global Map = { Quiet = true, FocusPrimary = false, Switches = { door = { Enabled = true, Priority = 0, // paththrough WaypointName = "Door Switch", }, controls = { Enabled = false, Priority = 0.65, WaypointName = "Controls Switch", LimitTeam = (1< 0 ) { Map.DoorStatus = true; Map.Switches.door.Enabled = false; Util.MapDebugPrint("door opening", true); } //run some logic tests Map.evaluate_door(); }, }; global OnMapLoad = function() { Util.SetGoalPosition( -1084, 374, -286, "PLANT_Tunnel_Blockade" ); OnTrigger( "Allies have destroyed the Office Door", Map.Upper_Rocket_Bay_Door_Destroyed ); OnTrigger( "Planted at the Office Door.", Map.Upper_Rocket_Bay_Door_Planted ); OnTrigger( "Defused at the Office Door.", Map.Upper_Rocket_Bay_Door_Defused ); OnTrigger( "Allies have destroyed the Service Door", Map.Rocket_Bay_Emergency_Exit_Destroyed ); OnTrigger( "Planted at the Service Door.", Map.Rocket_Bay_Emergency_Exit_Planted ); OnTrigger( "Defused at the Service Door.", Map.Rocket_Bay_Emergency_Exit_Defused ); OnTrigger( "Allies have destroyed the Depot Side Wall", Map.Tunnel_Rubble_Destroyed ); OnTrigger( "Planted at the Tunnel Blockade.", Map.Tunnel_Rubble_Planted ); OnTrigger( "Defused at the Tunnel Blockade.", Map.Tunnel_Rubble_Defused ); OnTrigger( "The Allies have captured the Security Checkpoint!", Map.caveone_flag_Allies_Captured ); OnTrigger( "The Axis have have captured the Security Checkpoint!", Map.caveone_flag_Axis_Captured ); OnTrigger( "Allies have stolen the Key Card!", Map.Override_Key_Taken ); OnTrigger( "Flag returned axis_gold1!", Map.Override_Key_Returned ); OnTrigger( "rocdoor_lever1_goto", Map.door_lever ); OnTrigger( "rocdoor_right_goto", Map.door_trigger ); SetMapGoalProperties( "ATTACK_.*", {MinCampTime=15, MaxCampTime=30}); SetMapGoalProperties( "DEFEND_.*", {MinCampTime=15, MaxCampTime=30}); ETUtil.SetPrimaryGoals(1.0); SetAvailableMapGoals( TEAM.ALLIES, false, { "ATTACK_allies_del.*", "DEFEND_.*", Map.Plant_office, Map.Plant_service, }); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_axis_del_defend_.*" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_axis_spawn_defend_.*" ); // cs: disabled breaks defense SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_axis_flag_defend_.*" ); // cs: disabled breaks defense SetAvailableMapGoals( TEAM.AXIS, false, { "ATTACK_.*", Map.Checkpoint_caveone_flag, }); Util.DisableGoal("ROUTE_keydel[45]"); //this removes the goal, so the bots wont target it or anything Util.RemoveGoal("MOVER_train1"); Util.SetMaxUsersInProgress( 1, "DEFEND_.*" ); Util.SetMaxUsersInProgress( 1, "ATTACK_.*" ); Util.SetMaxUsersInProgress( 2, "CHECKPOINT_.*" ); //set up the switches Util.UpdateSwitchData(); MapRoutes = { FLAG_axis_gold1 = { ROUTE_allyspawn = { ROUTE_tunnel = {}, ROUTE_upper_axisspawn = {}, ROUTE_rocketarea = {}, }, ROUTE_forwardspawn = { ROUTE_tunnel = {}, //ROUTE_upper_axisspawn = {}, ROUTE_rocketarea = {}, }, }, CAPPOINT_92 = { ROUTE_keygrab = { ROUTE_keydel1 = {}, ROUTE_keydel2 = {}, ROUTE_keydel3 = {}, ROUTE_keydel5 = { ROUTE_keydel4 = {}, }, }, }, }; MapRoutes.ATTACK_Allies_Key_Attack_1 = MapRoutes.FLAG_axis_gold1; MapRoutes.ATTACK_Allies_Key_Attack_2 = MapRoutes.FLAG_axis_gold1; MapRoutes.ATTACK_Allies_Key_Attack_3 = MapRoutes.FLAG_axis_gold1; MapRoutes.ATTACK_Allies_Key_Attack_4 = MapRoutes.FLAG_axis_gold1; MapRoutes.ATTACK_Allies_Key_Attack_5 = MapRoutes.FLAG_axis_gold1; MapRoutes.ATTACK_Allies_Key_Attack_6 = MapRoutes.FLAG_axis_gold1; Util.Routes(MapRoutes); Util.MapDebugPrint( "OnMapLoad" ); };