//========================================================================================== // // towerandslider_ctf_beta.gm // towerandslider_ctf_beta_goals.gm // towerandslider_ctf_beta.way // // Who When What //------------------------------------------------------------------------------------------ // Qiki 06.06.2012 Final release // //========================================================================================== // global Map = { Debug = 0, Gold_AL21SW_Taken = false, Gold_AX17SW_Taken = false, //Golds which have to be stolen by allies Gold_AL15NE_Taken = false, Gold_AX21NE_Taken = false, Gold_AL17NE_Taken = false, //Golds which have to be stolen by axis Gold_AX15SW_Taken = false, Navigation = { // /bot waypoint_setproperty paththrough Navigation_PT:a a = { navigate = function(_this) { wpTable = {}; Wp.GetWaypointByName("A", wpTable); if ( _this.Goto(wpTable.position) == EVENT.PATH_SUCCESS ) { _this.AddAimRequest(Priority.VeryHigh, "facing", wpTable.facing); sleep(0.7); _this.Bot.HoldButton(BTN.USE, 0.8); sleep(4); } }, }, // /bot waypoint_setproperty paththrough Navigation_PT:b b = { navigate = function(_this) { wpTable = {}; Wp.GetWaypointByName("B", wpTable); if ( _this.Goto(wpTable.position) == EVENT.PATH_SUCCESS ) { _this.AddAimRequest(Priority.VeryHigh, "facing", wpTable.facing); sleep(0.7); _this.Bot.HoldButton(BTN.USE, 0.8); sleep(4); _this.Bot.HoldButton(BTN.JUMP, 0.5); sleep(0,5); } }, }, }, AX01SE_Door_Built_By_Allies = function( trigger ) { Wp.SetWaypointFlag( "Door_3", "door", true ); Wp.SetWaypointFlag( "Door_4", "door", true ); Wp.SetWaypointFlag( "Door_3", "allies", true ); Wp.SetWaypointFlag( "Door_4", "allies", true ); Wp.SetWaypointFlag( "Door_3", "axis", false ); Wp.SetWaypointFlag( "Door_4", "axis", false ); Util.MapDebugPrint( "AX01SE_Door_Built_By_Allies" ); }, AX01SE_Door_Built_By_Axis = function( trigger ) { Wp.SetWaypointFlag( "Door_3", "door", true ); Wp.SetWaypointFlag( "Door_4", "door", true ); Wp.SetWaypointFlag( "Door_3", "allies", false ); Wp.SetWaypointFlag( "Door_4", "allies", false ); Wp.SetWaypointFlag( "Door_3", "axis", true ); Wp.SetWaypointFlag( "Door_4", "axis", true ); Util.MapDebugPrint( "AX01SE_Door_Built_By_Axis" ); }, AL01NW_Door_Built_By_Axis = function( trigger ) { Wp.SetWaypointFlag( "Door_7", "door", true ); Wp.SetWaypointFlag( "Door_8", "door", true ); Wp.SetWaypointFlag( "Door_7", "axis", true ); Wp.SetWaypointFlag( "Door_8", "axis", true ); Wp.SetWaypointFlag( "Door_7", "allies", false ); Wp.SetWaypointFlag( "Door_8", "allies", false ); Util.MapDebugPrint( "AL01NW_Door_Built_By_Axis" ); }, AL01NW_Door_Built_By_Allies = function( trigger ) { Wp.SetWaypointFlag( "Door_7", "door", true ); Wp.SetWaypointFlag( "Door_8", "door", true ); Wp.SetWaypointFlag( "Door_7", "axis", false ); Wp.SetWaypointFlag( "Door_8", "axis", false ); Wp.SetWaypointFlag( "Door_7", "allies", true ); Wp.SetWaypointFlag( "Door_8", "allies", true ); Util.MapDebugPrint( "AL01NW_Door_Built_By_Allies" ); }, AL16NW_Fence_Built_By_Axis = function( trigger ) { Wp.SetWaypointFlag( "Fence_2", "allies", false ); Wp.SetWaypointFlag( "Fence_2", "axis", true ); Wp.SetWaypointFlag( "Fence_2", "door", true ); Wp.SetWaypointFlag( "Fence_4", "allies", false ); Wp.SetWaypointFlag( "Fence_4", "axis", true ); Wp.SetWaypointFlag( "Fence_4", "door", true ); Util.MapDebugPrint( "AL16NW_Fence_Built_By_Axis" ); }, AL16NW_Fence_Built_By_Allies = function( trigger ) { Wp.SetWaypointFlag( "Fence_2", "allies", true ); Wp.SetWaypointFlag( "Fence_2", "axis", false ); Wp.SetWaypointFlag( "Fence_2", "door", true ); Wp.SetWaypointFlag( "Fence_4", "allies", true ); Wp.SetWaypointFlag( "Fence_4", "axis", false ); Wp.SetWaypointFlag( "Fence_4", "door", true ); Util.MapDebugPrint( "AL16NW_Fence_Built_By_Allies" ); }, AL18NE_Wall_Built_By_Allies = function( trigger ) { Wp.SetWaypointFlag( "Wall_3", "allies", true ); Wp.SetWaypointFlag( "A", "allies", true ); Wp.SetWaypointFlag( "A", "closed", false ); Wp.SetWaypointFlag( "Wall_3", "axis", false ); Wp.SetWaypointFlag( "Wall_3", "door", true ); Wp.SetWaypointFlag( "Wall_4", "allies", true ); Wp.SetWaypointFlag( "Wall_4", "axis", false ); Wp.SetWaypointFlag( "Wall_4", "door", true ); SetAvailableMapGoals( TEAM.ALLIES, true, "ROUTE_AL20NE" ); Util.MapDebugPrint( "AL18NE_Wall_Built_By_Allies" ); }, AL18NE_Wall_Built_By_Axis = function( trigger ) { Wp.SetWaypointFlag( "Wall_3", "allies", false ); Wp.SetWaypointFlag( "A", "axis", true ); Wp.SetWaypointFlag( "A", "closed", false ); Wp.SetWaypointFlag( "Wall_3", "axis", true ); Wp.SetWaypointFlag( "Wall_3", "door", true ); Wp.SetWaypointFlag( "Wall_4", "allies", false ); Wp.SetWaypointFlag( "Wall_4", "axis", true ); Wp.SetWaypointFlag( "Wall_4", "door", true ); Util.MapDebugPrint( "AL18NE_Wall_Built_By_Axis" ); }, AX16SE_Fence_Built_By_Axis = function( trigger ) { Wp.SetWaypointFlag( "Fence_7", "allies", false ); Wp.SetWaypointFlag( "Fence_7", "axis", true ); Wp.SetWaypointFlag( "Fence_7", "door", true ); Wp.SetWaypointFlag( "Fence_8", "allies", false ); Wp.SetWaypointFlag( "Fence_8", "axis", true ); Wp.SetWaypointFlag( "Fence_8", "door", true ); Util.MapDebugPrint( "AX16SE_Fence_Built_By_Axis" ); }, AX16SE_Fence_Built_By_Allies = function( trigger ) { Wp.SetWaypointFlag( "Fence_7", "allies", true ); Wp.SetWaypointFlag( "Fence_7", "axis", false ); Wp.SetWaypointFlag( "Fence_7", "door", true ); Wp.SetWaypointFlag( "Fence_8", "allies", true ); Wp.SetWaypointFlag( "Fence_8", "axis", false ); Wp.SetWaypointFlag( "Fence_8", "door", true ); Util.MapDebugPrint( "AX16SE_Fence_Built_By_Allies" ); }, AX18SW_Wall_Built_By_Axis = function( trigger ) { Wp.SetWaypointFlag( "Wall_7", "allies", false ); Wp.SetWaypointFlag( "Wall_7", "axis", true ); Wp.SetWaypointFlag( "Wall_7", "door", true ); Wp.SetWaypointFlag( "Wall_8", "allies", false ); Wp.SetWaypointFlag( "Wall_8", "axis", true ); Wp.SetWaypointFlag( "Wall_8", "door", true ); Wp.SetWaypointFlag( "B", "closed", false ); Wp.SetWaypointFlag( "B", "allies", false ); Wp.SetWaypointFlag( "B", "axis", true ); SetAvailableMapGoals( TEAM.AXIS, true, "ROUTE_AX20SW" ); Util.MapDebugPrint( "AX18SW_Wall_Built_By_Axis" ); }, AX18SW_Wall_Built_By_Allies = function( trigger ) { Wp.SetWaypointFlag( "Wall_7", "allies", true ); Wp.SetWaypointFlag( "Wall_7", "axis", false ); Wp.SetWaypointFlag( "Wall_7", "door", true ); Wp.SetWaypointFlag( "Wall_8", "allies", true ); Wp.SetWaypointFlag( "Wall_8", "axis", false ); Wp.SetWaypointFlag( "Wall_8", "door", true ); Wp.SetWaypointFlag( "B", "closed", false ); Wp.SetWaypointFlag( "B", "axis", false ); Wp.SetWaypointFlag( "B", "allies", false ); Util.MapDebugPrint( "AX18SW_Wall_Built_By_Allies" ); }, AX01SE_Door_Destroyed_By_Axis = function( trigger ) { Wp.SetWaypointFlag( "Door_3", "door", false ); Wp.SetWaypointFlag( "Door_4", "door", false ); Wp.SetWaypointFlag( "Door_3", "allies", false ); Wp.SetWaypointFlag( "Door_4", "allies", false ); Wp.SetWaypointFlag( "Door_3", "axis", false ); Wp.SetWaypointFlag( "Door_4", "axis", false ); Util.MapDebugPrint( "AX01SE_Door_Destroyed_By_Axis" ); }, AX01SE_Door_Destroyed_By_Allies = function( trigger ) { Wp.SetWaypointFlag( "Door_3", "door", false ); Wp.SetWaypointFlag( "Door_4", "door", false ); Wp.SetWaypointFlag( "Door_3", "allies", false ); Wp.SetWaypointFlag( "Door_4", "allies", false ); Wp.SetWaypointFlag( "Door_3", "axis", false ); Wp.SetWaypointFlag( "Door_4", "axis", false ); Util.MapDebugPrint( "AX01SE_Door_Destroyed_By_Allies" ); }, AL01NW_Door_Destroyed_By_Allies = function( trigger ) { Wp.SetWaypointFlag( "Door_7", "door", false ); Wp.SetWaypointFlag( "Door_8", "door", false ); Wp.SetWaypointFlag( "Door_7", "axis", false ); Wp.SetWaypointFlag( "Door_8", "axis", false ); Wp.SetWaypointFlag( "Door_7", "allies", false ); Wp.SetWaypointFlag( "Door_8", "allies", false ); Util.MapDebugPrint( "AL01NW_Door_Destroyed_By_Allies" ); }, AL01NW_Door_Destroyed_By_Axis = function( trigger ) { Wp.SetWaypointFlag( "Door_7", "door", false ); Wp.SetWaypointFlag( "Door_8", "door", false ); Wp.SetWaypointFlag( "Door_7", "axis", false ); Wp.SetWaypointFlag( "Door_8", "axis", false ); Wp.SetWaypointFlag( "Door_7", "allies", false ); Wp.SetWaypointFlag( "Door_8", "allies", false ); Util.MapDebugPrint( "AL01NW_Door_Destroyed_By_Axis" ); }, AL16NW_Fence_Destroyed_By_Allies = function( trigger ) { Wp.SetWaypointFlag( "Fence_2", "allies", false ); Wp.SetWaypointFlag( "Fence_2", "axis", false ); Wp.SetWaypointFlag( "Fence_2", "door", false ); Wp.SetWaypointFlag( "Fence_4", "allies", false ); Wp.SetWaypointFlag( "Fence_4", "axis", false ); Wp.SetWaypointFlag( "Fence_4", "door", false ); Util.MapDebugPrint( "AL16NW_Fence_Destroyed_By_Allies" ); }, AL16NW_Fence_Destroyed_By_Axis = function( trigger ) { Wp.SetWaypointFlag( "Fence_2", "allies", false ); Wp.SetWaypointFlag( "Fence_2", "axis", false ); Wp.SetWaypointFlag( "Fence_2", "door", false ); Wp.SetWaypointFlag( "Fence_4", "allies", false ); Wp.SetWaypointFlag( "Fence_4", "axis", false ); Wp.SetWaypointFlag( "Fence_4", "door", false ); Util.MapDebugPrint( "AL16NW_Fence_Destroyed_By_Axis" ); }, AL18NE_Wall_Destroyed_By_Allies = function( trigger ) { Wp.SetWaypointFlag( "Wall_3", "allies", false ); Wp.SetWaypointFlag( "A", "closed", true ); Wp.SetWaypointFlag( "A", "axis", false ); Wp.SetWaypointFlag( "A", "allies", false ); Wp.SetWaypointFlag( "Wall_3", "axis", false ); Wp.SetWaypointFlag( "Wall_3", "door", false ); Wp.SetWaypointFlag( "Wall_4", "allies", false ); Wp.SetWaypointFlag( "Wall_4", "axis", false ); Wp.SetWaypointFlag( "Wall_4", "door", false ); Util.MapDebugPrint( "AL18NE_Wall_Destroyed_By_Allies" ); }, AL18NE_Wall_Destroyed_By_Axis = function( trigger ) { Wp.SetWaypointFlag( "Wall_3", "allies", false ); Wp.SetWaypointFlag( "A", "closed", true ); Wp.SetWaypointFlag( "A", "axis", false ); Wp.SetWaypointFlag( "A", "allies", false ); Wp.SetWaypointFlag( "Wall_3", "axis", false ); Wp.SetWaypointFlag( "Wall_3", "door", false ); Wp.SetWaypointFlag( "Wall_4", "allies", false ); Wp.SetWaypointFlag( "Wall_4", "axis", false ); Wp.SetWaypointFlag( "Wall_4", "door", false ); SetAvailableMapGoals( TEAM.ALLIES, false, "ROUTE_AL20NE" ); Util.MapDebugPrint( "AL18NE_Wall_Destroyed_By_Axis" ); }, AX16SE_Fence_Destroyed_By_Axis = function( trigger ) { Wp.SetWaypointFlag( "Fence_7", "allies", false ); Wp.SetWaypointFlag( "Fence_7", "axis", false ); Wp.SetWaypointFlag( "Fence_7", "door", false ); Wp.SetWaypointFlag( "Fence_8", "allies", false ); Wp.SetWaypointFlag( "Fence_8", "axis", false ); Wp.SetWaypointFlag( "Fence_8", "door", false ); Util.MapDebugPrint( "AX16SE_Fence_Destroyed_By_Axis" ); }, AX16SE_Fence_Destroyed_By_Allies = function( trigger ) { Wp.SetWaypointFlag( "Fence_7", "allies", false ); Wp.SetWaypointFlag( "Fence_7", "axis", false ); Wp.SetWaypointFlag( "Fence_7", "door", false ); Wp.SetWaypointFlag( "Fence_8", "allies", false ); Wp.SetWaypointFlag( "Fence_8", "axis", false ); Wp.SetWaypointFlag( "Fence_8", "door", false ); Util.MapDebugPrint( "AX16SE_Fence_Destroyed_By_Allies" ); }, AX18SW_Wall_Destroyed_By_Axis = function( trigger ) { Wp.SetWaypointFlag( "Wall_7", "allies", false ); Wp.SetWaypointFlag( "Wall_7", "axis", false ); Wp.SetWaypointFlag( "Wall_7", "door", false ); Wp.SetWaypointFlag( "Wall_8", "allies", false ); Wp.SetWaypointFlag( "Wall_8", "axis", false ); Wp.SetWaypointFlag( "Wall_8", "door", false ); Wp.SetWaypointFlag( "B", "closed", true ); Wp.SetWaypointFlag( "B", "axis", false ); Wp.SetWaypointFlag( "B", "allies", false ); Util.MapDebugPrint( "AX18SW_Wall_Destroyed_By_Axis" ); }, AX18SW_Wall_Destroyed_By_Allies = function( trigger ) { Wp.SetWaypointFlag( "Wall_7", "allies", false ); Wp.SetWaypointFlag( "Wall_7", "axis", false ); Wp.SetWaypointFlag( "Wall_7", "door", false ); Wp.SetWaypointFlag( "Wall_8", "allies", false ); Wp.SetWaypointFlag( "Wall_8", "axis", false ); Wp.SetWaypointFlag( "Wall_8", "door", false ); Wp.SetWaypointFlag( "B", "closed", true ); Wp.SetWaypointFlag( "B", "axis", false ); Wp.SetWaypointFlag( "B", "allies", false ); SetAvailableMapGoals( TEAM.AXIS, false, "ROUTE_AX20SW" ); Util.MapDebugPrint( "AX18SW_Wall_Destroyed_By_Allies" ); }, Axis_AX15SW_Gold_Taken = function( trigger ) { Map.Gold_AX15SW_Taken = true; SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_AX01SE_.*" ); Util.MapDebugPrint( "Axis_AX15SW_Gold_Taken" ); }, Axis_AL17NE_Gold_Taken = function( trigger ) { Map.Gold_AL17NE_Taken = true; SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_AX01SE_.*" ); Util.MapDebugPrint( "Axis_AL17NE_Gold_Taken" ); }, Axis_AX21NE_Gold_Taken = function( trigger ) { Map.Gold_AX21NE_Taken = true; SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_AX01SE_.*" ); Util.MapDebugPrint( "Axis_AX21NE_Gold_Taken" ); }, Allies_AL15NE_Gold_Taken = function( trigger ) { Map.Gold_AL15NE_Taken = true; SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_AL01NW_.*" ); Util.MapDebugPrint( "Allies_AL15NE_Gold_Taken" ); }, Allies_AX17SW_Gold_Taken = function( trigger ) { Map.Gold_AX17SW_Taken = true; SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_AL01NW_.*" ); Util.MapDebugPrint( "Allies_AX17SW_Gold_Taken" ); }, Allies_AL21SW_Gold_Taken = function( trigger ) { Map.Gold_AL21SW_Taken = true; SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_AL01NW_.*" ); Util.MapDebugPrint( "Allies_AL21SW_Gold_Taken" ); }, Axis_AX15SW_Gold_Returned = function( trigger ) { Map.Gold_AX15SW_Taken = false; Util.BotChat( TEAM.ALLIES, "vsay", VOICE.G_AFFIRMATIVE, 1 ); if ( !Map.Gold_AX21NE_Taken and !Map.Gold_AL17NE_Taken ) { SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_AX01SE_.*" ); } Util.MapDebugPrint( "Axis_AX15SW_Gold_Returned" ); }, Axis_AL17NE_Gold_Returned = function( trigger ) { Map.Gold_AL17NE_Taken = false; Util.BotChat( TEAM.ALLIES, "vsay", VOICE.G_AFFIRMATIVE, 1 ); if ( !Map.Gold_AX15SW_Taken and !Map.Gold_AX21NE_Taken ) { SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_AX01SE_.*" ); } Util.MapDebugPrint( "Axis_AL17NE_Gold_Returned" ); }, Axis_AX21NE_Gold_Returned = function( trigger ) { Map.Gold_AX21NE_Taken = false; Util.BotChat( TEAM.ALLIES, "vsay", VOICE.G_AFFIRMATIVE, 1 ); if ( !Map.Gold_AL17NE_Taken and !Map.Gold_AX15SW_Taken ) { SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_AX01SE_.*" ); } Util.MapDebugPrint( "Axis_AX21NE_Gold_Returned" ); }, Allies_AL15NE_Gold_Returned = function( trigger ) { Map.Gold_AL15NE_Taken = false; Util.BotChat( TEAM.AXIS, "vsay", VOICE.G_AFFIRMATIVE, 1 ); if ( !Map.Gold_AX17SW_Taken and !Map.Gold_AL21SW_Taken ) { SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_AL01NW_.*" ); } Util.MapDebugPrint( "Allies_AL15NE_Gold_Returned" ); }, Allies_AX17SW_Gold_Returned = function( trigger ) { Map.Gold_AX17SW_Taken = false; Util.BotChat( TEAM.AXIS, "vsay", VOICE.G_AFFIRMATIVE, 1 ); if ( !Map.Gold_AL15NE_Taken and !Map.Gold_AL21SW_Taken ) { SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_AL01NW_.*" ); } Util.MapDebugPrint( "Allies_AX17SW_Gold_Returned" ); }, Allies_AL21SW_Gold_Returned = function( trigger ) { Map.Gold_AL21SW_Taken = false; Util.BotChat( TEAM.AXIS, "vsay", VOICE.G_AFFIRMATIVE, 1 ); if ( !Map.Gold_AL15NE_Taken and !Map.Gold_AX17SW_Taken ) { SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_AL01NW_.*" ); } Util.MapDebugPrint( "Allies_AL21SW_Gold_Returned" ); }, Axis_AX15SW_Gold_Secured = function( trigger ) { Map.Gold_AX15SW_Taken = false; if ( !Map.Gold_AX21NE_Taken and !Map.Gold_AL17NE_Taken ) { SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_AX01SE_.*" ); } Util.BotChat( TEAM.AXIS, "vsay", VOICE.G_CHEER, 1 ); Util.MapDebugPrint( "Axis_AX15SW_Gold_Secured" ); }, Axis_AL17NE_Gold_Secured = function( trigger ) { Map.Gold_AL17NE_Taken = false; if ( !Map.Gold_AX15SW_Taken and !Map.Gold_AX21NE_Taken ) { SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_AX01SE_.*" ); } Util.BotChat( TEAM.AXIS, "vsay", VOICE.G_CHEER, 1 ); Util.MapDebugPrint( "Axis_AL17NE_Gold_Secured" ); }, Axis_AX21NE_Gold_Secured = function( trigger ) { Map.Gold_AX21NE_Taken = false; if ( !Map.Gold_AL17NE_Taken and !Map.Gold_AX15SW_Taken ) { SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_AX01SE_.*" ); } Util.BotChat( TEAM.AXIS, "vsay", VOICE.G_CHEER, 1 ); Util.MapDebugPrint( "Axis_AX21NE_Gold_Secured" ); }, Allies_AL15NE_Gold_Secured = function( trigger ) { Map.Gold_AL15NE_Taken = false; if ( !Map.Gold_AX17SW_Taken and !Map.Gold_AL21SW_Taken ) { SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_AL01NW_.*" ); } Util.BotChat( TEAM.ALLIES, "vsay", VOICE.G_CHEER, 1 ); Util.MapDebugPrint( "Allies_AL15NE_Gold_Secured" ); }, Allies_AX17SW_Gold_Secured = function( trigger ) { Map.Gold_AX17SW_Taken = false; if ( !Map.Gold_AL15NE_Taken and !Map.Gold_AL21SW_Taken ) { SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_AL01NW_.*" ); } Util.BotChat( TEAM.ALLIES, "vsay", VOICE.G_CHEER, 1 ); Util.MapDebugPrint( "Allies_AX17SW_Gold_Secured" ); }, Allies_AL21SW_Gold_Secured = function( trigger ) { Map.Gold_AL21SW_Taken = false; if ( !Map.Gold_AL15NE_Taken and !Map.Gold_AX17SW_Taken ) { SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_AL01NW_.*" ); } Util.BotChat( TEAM.ALLIES, "vsay", VOICE.G_CHEER, 1 ); Util.MapDebugPrint( "Allies_AL21SW_Gold_Secured" ); }, Something_Planted = function( trigger ) { SetAvailableMapGoals( TEAM.AXIS, false, "DEFUSE_.*" ); SetAvailableMapGoals( TEAM.ALLIES, false, "DEFUSE_.*" ); Util.MapDebugPrint( "Something_Planted" ); }, }; global OnMapLoad = function() { //Door OnTrigger( "^6AXIS^7's Door has been constructed! (^5AL^701NW)", Map.AL01NW_Door_Built_By_Axis ); OnTrigger( "^5ALLIES^7's Door has been constructed! (^5AL^701NW)", Map.AL01NW_Door_Built_By_Allies ); OnTrigger( "^5ALLIES^7's Door has been constructed! (^6AX^701SE)", Map.AX01SE_Door_Built_By_Allies ); OnTrigger( "^6AXIS^7's Door has been constructed! (^6AX^701SE)", Map.AX01SE_Door_Built_By_Axis ); //Fence OnTrigger( "^6AXIS^7's Fence has been constructed! (^5AL^716NW)", Map.AL16NW_Fence_Built_By_Axis ); OnTrigger( "^6AXIS^7's Fence has been constructed! (^6AX^716SE)", Map.AX16SE_Fence_Built_By_Axis ); OnTrigger( "^5ALLIES^7's Fence has been constructed! (^5AL^716NW)", Map.AL16NW_Fence_Built_By_Allies ); OnTrigger( "^5ALLIES^7's Fence has been constructed! (^6AX^716SE)", Map.AX16SE_Fence_Built_By_Allies ); //Wall OnTrigger( "^5ALLIES^7's Wall has been constructed! (^5AL^718NE)", Map.AL18NE_Wall_Built_By_Allies ); OnTrigger( "^5ALLIES^7's Wall has been constructed! (^6AX^718SW)", Map.AX18SW_Wall_Built_By_Allies ); OnTrigger( "^6AXIS^7's Wall has been constructed! (^5AL^718NE)", Map.AL18NE_Wall_Built_By_Axis ); OnTrigger( "^6AXIS^7's Wall has been constructed! (^6AX^718SW)", Map.AX18SW_Wall_Built_By_Axis ); //Door OnTrigger( "^5ALLIES^7's Door has been destroyed! (^6AX^701SE)", Map.AX01SE_Door_Destroyed_By_Axis ); OnTrigger( "^6AXIS^7's Door has been destroyed! (^6AX^701SE)", Map.AX01SE_Door_Destroyed_By_Allies ); OnTrigger( "^6AXIS^7's Door has been destroyed! (^5AL^701NW)", Map.AL01NW_Door_Destroyed_By_Allies ); OnTrigger( "^5ALLIES^7's Door has been destroyed! (^5AL^701NW)", Map.AL01NW_Door_Destroyed_By_Axis ); //Fence OnTrigger( "^6AXIS^7's Fence has been destroyed! (^5AL^716NW)", Map.AL16NW_Fence_Destroyed_By_Allies ); OnTrigger( "^5ALLIES^7's Fence has been destroyed! (^5AL^716NW)", Map.AL16NW_Fence_Destroyed_By_Axis ); OnTrigger( "^5ALLIES^7's Fence has been destroyed! (^6AX^716SE)", Map.AX16SE_Fence_Destroyed_By_Axis ); OnTrigger( "^6AXIS^7's Fence has been destroyed! (^6AX^716SE)", Map.AX16SE_Fence_Destroyed_By_Allies ); //Wall OnTrigger( "^5ALLIES^7's Wall has been destroyed! (^5AL^718NE)", Map.AL18NE_Wall_Destroyed_By_Axis ); OnTrigger( "^5ALLIES^7's Wall has been destroyed! (^6AX^718SW)", Map.AX18SW_Wall_Destroyed_By_Axis ); OnTrigger( "^6AXIS^7's Wall has been destroyed! (^5AL^718NE)", Map.AL18NE_Wall_Destroyed_By_Allies ); OnTrigger( "^6AXIS^7's Wall has been destroyed! (^6AX^718SW)", Map.AX18SW_Wall_Destroyed_By_Allies ); OnTrigger( "Axis have stolen ^5ALLIES^7's Gold Bars (^6AX^715SW)!", Map.Axis_AX15SW_Gold_Taken ); OnTrigger( "Flag returned allies_goldbar_1!", Map.Axis_AX15SW_Gold_Returned ); OnTrigger( "^6AXIS ^3has secured the Gold Bars Crate! (^6AX^715SW^3)", Map.Axis_AX15SW_Gold_Secured ); OnTrigger( "Axis have stolen ^5ALLIES^7's Gold Bars (^5AL^717NE)!", Map.Axis_AL17NE_Gold_Taken ); OnTrigger( "Flag returned allies_goldbar_2!", Map.Axis_AL17NE_Gold_Returned ); OnTrigger( "^6AXIS ^3has secured the Gold Bars Crate! (^5AL^717NE^3)", Map.Axis_AL17NE_Gold_Secured ); OnTrigger( "Axis have stolen ^5ALLIES^7's Gold Bars (^6AX^721NE)!", Map.Axis_AX21NE_Gold_Taken ); OnTrigger( "Flag returned allies_goldbar_3!", Map.Axis_AX21NE_Gold_Returned ); OnTrigger( "^6AXIS ^3has secured the Gold Bars Crate! (^6AX^721NE^3)", Map.Axis_AX21NE_Gold_Secured ); OnTrigger( "Allies have stolen ^6AXIS^7's Gold Bars (^5AL^715NE)!", Map.Allies_AL15NE_Gold_Taken ); OnTrigger( "Flag returned axis_goldbar_1!", Map.Allies_AL15NE_Gold_Returned ); OnTrigger( "^5ALLIES ^3has secured the Gold Bars Crate! (^5AL^715NE^3)", Map.Allies_AL15NE_Gold_Secured ); OnTrigger( "Allies have stolen ^6AXIS^7's Gold Bars (^6AX^717SW)!", Map.Allies_AX17SW_Gold_Taken ); OnTrigger( "Flag returned axis_goldbar_2!", Map.Allies_AX17SW_Gold_Returned ); OnTrigger( "^5ALLIES ^3has secured the Gold Bars Crate! (^6AX^717SW^3)", Map.Allies_AX17SW_Gold_Secured ); OnTrigger( "Allies have stolen ^6AXIS^7's Gold Bars (^5AL^721SW)!", Map.Allies_AL21SW_Gold_Taken ); OnTrigger( "Flag returned axis_goldbar_3!", Map.Allies_AL21SW_Gold_Returned ); OnTrigger( "^5ALLIES ^3has secured the Gold Bars Crate! (^5AL^721SW^3)", Map.Allies_AL21SW_Gold_Secured ); OnTrigger( "Planted at ^7Door (^5AL^701NW).", Map.Something_Planted ); OnTrigger( "Planted at ^7Fence (^5AL^716NW).", Map.Something_Planted ); OnTrigger( "Planted at ^7Wall (^5AL^718NE).", Map.Something_Planted ); OnTrigger( "Planted at ^7Door (^6AX^701SE).", Map.Something_Planted ); OnTrigger( "Planted at ^7Fence (^6AX^716SE).", Map.Something_Planted ); OnTrigger( "Planted at ^7Wall (^6AX^718SW).", Map.Something_Planted ); SetAvailableMapGoals( TEAM.AXIS, false, { "CAPPOINT_Allies", "REPAIRMG42_.*", "MOUNTMG42_.*", "ROUTE_AX20SW", "DEFEND_.*", }); SetAvailableMapGoals( TEAM.ALLIES, false, { "CAPPOINT_Axis", "REPAIRMG42_.*", "MOUNTMG42_.*", "ROUTE_AL20NE", "DEFEND_.*", }); SetGoalPriority( "FLAG_.*", 0.78, 0, 0 ); SetGoalPriority( "BUILD_.*", 0.9, 0, CLASS.ENGINEER ); SetGoalPriority( "PLANT_.*", 0.91, 0, CLASS.ENGINEER ); SetGoalPriority( "DEFEND_.*", 0.79, 0, 0 ); if(GetModName() == "noquarter") { Util.AddUseWp( "PLANT_7Door_^6AX701SE", "Door_1" ); Util.AddUseWp( "PLANT_7Door_^6AX701SE", "Door_2" ); Util.AddUseWp( "PLANT_7Door_^5AL701NW", "Door_5" ); Util.AddUseWp( "PLANT_7Door_^5AL701NW", "Door_6" ); Util.AddUseWp( "PLANT_7Fence_^5AL716NW", "Fence_1" ); Util.AddUseWp( "PLANT_7Fence_^5AL716NW", "Fence_3" ); Util.AddUseWp( "PLANT_7Fence_^6AX716SE", "Fence_5" ); Util.AddUseWp( "PLANT_7Fence_^6AX716SE", "Fence_6" ); Util.AddUseWp( "PLANT_7Wall_^5AL718NE", "Wall_1" ); Util.AddUseWp( "PLANT_7Wall_^5AL718NE", "Wall_2" ); Util.AddUseWp( "PLANT_7Wall_^6AX718SW", "Wall_5" ); Util.AddUseWp( "PLANT_7Wall_^6AX718SW", "Wall_6" ); } else { Util.AddUseWp( "PLANT_Door_AX01SE", "Door_1" ); Util.AddUseWp( "PLANT_Door_AX01SE", "Door_2" ); Util.AddUseWp( "PLANT_Door_AL01NW", "Door_5" ); Util.AddUseWp( "PLANT_Door_AL01NW", "Door_6" ); Util.AddUseWp( "PLANT_Fence_AL16NW", "Fence_1" ); Util.AddUseWp( "PLANT_Fence_AL16NW", "Fence_3" ); Util.AddUseWp( "PLANT_Fence_AX16SE", "Fence_5" ); Util.AddUseWp( "PLANT_Fence_AX16SE", "Fence_6" ); Util.AddUseWp( "PLANT_Wall_AL18NE", "Wall_1" ); Util.AddUseWp( "PLANT_Wall_AL18NE", "Wall_2" ); Util.AddUseWp( "PLANT_Wall_AX18SW", "Wall_5" ); Util.AddUseWp( "PLANT_Wall_AX18SW", "Wall_6" ); } Wp.SetWaypointFlag( "Door_3", "door", true ); Wp.SetWaypointFlag( "Door_4", "door", true ); Wp.SetWaypointFlag( "Door_3", "allies", true ); Wp.SetWaypointFlag( "Door_4", "allies", true ); Wp.SetWaypointFlag( "Door_3", "axis", false ); Wp.SetWaypointFlag( "Door_4", "axis", false ); Wp.SetWaypointFlag( "Door_7", "door", true ); Wp.SetWaypointFlag( "Door_8", "door", true ); Wp.SetWaypointFlag( "Door_7", "axis", true ); Wp.SetWaypointFlag( "Door_8", "axis", true ); Wp.SetWaypointFlag( "Door_7", "allies", false ); Wp.SetWaypointFlag( "Door_8", "allies", false ); Wp.SetWaypointFlag( "Fence_2", "allies", false ); Wp.SetWaypointFlag( "Fence_2", "axis", true ); Wp.SetWaypointFlag( "Fence_2", "door", true ); Wp.SetWaypointFlag( "Fence_4", "allies", false ); Wp.SetWaypointFlag( "Fence_4", "axis", true ); Wp.SetWaypointFlag( "Fence_4", "door", true ); Wp.SetWaypointFlag( "Wall_3", "allies", false ); Wp.SetWaypointFlag( "Wall_3", "axis", true ); Wp.SetWaypointFlag( "Wall_3", "door", true ); Wp.SetWaypointFlag( "A", "closed", false ); Wp.SetWaypointFlag( "A", "axis", true ); Wp.SetWaypointFlag( "A", "allies", false ); Wp.SetWaypointFlag( "Wall_4", "allies", false ); Wp.SetWaypointFlag( "Wall_4", "axis", true ); Wp.SetWaypointFlag( "Wall_4", "door", true ); Wp.SetWaypointFlag( "Fence_7", "allies", true ); Wp.SetWaypointFlag( "Fence_7", "axis", false ); Wp.SetWaypointFlag( "Fence_7", "door", true ); Wp.SetWaypointFlag( "Fence_8", "allies", true ); Wp.SetWaypointFlag( "Fence_8", "axis", false ); Wp.SetWaypointFlag( "Fence_8", "door", true ); Wp.SetWaypointFlag( "Wall_7", "allies", true ); Wp.SetWaypointFlag( "Wall_7", "axis", false ); Wp.SetWaypointFlag( "Wall_7", "door", true ); Wp.SetWaypointFlag( "Wall_8", "allies", true ); Wp.SetWaypointFlag( "Wall_8", "axis", false ); Wp.SetWaypointFlag( "Wall_8", "door", true ); Wp.SetWaypointFlag( "B", "closed", false ); Wp.SetWaypointFlag( "B", "axis", false ); Wp.SetWaypointFlag( "B", "allies", true ); // Max users per goal Util.SetMaxUsers( 1, "DEFEND_.*" ); Util.SetMaxUsers( 1, "MOUNTMG42_.*" ); Util.SetMaxUsers( 1, "BUILD_.*" ); Util.SetMaxUsers( 1, "PLANT_.*" ); DCM1 = OnTriggerRegion(AABB( -2040.875,-2040.875,1.125,2040.875,2040.875,9602.875 ), RegionTrigger.DisableCombatMovement); //trigger - right side of the hill above the entrance to the underwater tunnel (near Radar room) NP1 = OnTriggerRegion(AABB( -2040.875,-2040.875,1.125,2040.875,2040.875,9602.875 ), RegionTrigger.DisableBotPush); MapRoutes = { CAPPOINT_Allies = { ROUTE_AL15NE = { ROUTE_Slider_1 = { }, ROUTE_AL13SE = { }, }, ROUTE_AL21SW = { ROUTE_Slider_1 = { }, ROUTE_AL13SE = { }, ROUTE_AL20NE = { Weight = 4, }, }, }, CAPPOINT_Axis = { ROUTE_AX15SW = { ROUTE_Slider_2 = { }, ROUTE_AX13NW = { }, }, ROUTE_AX21NE = { ROUTE_Slider_2 = { }, ROUTE_AX13NW = { }, ROUTE_AX20SW = { Weight = 4, }, }, }, }; Util.Routes(MapRoutes); Util.MapDebugPrint( "Omni-bot map script for " + GetMapName() + " executed." ); }; global OnBotJoin = function( bot ) { Server.MinClassCount[TEAM.ALLIES][CLASS.SOLDIER] = 0; Server.MinClassCount[TEAM.AXIS][CLASS.SOLDIER] = 0; };