//========================================================================================== // // towersrace_b6.gm // // Who When What //------------------------------------------------------------------------------------------ // Martin 01 April 2011 Initial Script // //========================================================================================== // global Map = { ShowMovers = false, Allies_human_barrier_Built = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Allies_human_barrier_Built" ); }, Axis_human_barrier_Built = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Axis_human_barrier_Built" ); }, Wall_jump_machine_Built = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Wall_jump_machine_Built" ); }, roof_MG42_Built = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "roof_MG42_Built" ); }, Allies_human_barrier_Planted = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Allies_human_barrier_Planted" ); }, Axis_human_barrier_Planted = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Axis_human_barrier_Planted" ); }, Wall_jump_machine_Planted = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Wall_jump_machine_Planted" ); }, roof_MG42_Planted = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "roof_MG42_Planted" ); }, Allies_human_barrier_Defused = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Allies_human_barrier_Defused" ); }, Axis_human_barrier_Defused = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Axis_human_barrier_Defused" ); }, Wall_jump_machine_Defused = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Wall_jump_machine_Defused" ); }, roof_MG42_Defused = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "roof_MG42_Defused" ); }, Allies_human_barrier_Destroyed = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Allies_human_barrier_Destroyed" ); }, Axis_human_barrier_Destroyed = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Axis_human_barrier_Destroyed" ); }, Wall_jump_machine_Destroyed = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Wall_jump_machine_Destroyed" ); }, roof_MG42_Destroyed = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "roof_MG42_Destroyed" ); }, bunker_Axis_Captured = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "bunker_Axis_Captured" ); }, bunker_Allies_Captured = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "bunker_Allies_Captured" ); }, Allies_Have_Box_Defence = function( trigger ) { if ( TestMap ) { return; } // SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Allies_Box_Defence" ); //Not working Util.MapDebugPrint( "Allies_Have_Box_Defence" ); }, Allies_Box_Defence_Built = function( trigger ) { if ( TestMap ) { return; } // SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Allies_Box_Defence" ); //Not working // SetAvailableMapGoals( TEAM.AXIS, true, "PLANT_Allies_Box_Defence" ); //Not working SetAvailableMapGoals( TEAM.AXIS, true, "DYNAMITE_Allies_Box_Defence" ); //Half fix for PLANT goal Util.MapDebugPrint( "Allies_Box_Defence_Built" ); }, Allies_Box_Defence_Destroyed = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Allies_Box_Defence" ); //Not working SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Allies_Box_Defence" ); //Not working SetAvailableMapGoals( TEAM.AXIS, false, "DYNAMITE_Allies_Box_Defence" ); //Half fix for PLANT goal Util.MapDebugPrint( "Allies_Box_Defence_Destroyed" ); }, Axis_Have_Box_Defence = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Axis_Box_Defence" ); //Not working Util.MapDebugPrint( "Axis_Have_Box_Defence" ); }, Axis_Box_Defence_Built = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Axis_Box_Defence" ); //Not working SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Axis_Box_Defence" ); //Not working SetAvailableMapGoals( TEAM.ALLIES, true, "DYNAMITE_Axis_Box_Defence" ); //Half fix for PLANT goal Util.MapDebugPrint( "Axis_Box_Defence_Built" ); }, Axis_Box_Defence_Destroyed = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Axis_Box_Defence" ); //Not working SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Axis_Box_Defence" ); //Not working SetAvailableMapGoals( TEAM.ALLIES, false, "DYNAMITE_Axis_Box_Defence" ); //Half fix for PLANT goal Util.MapDebugPrint( "Axis_Box_Defence_Destroyed" ); }, Allies_Tower_Cappoint_Captured = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, false, "CAPPOINT_Allies_Tower" ); Util.MapDebugPrint( "Allies_Tower_Cappoint_Captured" ); }, Allies_Tower_Cappoint_Ready = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, true, "CAPPOINT_Allies_Tower" ); Util.MapDebugPrint( "Allies_Tower_Cappoint_Ready" ); }, Allies_EastWall_Cappoint_Captured = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, false, "CAPPOINT_Allies_East_Wall" ); Util.MapDebugPrint( "Allies_EastWall_Cappoint_Captured" ); }, Allies_EastWall_Cappoint_Ready = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, true, "CAPPOINT_Allies_East_Wall" ); Util.MapDebugPrint( "Allies_EastWall_Cappoint_Ready" ); }, Allies_NorthWall_Cappoint_Captured = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, false, "CAPPOINT_Allies_North_Wall" ); Util.MapDebugPrint( "Allies_NorthWall_Cappoint_Captured" ); }, Allies_NorthWall_Cappoint_Ready = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, true, "CAPPOINT_Allies_North_Wall" ); Util.MapDebugPrint( "Allies_EastWall_Cappoint_Ready" ); }, Allies_Door_Cappoint_Captured = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, false, "CAPPOINT_Allies_Door" ); Util.MapDebugPrint( "Allies_Door_Cappoint_Captured" ); }, Allies_Door_Cappoint_Ready = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, true, "CAPPOINT_Allies_Door" ); Util.MapDebugPrint( "Allies_Door_Cappoint_Ready" ); }, Allies_Barrack_Cappoint_Captured = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, false, "CAPPOINT_Allies_Barrack" ); Util.MapDebugPrint( "Allies_Barrack_Cappoint_Captured" ); }, Allies_Barrack_Cappoint_Ready = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, true, "CAPPOINT_Allies_Barrack" ); Util.MapDebugPrint( "Allies_Barrack_Cappoint_Ready" ); }, Axis_Tower_Cappoint_Captured = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, false, "CAPPOINT_Axis_Tower" ); Util.MapDebugPrint( "Axis_Tower_Cappoint_Captured" ); }, Axis_Tower_Cappoint_Ready = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, true, "CAPPOINT_Axis_Tower" ); Util.MapDebugPrint( "Axis_Tower_Cappoint_Ready" ); }, Axis_WestWall_Cappoint_Captured = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, false, "CAPPOINT_Axis_West_Wall" ); Util.MapDebugPrint( "Axis_WestWall_Cappoint_Captured" ); }, Axis_WestWall_Cappoint_Ready = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, true, "CAPPOINT_Axis_West_Wall" ); Util.MapDebugPrint( "Axis_WestWall_Cappoint_Ready" ); }, Axis_SouthWall_Cappoint_Captured = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, false, "CAPPOINT_Axis_South_Wall" ); Util.MapDebugPrint( "Axis_SouthWall_Cappoint_Captured" ); }, Axis_SouthWall_Cappoint_Ready = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, true, "CAPPOINT_Axis_South_Wall" ); Util.MapDebugPrint( "Axis_SouthWall_Cappoint_Ready" ); }, Axis_Door_Cappoint_Captured = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, false, "CAPPOINT_Axis_Door" ); Util.MapDebugPrint( "Axis_Door_Cappoint_Captured" ); }, Axis_Door_Cappoint_Ready = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, true, "CAPPOINT_Axis_Door" ); Util.MapDebugPrint( "Axis_Door_Cappoint_Ready" ); }, Axis_Barrack_Cappoint_Captured = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, false, "CAPPOINT_Axis_Barrack" ); Util.MapDebugPrint( "Axis_Barrack_Cappoint_Captured" ); }, Axis_Barrack_Cappoint_Ready = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, true, "CAPPOINT_Axis_Barrack" ); Util.MapDebugPrint( "Axis_Barrack_Cappoint_Ready" ); }, }; global OnMapLoad = function() { if ( TestMapOn ) { Util.AutoTestMap(); } // Register callback functions OnTrigger( "Allied team has constructed the Allied [human] barrier!", Map.Allies_human_barrier_Built ); OnTrigger( "Axis team has constructed the Axis [human] barrier!", Map.Axis_human_barrier_Built ); OnTrigger( "^3The wall jump machine constructed! ^4(Allies)", Map.Wall_jump_machine_Built ); OnTrigger( "^3The wall jump machine constructed! ^1(Axis)", Map.Wall_jump_machine_Built ); OnTrigger( "^3The roof mg42 constructed! ^4(Allies)", Map.roof_MG42_Built ); OnTrigger( "^3The roof mg42 constructed! ^1(Axis)", Map.roof_MG42_Built ); OnTrigger( "Axis team has damaged the Allied [human] barrier!", Map.Allies_human_barrier_Destroyed ); OnTrigger( "Allied team has destroyed the Axis [human] barrier!", Map.Axis_human_barrier_Destroyed ); OnTrigger( "^3The wall jump machine destroyed!", Map.Wall_jump_machine_Destroyed ); OnTrigger( "^3The roof mg42 destroyed!", Map.roof_MG42_Destroyed ); OnTrigger( "^1Axis captured the west bunker!", Map.bunker_Axis_Captured ); OnTrigger( "^4Allies captured the west bunker!", Map.bunker_Allies_Captured ); OnTrigger( "^4Allies have gotten box defense.", Map.Allies_Have_Box_Defence ); OnTrigger( "^dAllied team has constructed the Box defense!", Map.Allies_Box_Defence_Built ); OnTrigger( "^1Axis team has destroyed the Box defense!", Map.Allies_Box_Defence_Destroyed ); OnTrigger( "^1Axis have gotten box defense.", Map.Axis_Have_Box_Defence ); OnTrigger( "^1Axis team has constructed the Box defense!", Map.Axis_Box_Defence_Built ); OnTrigger( "^4Allies captured the west bunker!", Map.Axis_Box_Defence_Destroyed ); //Allies Tower OnTrigger( "^7Allies is constructing tower base! (10 sec)", Map.Allies_Tower_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 1 tower! (20 sec)", Map.Allies_Tower_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 2 tower! (30 sec)", Map.Allies_Tower_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 3 tower! (40 sec)", Map.Allies_Tower_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 4 tower! (50 sec)", Map.Allies_Tower_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 5 tower! (60 sec)", Map.Allies_Tower_Cappoint_Captured ); OnTrigger( "^4Allies constructed tower base!", Map.Allies_Tower_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 1 tower!", Map.Allies_Tower_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 2 tower!", Map.Allies_Tower_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 3 tower!", Map.Allies_Tower_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 4 tower!", Map.Allies_Tower_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 5 tower!", Map.Allies_Tower_Cappoint_Captured ); //Allies East Wall OnTrigger( "^7Allies is constructing east wall base! (10 sec)", Map.Allies_EastWall_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 1 east wall! (15 sec)", Map.Allies_EastWall_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 2 east wall! (20 sec)", Map.Allies_EastWall_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 3 east wall! (25 sec)", Map.Allies_EastWall_Cappoint_Captured ); OnTrigger( "^4Allies constructed east wall base!", Map.Allies_EastWall_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 1 east wall!", Map.Allies_EastWall_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 2 east wall!", Map.Allies_EastWall_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 3 east wall!", Map.Allies_EastWall_Cappoint_Captured ); //Allies North Wall OnTrigger( "^7Allies is constructing north wall base! (10 sec)", Map.Allies_NorthWall_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 1 north wall! (15 sec)", Map.Allies_NorthWall_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 2 north wall! (20 sec)", Map.Allies_NorthWall_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 3 north wall! (25 sec)", Map.Allies_NorthWall_Cappoint_Captured ); OnTrigger( "^4Allies constructed north wall base!", Map.Allies_NorthWall_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 1 north wall!", Map.Allies_NorthWall_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 2 north wall!", Map.Allies_NorthWall_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 3 north wall!", Map.Allies_NorthWall_Cappoint_Captured ); //Allies Door OnTrigger( "^7Allies is constructing door high wall! (10 sec)", Map.Allies_Door_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 1 door! (15 sec)", Map.Allies_Door_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 2 door! (20 sec)", Map.Allies_Door_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 2 door mg42! (10 sec)", Map.Allies_Door_Cappoint_Captured ); OnTrigger( "^4Allies constructed door high wall!", Map.Allies_Door_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 1 door!", Map.Allies_Door_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 2 door!", Map.Allies_Door_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 2 door mg42!", Map.Allies_Door_Cappoint_Captured ); //Allies Barrack OnTrigger( "^4Allies added new construction - barrack!", Map.Allies_Barrack_Cappoint_Ready ); OnTrigger( "^7Allies is constructing barrack base! (10 sec)", Map.Allies_Barrack_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 1 barrack! (20 sec)", Map.Allies_Barrack_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 2 barrack! (35 sec)", Map.Allies_Barrack_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 3 barrack! (50 sec)", Map.Allies_Barrack_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 4 barrack! (65 sec)", Map.Allies_Barrack_Cappoint_Captured ); OnTrigger( "^7Allies is constructing rank 5 barrack! (80 sec)", Map.Allies_Barrack_Cappoint_Captured ); OnTrigger( "^4Allies constructed barrack base!", Map.Allies_Barrack_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 1 barrack!", Map.Allies_Barrack_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 2 barrack!", Map.Allies_Barrack_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 3 barrack!", Map.Allies_Barrack_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 4 barrack!", Map.Allies_Barrack_Cappoint_Ready ); OnTrigger( "^4Allies constructed rank 5 barrack!", Map.Allies_Barrack_Cappoint_Captured ); //Axis Tower OnTrigger( "^7Axis is constructing tower base! (10 sec)", Map.Axis_Tower_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 1 tower! (20 sec)", Map.Axis_Tower_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 2 tower! (30 sec)", Map.Axis_Tower_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 3 tower! (40 sec)", Map.Axis_Tower_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 4 tower! (50 sec)", Map.Axis_Tower_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 5 tower! (60 sec)", Map.Axis_Tower_Cappoint_Captured ); OnTrigger( "^1Axis constructed tower base!", Map.Axis_Tower_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 1 tower!", Map.Axis_Tower_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 2 tower!", Map.Axis_Tower_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 3 tower!", Map.Axis_Tower_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 4 tower!", Map.Axis_Tower_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 5 tower!", Map.Axis_Tower_Cappoint_Captured ); //Axis West Wall OnTrigger( "^7Axis is constructing west wall base! (10 sec)", Map.Axis_WestWall_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 1 west wall! (15 sec)", Map.Axis_WestWall_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 2 west wall! (20 sec)", Map.Axis_WestWall_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 3 west wall! (25 sec)", Map.Axis_WestWall_Cappoint_Captured ); OnTrigger( "^1Axis constructed west wall base!", Map.Axis_WestWall_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 1 west wall!", Map.Axis_WestWall_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 2 west wall!", Map.Axis_WestWall_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 3 west wall!", Map.Axis_WestWall_Cappoint_Captured ); //Axis North Wall OnTrigger( "^7Axis is constructing south wall base! (10 sec)", Map.Axis_SouthWall_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 1 south wall! (15 sec)", Map.Axis_SouthWall_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 2 south wall! (20 sec)", Map.Axis_SouthWall_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 3 south wall! (25 sec)", Map.Axis_SouthWall_Cappoint_Captured ); OnTrigger( "^1Axis constructed south wall base!", Map.Axis_SouthWall_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 1 south wall!", Map.Axis_SouthWall_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 2 south wall!", Map.Axis_SouthWall_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 3 south wall!", Map.Axis_SouthWall_Cappoint_Captured ); //Axis Door OnTrigger( "^7Axis is constructing door high wall! (10 sec)", Map.Axis_Door_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 1 door! (15 sec)", Map.Axis_Door_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 2 door! (20 sec)", Map.Axis_Door_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 2 door mg42! (10 sec)", Map.Axis_Door_Cappoint_Captured ); OnTrigger( "^1Axis constructed door high wall!", Map.Axis_Door_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 1 door!", Map.Axis_Door_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 2 door!", Map.Axis_Door_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 2 door mg42!", Map.Axis_Door_Cappoint_Captured ); //Axis Barrack OnTrigger( "^1Axis added new construction - barrack!", Map.Axis_Barrack_Cappoint_Ready ); OnTrigger( "^7Axis is constructing barrack base! (10 sec)", Map.Axis_Barrack_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 1 barrack! (20 sec)", Map.Axis_Barrack_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 2 barrack! (35 sec)", Map.Axis_Barrack_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 3 barrack! (50 sec)", Map.Axis_Barrack_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 4 barrack! (65 sec)", Map.Axis_Barrack_Cappoint_Captured ); OnTrigger( "^7Axis is constructing rank 5 barrack! (80 sec)", Map.Axis_Barrack_Cappoint_Captured ); OnTrigger( "^1Axis constructed barrack base!", Map.Axis_Barrack_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 1 barrack!", Map.Axis_Barrack_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 2 barrack!", Map.Axis_Barrack_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 3 barrack!", Map.Axis_Barrack_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 4 barrack!", Map.Axis_Barrack_Cappoint_Ready ); OnTrigger( "^1Axis constructed rank 5 barrack!", Map.Axis_Barrack_Cappoint_Captured ); //A few places where combat movements need disabling Trigger1 = OnTriggerRegion(AABB(-3095.289,2581.291,1.125,-2051.835,3406.669,75.125), RegionTrigger.DisableCombatMovement); Trigger2 = OnTriggerRegion(AABB(147.954,1060.880,1.125,272.568,1485.547,75.125), RegionTrigger.DisableCombatMovement); Trigger3 = OnTriggerRegion(AABB(-255.584,-1421.673,1.125,-156.424,-1047.957,75.125), RegionTrigger.DisableCombatMovement); Util.SetGoalOffset( -40, -40, 0, "PLANT_Axis_human_barrier" ); //~Util.DisableGoal( ".*", true ); // all but routes //~SetAvailableMapGoals( TEAM.AXIS, true, "ATTACK_.*" ); //~SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_.*" ); Util.DisableGoal( "DYNAMITE.*" ); SetAvailableMapGoals( TEAM.AXIS, false, "CAPPOINT_Allies.*" ); SetAvailableMapGoals( TEAM.AXIS, false, "CAPPOINT_Axis_Barrack" ); SetAvailableMapGoals( TEAM.ALLIES, false, "CAPPOINT_Axis.*" ); SetAvailableMapGoals( TEAM.ALLIES, false, "CAPPOINT_Allies_Barrack" ); // Issue getting these to work SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Axis_Box_Defence" ); SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Allies_Box_Defence" ); SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Allies_Box_Defence" ); SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Axis_Box_Defence" ); // Max users per goal Util.SetMaxUsers( 1, "DEFEND_.*" ); Util.SetMaxUsers( 1, "GRENADE_.*" ); Util.SetMaxUsers( 1, "MOUNTMG42_.*" ); Util.SetMaxUsers( 1, "BUILD_.*" ); // Camp times SetMapGoalProperties( "MOUNTMG42_.*", {MinCampTime=15, MaxCampTime=90} ); SetMapGoalProperties( "MOBILEMG42_.*", {MinCampTime=10, MaxCampTime=60} ); Util.MapDebugPrint( "Omni-bot map script for " + GetMapName() + " executed." ); }; global OnBotJoin = function( bot ) { // Uncomment for shootable breakables //~bot.TargetBreakableDist = 90.0; // Only set MaxViewDistance on maps with limited sight (e.g. fog) //~bot.MaxViewDistance = 2400; };