1", }); if ( Map.Gate ) { SetAvailableMapGoals( TEAM.AXIS, false, { "CALLARTILLERY_callarty_1", "ARTILLERY_S_arty_1", }); } Util.MapDebugPrint( "Command_Post_Allies_Destroyed" ); }, Command_Post_Axis_Built = function( trigger ) { Util.MapDebugPrint( "Command_Post_Axis_Built" ); }, Command_Post_Axis_Destroyed = function( trigger ) { Util.MapDebugPrint( "Command_Post_Axis_Destroyed" ); }, //First Part Door Door_Control_Destroyed = function( trigger ) { sleep(5); Groups.DisableAllies(Groups.group1); Groups.DisableAxis(Groups.group2); Groups.EnableAllies(Groups.group3); Groups.EnableAxis(Groups.group4); if ( Map.Talk && MAP_TALK ) { foreach ( id and bot in BotTable ) { team = bot.GetTeam(); if ( team == TEAM.ALLIES ) { r = RandRange(0,10); if( r < 2 ) { bot.ExecCommand("vsay_team FTAttack"); } else if( r > 8 ) { sleep(1.2); bot.SayVoice(VOICE.REINFORCE_OFF); } } else if ( team == TEAM.AXIS ) { r = RandRange(0,10); if( r < 2 ) { bot.SayVoice(VOICE.DEFEND_OBJECTIVE); } else if( r > 8 ) { sleep(1.2); bot.ExecCommand("vsay_team FTFallBack"); } } } } Util.MapDebugPrint( "Door_Control_Destroyed" ); }, //Rocket Controls Rocket_Controls_Destroyed = function( trigger ) { SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Rocket_Controls" ); SetAvailableMapGoals( TEAM.ALLIES, true, { "FLAG_rocketcontrol", "CAPPOINT_cap_2", }); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_d_cap_.*" ); if ( Map.Talk && MAP_TALK ) { foreach ( id and bot in BotTable ) { team = bot.GetTeam(); if ( team == TEAM.ALLIES ) { r = RandRange(0,10); if( r < 2 ) { bot.ExecCommand("vsay_team FTAttack"); } else if( r > 8 ) { sleep(1.2); bot.SayVoice(VOICE.MOVE); } } else if ( team == TEAM.AXIS ) { r = RandRange(0,10); if( r < 2 ) { bot.SayVoice(VOICE.DEFEND_OBJECTIVE); } else if( r > 8 ) { sleep(1.2); bot.SayVoice(VOICE.REINFORCE_DEF); } } } } Util.MapDebugPrint( "Rocket_Controls_Destroyed" ); }, rocketcontrol_Taken = function( trigger ) { Util.MapDebugPrint( "rocketcontrol_Taken" ); }, cap_2_Captured = function( trigger ) { ETUtil.WinningChat( TEAM.ALLIES ); ETUtil.LosingChat( TEAM.AXIS ); Util.MapDebugPrint( "cap_2_Captured" ); }, //Magnetic Doors powersupply_Taken = function( trigger ) { SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_d_supply_.*" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_d_alarm_.*" ); Util.MapDebugPrint( "powersupply_Taken" ); }, powersupply_Returned = function( trigger ) { SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_d_supply_.*" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_d_alarm_.*" ); Util.MapDebugPrint( "powersupply_Returned" ); }, gate_Opened = function( trigger ) { Gate = true; Map.Switches.Gate_Controls.LimitTeam = 0; sleep(10); Groups.DisableAllies(Groups.group3); Groups.DisableAxis(Groups.group4); Groups.EnableAllies(Groups.group5); Groups.EnableAxis(Groups.group6); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_d_alarm_.*" ); if ( Map.Talk && MAP_TALK ) { foreach ( id and bot in BotTable ) { team = bot.GetTeam(); if ( team == TEAM.ALLIES ) { r = RandRange(0,10); if( r < 2 ) { bot.ExecCommand("vsay_team FTFollowMe"); } else if( r > 8 ) { sleep(1.2); bot.SayVoice(VOICE.REINFORCE_OFF); } } else if ( team == TEAM.AXIS ) { r = RandRange(0,10); if( r < 2 ) { bot.SayVoice(VOICE.DEFEND_OBJECTIVE); } else if( r > 8 ) { sleep(1.2); bot.ExecCommand("vsay_team FTFallBack"); } } } } Util.MapDebugPrint( "gate_Opened" ); }, cap_1_Captured = function( trigger ) { Map.Switches.Gate_Controls.LimitTeam = (1<