/******************************************************** Original Waypoints and Script by MetalHead Updated by >WES< P!NNAN & >WES< GRANNY ********************************************************/ global Map = { Debug = 0, Talk = true, //set this to false if you wont bots talking ingame Quiet = true, NorthDoorStatus = "Allies!", SouthDoorStatus = "Allies!", GenDoorStatus = "Allies!", Ammo_Cabinet_t51 = "AMMOCAB_t51", Ammo_Cabinet_t65 = "AMMOCAB_t65", Ammo_Cabinet_t67 = "AMMOCAB_t67", Ammo_Cabinet_t69 = "AMMOCAB_t69", Ammo_Cabinet_t70 = "AMMOCAB_t70", Health_Cabinet_t52 = "HEALTHCAB_t52", Health_Cabinet_t64 = "HEALTHCAB_t64", Health_Cabinet_t66 = "HEALTHCAB_t66", Health_Cabinet_t68 = "HEALTHCAB_t68", Health_Cabinet_t71 = "HEALTHCAB_t71", Call_Artillery_ar_al_call_hill = "CALLARTILLERY_ar_al_call_hill", Call_Artillery_ar_al_call_start_1 = "CALLARTILLERY_ar_al_call_start_1", Call_Artillery_ar_al_call_start_2 = "CALLARTILLERY_ar_al_call_start_2", Call_Artillery_ar_al_call_beach = "CALLARTILLERY_ar_al_call_beach", Call_Artillery_ar_al_call_beachroof = "CALLARTILLERY_ar_al_call_beachroof", Call_Artillery_ally_fops_def2 = "CALLARTILLERY_ally_fops_def2", Call_Artillery_axis_arty_att1 = "CALLARTILLERY_axis_arty_att1", Call_Artillery_axis_fops1 = "CALLARTILLERY_axis_fops1", Artillery_D_arty_def3 = "ARTILLERY_D_arty_def3", Artillery_D_ar_al_hill = "ARTILLERY_D_ar_al_hill", Artillery_D_ar_al_beach = "ARTILLERY_D_ar_al_beach", Artillery_S_ar_al_start = "ARTILLERY_S_ar_al_start", Artillery_S_ar_al_beach_1 = "ARTILLERY_S_ar_al_beach_1", Artillery_S_ally_arty_att1 = "ARTILLERY_S_ally_arty_att1", Artillery_S_arty_att_def_1 = "ARTILLERY_S_arty_att_def_1", Artillery_S_arty_def1 = "ARTILLERY_S_arty_def1", Artillery_S_axis_arty_att = "ARTILLERY_S_axis_arty_att", Artillery_S_mine10 = "ARTILLERY_S_mine10", Checkpoint_forward_spawn = "CHECKPOINT_forward_spawn", Flag_amplifier_flag = "FLAG_amplifier_flag", Cappoint_Dropoff = "CAPPOINT_Dropoff", Build_Beach_Command_Post = "BUILD_Beach_Command_Post", Build_HQ_Command_Post = "BUILD_HQ_Command_Post", Build_fence_door = "BUILD_fence_door", Build_generator = "BUILD_generator", Build_generator_teamdoor = "BUILD_generator_teamdoor", Build_heavy_door_reinforcement = "BUILD_heavy_door_reinforcement", Build_ladder = "BUILD_ladder", Build_north_teamdoor = "BUILD_north_teamdoor", Build_south_teamdoor = "BUILD_south_teamdoor", Build_north_teamdoor_1 = "BUILD_north_teamdoor_1", Build_south_teamdoor_1 = "BUILD_south_teamdoor_1", Build_tower = "BUILD_tower", Plant_Beach_Command_Post = "PLANT_Beach_Command_Post", Plant_HQ_Command_Post = "PLANT_HQ_Command_Post", Plant_fence_door = "PLANT_fence_door", Plant_generator = "PLANT_generator", Plant_generator_teamdoor = "PLANT_generator_teamdoor", Plant_heavy_door_reinforcement = "PLANT_heavy_door_reinforcement", Plant_heavy_door = "PLANT_heavy_door", Plant_ladder = "PLANT_ladder", Plant_tower = "PLANT_tower", Mount_681 = "MOUNTMG42_681", Mount_682 = "MOUNTMG42_682", Mount_683 = "MOUNTMG42_683", Mount_684 = "MOUNTMG42_684", Mount_HQ_Command_Post = "MOUNTMG42_HQ_Command_Post", Repair_681 = "REPAIRMG42_681", Repair_682 = "REPAIRMG42_682", Repair_683 = "REPAIRMG42_683", Repair_684 = "REPAIRMG42_684", Repair_HQ_Command_Post = "REPAIRMG42_HQ_Command_Post", Mobile_MG42_al_mg_tunnel = "MOBILEMG42_al_mg_tunnel", Mobile_MG42_al_mg_hill = "MOBILEMG42_al_mg_hill", Mobile_MG42_ally_fops_def1 = "MOBILEMG42_ally_fops_def1", Mobile_MG42_ally_fops_def2 = "MOBILEMG42_ally_fops_def2", Mobile_MG42_ally_snipe1 = "MOBILEMG42_ally_snipe1", Mobile_MG42_ally_snipe_def1 = "MOBILEMG42_ally_snipe_def1", Mobile_MG42_ally_snipe_def2 = "MOBILEMG42_ally_snipe_def2", Mobile_MG42_axis_snipe1 = "MOBILEMG42_axis_snipe1", Mobile_MG42_bunker_def_1 = "MOBILEMG42_bunker_def_1", Mobile_MG42_bunker_def_2 = "MOBILEMG42_bunker_def_2", Mobile_MG42_bunker_def_al1 = "MOBILEMG42_bunker_def_al1", Mobile_MG42_bunker_def_ax1 = "MOBILEMG42_bunker_def_ax1", MobileMortar_mo_al_beach = "MOBILEMORTAR_mo_al_beach", Snipe_ally_fops_def1 = "SNIPE_ally_fops_def1", Snipe_ally_snipe1 = "SNIPE_ally_snipe1", Snipe_ally_snipe_def1 = "SNIPE_ally_snipe_def1", Snipe_ally_snipe_def2 = "SNIPE_ally_snipe_def2", Snipe_axis_snipe1 = "SNIPE_axis_snipe1", Snipe_bunker_def_1 = "SNIPE_bunker_def_1", Snipe_bunker_def_2 = "SNIPE_bunker_def_2", Navigation = { towerpt = { navigate = function(_this) { _this.Bot.HoldButton(BTN.FORWARD, 3.5); sleep(3.5); }, }, outerladderpt = { navigate = function(_this) { _this.Bot.HoldButton(BTN.FORWARD, 3); sleep(3); }, }, ropept = { navigate = function(_this) { _this.Bot.HoldButton(BTN.FORWARD, 6); sleep(6); }, }, fencegate = { navigate = function(_this) { _this.Bot.HoldButton(BTN.CROUCH, 3); sleep(1); }, }, waterexitpt = { navigate = function(_this) { _this.Bot.HoldButton(BTN.FORWARD, 3); sleep(3); }, }, waterentrancept = { navigate = function(_this) { _this.Bot.HoldButton(BTN.FORWARD, 3); sleep(3); }, }, }, //CP stuff Allied_Beach_Command_Post_Built = function( trigger ) { Util.MapDebugPrint( "Beach_Command_Post_Built" ); }, Axis_Beach_Command_Post_Built = function( trigger ) { Util.MapDebugPrint( "Beach_Command_Post_Built" ); }, Allied_HQ_Command_Post_Built = function( trigger ) { SetGoalPriority( Map.Build_HQ_Command_Post, 0.9, TEAM.ALLIES ); Util.MapDebugPrint( "HQ_Command_Post_Built" ); }, Axis_HQ_Command_Post_Built = function( trigger ) { //axis secured bunker spawn Groups.DisableAllies(Groups.group3); Groups.EnableAllies(Groups.group5); Groups.DisableAxis(Groups.group4); Groups.EnableAxis(Groups.group6); SetAvailableMapGoals(TEAM.ALLIES, false, "BUILD_south_teamdoor_allied"); SetGoalPriority( Map.Plant_HQ_Command_Post, 0.79, TEAM.ALLIES, CLASS.ENGINEER ); SetGoalPriority( Map.Plant_HQ_Command_Post, 0.7, TEAM.ALLIES, CLASS.COVERTOPS ); Util.MapDebugPrint( "HQ_Command_Post_Built" ); }, Allied_Beach_Command_Post_Destroyed = function( trigger ) { Util.MapDebugPrint( "Beach_Command_Post_Destroyed" ); }, Axis_Beach_Command_Post_Destroyed = function( trigger ) { Util.MapDebugPrint( "Beach_Command_Post_Destroyed" ); }, Allied_HQ_Command_Post_Destroyed = function( trigger ) { Util.MapDebugPrint( "HQ_Command_Post_Destroyed" ); }, Axis_HQ_Command_Post_Destroyed = function( trigger ) { Util.MapDebugPrint( "HQ_Command_Post_Destroyed" ); }, SetDoor = function(name,axis) { Wp.SetWaypointFlag(name + "door", "team1", axis); Wp.SetWaypointFlag(name + "door", "team2", !axis); }, //teamdoors and doors generator_teamdoor_Built = function( trigger ) { SetAvailableMapGoals(TEAM.ALLIES, true, "BUILD_generator_teamdoor_allied"); Map.GenDoorStatus = "Axis!"; //close path for allies now Map.SetDoor("generator", true); Util.MapDebugPrint( "GenDoor is now hold by " + Map.GenDoorStatus ); }, generator_teamdoor_Destroyed = function( trigger ) { SetAvailableMapGoals(TEAM.ALLIES, false, "BUILD_generator_teamdoor_allied"); Map.GenDoorStatus = "Allies!"; //open path for allies now Map.SetDoor("generator", false); Util.MapDebugPrint( "GenDoor is now hold by " + Map.GenDoorStatus ); }, north_teamdoor_Built = function( trigger ) { Map.NorthDoorStatus = "Axis!"; //open path now for axis Map.SetDoor("north", true); if ( Map.Talk && MAP_TALK ) { foreach ( id and bot in BotTable ) { if ( bot.GetTeam() == TEAM.AXIS ) { r = RandRange(0,10); if( r < 2 ) { bot.SayVoice(VOICE.PATH_CLEARED); } else if( r > 8 ) { sleep(1.2); bot.ExecCommand("vsay_team FTAttack"); } } if ( bot.GetTeam() == TEAM.ALLIES ) { r = RandRange(0,10); if( r < 2 ) { bot.SayVoice(VOICE.REINFORCE_DEF); } else if( r > 8 ) { sleep(1.2); bot.ExecCommand("vsay_team FTFallBack"); } } } } Util.MapDebugPrint( "NorthDoor is now hold by " + Map.NorthDoorStatus ); }, north_teamdoor_1_Built = function( trigger ) { Map.NorthDoorStatus = "Allies!"; //open path now for allies Map.SetDoor("north", false); Util.MapDebugPrint( "NorthDoor is now hold by " + Map.NorthDoorStatus ); }, south_teamdoor_Built = function( trigger ) { SetAvailableMapGoals(TEAM.ALLIES, true, "BUILD_south_teamdoor_allied"); Map.SouthDoorStatus = "Axis!"; Map.SetDoor("south", true); if ( Map.Talk && MAP_TALK ) { foreach ( id and bot in BotTable ) { if ( bot.GetTeam() == TEAM.AXIS ) { r = RandRange(0,10); if( r < 2 ) { bot.SayVoice(VOICE.PATH_CLEARED); } else if( r > 8 ) { sleep(1.2); bot.ExecCommand("vsay_team FTAttack"); } } if ( bot.GetTeam() == TEAM.ALLIES ) { r = RandRange(0,10); if( r < 2 ) { bot.SayVoice(VOICE.REINFORCE_DEF); } else if( r > 8 ) { sleep(1.2); bot.ExecCommand("vsay_team FTFallBack"); } } } } Util.MapDebugPrint( "SouthDoor is now hold by " + Map.SouthDoorStatus ); }, south_teamdoor_Destroyed = function( trigger ) { SetAvailableMapGoals(TEAM.ALLIES, false, "BUILD_south_teamdoor_allied"); Map.SouthDoorStatus = "Allies!"; //open path now for axis Map.SetDoor("south", false); Util.MapDebugPrint( "SouthDoor is now hold by " + Map.SouthDoorStatus ); }, fence_door_Built = function( trigger ) { Wp.SetWaypointFlag("Fencedoor","team2",true); Util.MapDebugPrint( "fence_door_Built" ); }, fence_door_Destroyed = function( trigger ) { Wp.SetWaypointFlag("Fencedoor","team2",false); Util.MapDebugPrint( "fence_door_Destroyed" ); }, heavy_door_reinforcement_Built = function( trigger ) { Util.MapDebugPrint( "heavy_door_reinforcement_Built" ); }, heavy_door_reinforcement_Destroyed = function( trigger ) { Util.MapDebugPrint( "heavy_door_reinforcement_Destroyed" ); }, heavy_door_Destroyed = function( trigger ) { Util.MapDebugPrint( "heavy_door_Destroyed" ); }, //tower and ladder ladder_Built = function( trigger ) { Util.MapDebugPrint( "ladder_Built" ); }, ladder_Destroyed = function( trigger ) { Util.MapDebugPrint( "ladder_Destroyed" ); }, tower_Built = function( trigger ) { Util.MapDebugPrint( "tower_Built" ); }, tower_Destroyed = function( trigger ) { Util.MapDebugPrint( "tower_Destroyed" ); }, //Obj stuff roof_Destroyed = function( trigger ) { SetAvailableMapGoals(TEAM.AXIS, false, "DYNAMITE_roof"); if ( Map.Talk && MAP_TALK ) { foreach ( id and bot in BotTable ) { if ( bot.GetTeam() == TEAM.AXIS ) { r = RandRange(0,10); if( r < 2 ) { bot.SayVoice(VOICE.LETS_GO); } else if( r > 8 ) { sleep(1.2); bot.ExecCommand("vsay_team FTAttack"); } } if ( bot.GetTeam() == TEAM.ALLIES ) { r = RandRange(0,10); if( r < 2 ) { bot.SayVoice(VOICE.INCOMING); } else if( r > 8 ) { sleep(1.2); bot.ExecCommand("vsay_team FTFallBack"); } } } } Util.MapDebugPrint( "roof_Destroyed" ); }, generator_Built = function( trigger ) { Util.MapDebugPrint( "generator_Built" ); }, generator_Destroyed = function( trigger ) { Util.MapDebugPrint( "generator_Destroyed" ); }, amplifier_flag_Taken = function( trigger ) { Util.MapDebugPrint( "amplifier_flag_Taken" ); }, amplifier_flag_Returned = function( trigger ) { Util.MapDebugPrint( "amplifier_flag_Returned" ); }, CAPPOINT_Dropoff_Captured = function( trigger ) { Util.MapDebugPrint( "CAPPOINT_Dropoff_Captured" ); }, //spawnstuff forward_spawn_Axis_Captured = function( trigger ) { Util.MapDebugPrint( "forward_spawn_Axis_Captured" ); }, forward_spawn_Allies_Captured = function( trigger ) { Util.MapDebugPrint( "forward_spawn_Allies_Captured" ); }, //OnAxisWin count_off = function( trigger ) { ETUtil.WinningChat( TEAM.AXIS ); ETUtil.LosingChat( TEAM.ALLIES ); Util.MapDebugPrint( "count_off", true ); }, }; global OnMapLoad = function() { OnTrigger( "^6Axis Beach Command Post constructed.", Map.Axis_Beach_Command_Post_Built ); OnTrigger( "^6Allied Beach Command Post constructed.", Map.Allied_Beach_Command_Post_Built ); OnTrigger( "^6Axis HQ Command Post constructed. Charge speed increased!", Map.Axis_HQ_Command_Post_Built ); OnTrigger( "^6Allied HQ Command Post constructed. Charge speed increased!", Map.Allied_HQ_Command_Post_Built ); OnTrigger( "^1Allied team has rebuild the fence door!", Map.fence_door_Built ); OnTrigger( "^1Axis team has fixed the generator!", Map.generator_Built ); OnTrigger( "^1Axis team has fixed the generator teamdoor!", Map.generator_teamdoor_Built ); OnTrigger( "^1Allied team has reinforced the heavy door!", Map.heavy_door_reinforcement_Built ); OnTrigger( "^1Axis team has built the ladder!", Map.ladder_Built ); OnTrigger( "^1Axis team has fixed the north teamdoor!", Map.north_teamdoor_Built ); OnTrigger( "^1Allied team has fixed the north teamdoor!", Map.north_teamdoor_1_Built ); OnTrigger( "^1Axis team has fixed the south teamdoor!", Map.south_teamdoor_Built ); OnTrigger( "^1Axis team has built the tower!", Map.tower_Built ); OnTrigger( "^6Axis team has destroyed the Allied Beach Command Post!", Map.Allied_Beach_Command_Post_Destroyed ); OnTrigger( "^6Axis team has destroyed the Allied HQ Command Post!", Map.Allied_HQ_Command_Post_Destroyed ); OnTrigger( "^6Allied team has destroyed the Axis Beach Command Post.", Map.Axis_Beach_Command_Post_Destroyed ); OnTrigger( "^6Allied team has destroyed the Axis HQ Command Post!", Map.Axis_HQ_Command_Post_Destroyed ); OnTrigger( "^1Axis team has blown the fence door!", Map.fence_door_Destroyed ); OnTrigger( "^1Allied team has disabled the generator!", Map.generator_Destroyed ); OnTrigger( "^1Axis have destroyed the bunker roof!", Map.roof_Destroyed ); OnTrigger( "^1Allied team has fixed the generator teamdoor!", Map.generator_teamdoor_Destroyed ); OnTrigger( "^1Allied team has fixed the south teamdoor!", Map.south_teamdoor_Destroyed ); OnTrigger( "^1Axis team has destroyed the heavy door reinforcement!", Map.heavy_door_reinforcement_Destroyed ); OnTrigger( "^1Axis have destroyed the heavy door!", Map.heavy_door_Destroyed ); OnTrigger( "^1Allied team has destroyed the ladder!", Map.ladder_Destroyed ); OnTrigger( "^1Allied team has destroyed the tower!", Map.tower_Destroyed ); OnTrigger( "^1Axis has taken the amplifier", Map.amplifier_flag_Taken ); OnTrigger( "^1The amplifier has been returned", Map.amplifier_flag_Returned ); OnTrigger( "^1The amplifier has been taken to the relay-station", Map.CAPPOINT_Dropoff_Captured ); OnTrigger( "^1Axis captured the old shed!", Map.forward_spawn_Axis_Captured ); OnTrigger( "^1Axis lost the old shed!", Map.forward_spawn_Allies_Captured ); OnTrigger( "^1Artillery on beach ^1!^3!^1!^3!^1!^3!^1!^3!^1!^3!", Map.count_off ); //Priority Main goals SetGoalPriority( "DYNAMITE_roof", 0.9 ); SetGoalPriority( "FLAG_amplifier_flag", 0.7 ); SetGoalPriority( Map.Plant_HQ_Command_Post, 0.9 ); SetGoalPriority( Map.Build_HQ_Command_Post, 0.91, TEAM.ALLIES ); //set offset for better reachable Util.SetGoalOffset( 1000, 0, -100, "PLANT_tower" ); Util.AddUsePoint( "BUILD_south_teamdoor", {Vec3(254.125, -2074.529, -147.875), Vec3(204.079, -2068.382, -147.875),}); Util.AddUsePoint( "BUILD_north_teamdoor", {Vec3(206.088, -1367.528, -147.875), Vec3(255.107, -1367.565, -147.875),}); Util.AddUsePoint( "BUILD_north_teamdoor_1", {Vec3(206.088, -1367.528, -147.875), Vec3(255.107, -1367.565, -147.875),}); Util.AddUsePoint( "BUILD_generator_teamdoor", {Vec3(-2319.241, -2675.350, -555.875), Vec3(-2323.889, -2589.581, -555.640),}); Util.AddUsePoint( "PLANT_fence_door", {Vec3(-1763.873, -2387.850, -555.875), Vec3(-1756.495, -2453.593, -551.875),}); //close path , we will open it later if maindoors are destroyed Map.SetDoor("north", false); Map.SetDoor("south", false); Map.SetDoor("generator", false); Wp.SetWaypointFlag("Fencedoor","team2",false); //set max users for goals Util.SetMaxUsersInProgress( 2, "BUILD.*" ); Util.SetMaxUsersInProgress( 1, "BUILD.*teamdoor.*" ); Util.SetMaxUsersInProgress( 2, "PLANT.*" ); Util.SetMaxUsersInProgress( 1, "DEFEND_.*" ); Util.SetMaxUsersInProgress( 2, "CHECKPOINT_.*" ); Util.SetMaxUsersInProgress( 1, ".*MG42.*" ); SetMapGoalProperties( "MOBILEMG42_.*", {MinCampTime=120, MaxCampTime=120}); SetMapGoalProperties( "SNIPE_.*", {MinCampTime=60, MaxCampTime=120}); SetMapGoalProperties( "ATTACK_.*", {MinCampTime=30, MaxCampTime=60}); SetMapGoalProperties( "DEFEND_.*", {MinCampTime=60, MaxCampTime=120}); Util.DisableGoal(".*", true); Util.EnableGoal("AMMOCAB.*"); Util.EnableGoal("HEALTHCAB.*"); SetAvailableMapGoals(TEAM.ALLIES, false, "HEALTHCAB_t64"); //hack to fix stuckage at north door //enable part 1 goals Groups.EnableAllies(Groups.group1); Groups.EnableAllies(Groups.group3); Groups.EnableAxis(Groups.group2); Groups.EnableAxis(Groups.group4); //Routes MapRoutes = { PLANT_HQ_Command_Post = { ROUTE_axis_spawn = { ROUTE_ladd_tow = { ROUTE_tower = {}, }, }, ROUTE_axis_spawn2 = { ROUTE_ladd_tow = { ROUTE_tower = {}, }, }, ROUTE_axis_flag = { ROUTE_tower = {}, }, ROUTE_a_beach_1 = { ROUTE_beach_cp = { ROUTE_water_exit2 = { ROUTE_water_exit1 = { ROUTE_r_hq_exit = {}, }, }, }, }, ROUTE_bunker_inside = { ROUTE_bunker_door_front = { ROUTE_r_hq_exit = {}, }, }, ROUTE_allyspawn = { ROUTE_tunnel_entrance = { ROUTE_tunnel_exit = { ROUTE_r_hq_exit = {}, }, }, }, }, FLAG_amplifier_flag = { ROUTE_axis_spawn = { ROUTE_axis_water = {}, }, ROUTE_axis_spawn2 = { ROUTE_axis_water = {}, }, ROUTE_axis_flag = { ROUTE_axis_water = {}, }, ROUTE_bunker_inside = { ROUTE_tunnel_exit = { ROUTE_tunnel_entrance = { ROUTE_cabinet = {}, }, }, }, }, CAPPOINT_Dropoff = { ROUTE_r_obj = { ROUTE_r_obj_split = { ROUTE_r_beach_top = { ROUTE_r_water_way = { ROUTE_r_water_tunnel = { ROUTE_r_water_exit = { ROUTE_arty_att_1 = {}, }, }, }, }, }, }, }, PLANT_generator = { ROUTE_allyspawn = { ROUTE_tunnel_entrance = { ROUTE_tunnel_exit = { ROUTE_r_generator_room = {}, }, }, }, }, }; Util.Routes(MapRoutes); Util.MapDebugPrint( "Omni-bot map script for " + GetMapName() + " executed." ); }; global OnBotJoin = function( bot ) { bot.TargetBreakableDist = 100.0; }; global Groups = { //Allied group1 = { Map.Build_HQ_Command_Post, Map.Plant_HQ_Command_Post, Map.Build_Beach_Command_Post, Map.Plant_Beach_Command_Post, Map.Plant_generator, Map.Build_heavy_door_reinforcement, Map.Build_fence_door, "PLANTMINE_.*", Map.Mobile_MG42_al_mg_hill, }, //Axis group2 = { Map.Build_HQ_Command_Post, Map.Plant_HQ_Command_Post, Map.Build_Beach_Command_Post, Map.Cappoint_Dropoff, }, //Allied east group3 = { Map.Plant_ladder, Map.Plant_tower, Map.Checkpoint_forward_spawn, Map.Build_north_teamdoor_1, Map.Call_Artillery_ar_al_call_start_1, Map.Call_Artillery_ar_al_call_start_2, Map.Artillery_S_arty_def1, Map.Artillery_S_ar_al_start, Map.Artillery_D_arty_def3, Map.Mobile_MG42_al_mg_hill, "DEFEND_roof.*", "DEFEND_bunker1.*", "DEFEND_ally_def.*", }, //Axis east group4= { "DYNAMITE_roof", Map.Build_ladder, Map.Build_tower, Map.Checkpoint_forward_spawn, Map.Build_north_teamdoor, Map.Build_south_teamdoor, "ATTACK_a_bunker.*", "SNIPE_axis.*" }, //Allied west group5 = { Map.Mobile_MG42_al_mg_tunnel, Map.Call_Artillery_ar_al_call_hill, Map.Call_Artillery_ar_al_call_beach, Map.Call_Artillery_ar_al_call_beachroof, Map.Artillery_S_ally_arty_att1, Map.Artillery_D_ar_al_hill, Map.Artillery_D_ar_al_beach, "MOBILEMORTAR_mo_al_beach.*", Map.Mobile_MG42_al_mg_tunnel, "DEFEND_beach_cp.*", "SNIPE_ally.*" }, //Axis west group6= { Map.Plant_Beach_Command_Post, Map.Flag_amplifier_flag, Map.Build_generator, Map.Plant_heavy_door_reinforcement, Map.Plant_fence_door, Map.Build_generator_teamdoor, ".*MG42_338", ".*MG42_339", "ATTACK_a_Beach.*", "SNIPE_bunker.*", "MOBILEMG42_bunker_def_1", }, EnableAllies = function(group) { foreach (goal in group) { SetAvailableMapGoals( TEAM.ALLIES, true, goal ); Util.MapDebugPrint("EnableAllies: enabling " + goal, true); } }, EnableAxis = function(group) { foreach (goal in group) { SetAvailableMapGoals( TEAM.AXIS, true, goal ); Util.MapDebugPrint("EnableAxis: enabling " + goal, true); } }, DisableAllies = function(group) { foreach (goal in group) { SetAvailableMapGoals( TEAM.ALLIES, false, goal ); Util.MapDebugPrint("DisableAllies: disabling " + goal, true); } }, DisableAxis = function(group) { foreach (goal in group) { SetAvailableMapGoals( TEAM.AXIS, false, goal ); Util.MapDebugPrint("DisableAxis: disabling " + goal, true); } }, };