// No defend or route goals on waypoints but added into the script global Map = { controls_Built = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "controls_Built" ); }, doorcontrols_Built = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "doorcontrols_Built" ); }, axis_compost_built_Built = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "axis_compost_built_Built" ); }, tank_construct_Built = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "tank_construct_Built" ); }, thebridge_Built = function( trigger ) { Util.MapDebugPrint( "thebridge_Built" ); }, allied_compost_built_Built = function( trigger ) { SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Bridge" ); SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_generator" ); SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Gun_Controls" ); SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_side_entrance" ); // SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_gun1" ); // SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_gun2" ); // SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_dyno5" ); ETUtil.EnableGoal("AMMOCAB.*"); ETUtil.EnableGoal("HEALTHCAB.*"); Util.MapDebugPrint( "allied_compost_built_Built" ); }, maingate_Destroyed = function( trigger ) { Util.MapDebugPrint( "maingate_Destroyed" ); }, doorcontrols_Destroyed = function( trigger ) { Util.MapDebugPrint( "doorcontrols_Destroyed" ); }, controls_Destroyed = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "controls_Destroyed" ); }, maindoors_blown = function( trigger ) { // SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_gun3" ); // SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_gun4" ); Util.MapDebugPrint( "maindoors_blown" ); }, thebridge_Destroyed = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "thebridge_Destroyed" ); }, allied_compost_built_Destroyed = function( trigger ) { Util.MapDebugPrint( "allied_compost_built_Destroyed" ); }, }; global OnMapLoad = function() { if ( TestMapOn ) { ETUtil.AutoTestMap(); } OnTrigger( "MISSING_STRING", Map.axis_compost_built_Built ); OnTrigger( "MISSING_STRING", Map.controls_Built ); OnTrigger( "MISSING_STRING", Map.doorcontrols_Built ); OnTrigger( "Allied team has destroyed the Bunker Doors!", Map.maindoors_blown ); OnTrigger( "Allied team has reinforced the Bridge!", Map.thebridge_Built ); OnTrigger( "allies_hq_compost_constructed", Map.allied_compost_built_Built ); OnTrigger( "MISSING_STRING", Map.tank_construct_Built ); OnTrigger( "allies_hq_compost_damaged", Map.allied_compost_built_Destroyed ); OnTrigger( "Allies have breached the side entrance!", Map.maingate_Destroyed ); OnTrigger( "MISSING_STRING", Map.thebridge_Destroyed ); OnTrigger( "MISSING_STRING", Map.controls_Destroyed ); OnTrigger( "Allies team has destroyed the Door Controls Generator", Map.doorcontrols_Destroyed ); Util.SetGoalOffset( 10, -100, 0, "PLANT_side_entrance" ); SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_generator" ); SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Gun_Controls" ); SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_side_entrance" ); SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Command_Post" ); SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Command_Post" ); // SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_gun1" ); // SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_gun2" ); // SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_gun3" ); // SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_gun4" ); // SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_gun3" ); // SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_gun4" ); // SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_gun1" ); // SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_gun2" ); // SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_dyno5" ); // SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_dyno5" ); Util.SetGoalOffset( 0, 0, 150, "PLANT_Bridge" ); Util.DisableGoal("AMMOCAB.*"); Util.DisableGoal("HEALTHCAB.*"); /* print("Configuring Routes"); Maproutes = { MAP_CONSTRUCTION_thebridge = { ROUTE_spawn2 = { ROUTE_bridge1 = {}, ROUTE_bridge2 = {}, ROUTE_tank1 = {}, }, }, DEFEND_gun1 = { ROUTE_spawn3 = { Weight = 5, ROUTE_gun_route = {}, ROUTE_gun_route2 = {}, ROUTE_gun_route3 = {}, }, }, MAP_DYNAMITE_TARGET_controls = { ROUTE_alspawn3 = { ROUTE_control1 = {}, Weight = 5, ROUTE_control2 = { ROUTE_gunroute2 = {}, ROUTE_gunroute3 = { ROUTE_gunroute = {}, }, }, }, }, }; Maproutes.DEFEND_gun2 = Maproutes.DEFEND_gun1; Maproutes.ROUTE_alspawn = Maproutes.alspawn3; Maproutes.ROUTE_alspawn2 = Maproutes.alspawn3; Maproutes.DEFEND_gun3 = Maproutes.MAP_DYNAMITE_TARGET_controls; Maproutes.DEFEND_gun4 = Maproutes.MAP_DYNAMITE_TARGET_controls; Maproutes.MAP_CONSTRUCTION_allied_compost_built = Maproutes.MAP_CONSTRUCTION_thebridge; Util.Routes(Maproutes); */ Util.MapDebugPrint( "OnMapLoad" ); }; // Uncomment for shootable breakables global OnBotJoin = function( bot ) { bot.TargetBreakableDist = 300.0; };