/* =============================================================================== sp_delivery_te.gm script file Combination by: crapshoot - Red Dwarf - Stoned-Aimlezz for Omni-Bot v.0.71 - dated 05-11-2008 Some minor changes by d00d February 6th 2009: - added some routes - merged function Golddoorsclose with loading_doors_close - merged Golddoorsopen with loading_doors_open (same triggers were used) - fixed priority of some goals (initial settings were way too high in some cases) - sorted some of the lines in this script for readability =============================================================================== */ global Map = { MapName = "sp_delivery_te", Debug = false, // The Forward Bunker Flag Checkpoint_forwardbunkerflag = "CHECKPOINT_forwardbunkerflag", // Gold Bars Flag_axis_gold1 = "FLAG_axis_gold1", Flag_axis_gold2 = "FLAG_axis_gold2", // Buildable Gold Button Build_Door_Controls = "BUILD_Door_Controls", Plant_Door_Controls = "PLANT_Door_Controls", Goldbutton = "Goldbutton", // Dynomitable East + West Walls Plant_East_Wall = "PLANT_East_Wall", Plant_West_Wall = "PLANT_West_Wall", // Gold Cap Points - crapshoot Cappoint_Goldcap_1 = "CAPPOINT_Goldcap_1", Cappoint_Goldcap_2 = "CAPPOINT_Goldcap_2", // Keep track of some variables for reference cap1status = true, // available cap2status = true, // available FlagStat = 0, //1 allies, 0 axis ( or nobody ) WestStat = 0, EastStat = 0, DoorStat = 0, GoldStat = 0, ElevatorStatus = "Bottom", Defend = { MaxBots = 2, Users = {}, }, Switches = { Goldbutton = { Debug = false, Enabled = false, //crapshoot: set this to false, enabled when controls built Priority = 1.2, WaypointName = "Goldbutton", LimitBots = 2, LimitTeam = (1< 0 ) { Map.ElevatorStatus == "Moving"; Map.Switches.elevator.Enabled = false; } else { //Util.MapDebugPrint("opening"); Map.Switches.elevator.Enabled = true; } } }, Door_Controls_Built = function( trigger ) { //crapshoot: enable the button now Map.Switches.Goldbutton.Enabled = true; SetAvailableMapGoals( TEAM.ALLIES, true, "FLAG_axis_gold1" ); // Remove this goal since it can't be achieved Util.RemoveGoal("CHECKPOINT_forwardbunkerflag"); Util.RemoveGoal("BUILD_Door_Controls"); Util.MapDebugPrint( "^3Door Controls Built - ^1trigger" ); }, // The Loading doors : open loading_doors_open = function( trigger ) { Map.DoorStat = 1; SetAvailableMapGoals( TEAM.AXIS, false, "ATTACK_Axis_doordefense_.*" ); SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_Axisgoldcapdef_.*" ); SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_alliesdoorcontrolattack_.*" ); //SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_AlliesButtondefense.*" ); // leave these on SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_Axisgoldcapdef_.*" ); SetAvailableMapGoals( TEAM.ALLIES, false, "CAPPOINT_Fake_.*" ); Map.CheckCappoints(); Map.Switches.Goldbutton.LimitTeam = (1<