global Map = { Debug = false, Quiet = true, //set Talk to false if you don't want the bots talking ingame: Talk = true, Idol = false, Arrive = false, Door2open = false, Doorclose = true, Crane = false, SwitchOne = false, Ammo_Cabinet_t20 = "AMMOCAB_t20", Ammo_Cabinet_t24 = "AMMOCAB_t24", Ammo_Cabinet_t3 = "AMMOCAB_t3", Health_Cabinet_t22 = "HEALTHCAB_t22", Health_Cabinet_t4 = "HEALTHCAB_t4", Call_Artillery_ar_al_1 = "CALLARTILLERY_ar_al_1", Call_Artillery_ar_ax_1 = "CALLARTILLERY_ar_ax_1", Artillery_S_ar_al_1 = "ARTILLERY_S_ar_al_1", Artillery_S_ar_ax_1 = "ARTILLERY_S_ar_ax_1", Flag_idol = "FLAG_idol", Flag_staff = "FLAG_staff", Cappoint_cap1 = "CAPPOINT_cap1", Cappoint_cap2 = "CAPPOINT_cap2", Build_Allied_Command_Post = "BUILD_Allied_Command_Post", Build_Allied_MG42 = "BUILD_Allied_MG42", Build_Ark = "BUILD_Ark", Build_Axis_Command_Post = "BUILD_Axis_Command_Post", Build_Axis_MG42 = "BUILD_Axis_MG42", Build_Cave_Rock_Barrier = "BUILD_Cave_Rock_Barrier", Build_Rock_Barrier = "BUILD_Rock_Barrier", Build_Truck = "BUILD_Truck", Plant_Allied_Command_Post = "PLANT_Allied_Command_Post", Plant_Allied_MG42 = "PLANT_Allied_MG42", Plant_Ark = "PLANT_Ark", Plant_Axis_Command_Post = "PLANT_Axis_Command_Post", Plant_Axis_MG42 = "PLANT_Axis_MG42", Plant_Cave_Rock_Barrier = "PLANT_Cave_Rock_Barrier", Plant_Rock_Barrier = "PLANT_Rock_Barrier", Mount_766 = "MOUNTMG42_766", Mount_786 = "MOUNTMG42_786", Mount_Allied_MG42 = "MOUNTMG42_Allied_MG42", Mount_Axis_MG42 = "MOUNTMG42_Axis_MG42", Repair_766 = "REPAIRMG42_766", Repair_786 = "REPAIRMG42_786", Repair_Allied_MG42 = "REPAIRMG42_Allied_MG42", Repair_Axis_MG42 = "REPAIRMG42_Axis_MG42", Mobile_MG42_mg_axis_1 = "MOBILEMG42_mg_axis_1", Mover_truck = "MOVER_truck", Switches = { thecraneSwitch = { Enabled = true, WaypointName = "crane_switch", LimitBots = 1, LimitTeam = 0, // disabled initially. LimitClass = (1< 15 ) { sleep(3.0); Groups.DisableAllies(Groups.group1); Groups.EnableAllies(Groups.group3); Groups.DisableAxis(Groups.group2); Groups.EnableAxis(Groups.group4); Map.Door2open = true; Map.Templedoor = "open"; } Util.MapDebugPrint( "Templedoor is now: " + Map.Templedoor); }, sub_door_goto = function( trigger ) { vec = ToVector( trigger.Action ); //Switchdoor open if ( vec.z > 15 ) { Map.Switches.SubAccessDoorSwitch.LimitTeam = (1< 35 ) { sleep(1.0); Map.Lever = "up"; Map.Switches.SubAccessDoorSwitch.LimitTeam = (1< 5 ) { sleep(1.0); Map.Craneswitch = "up"; Map.Craneback = true; if ( Map.Hangar ) { Map.Switches.thecraneSwitch.LimitTeam = (1<