//============================================================================= // // Transmitter - transmitter.gm // // Who When What //----------------------------------------------------------------------------- // Mateos 6th December 2016 Avoid Axis Engi/Covi trying to destroy the // Allied MG at the first Allied spawn after // the Serpentine Barricade destruction; // Tiny cleanup // d00d 2011 - 2014 Several updates and improvements // crapshoot 2nd July 2010 0.8 ET // //============================================================================= global Map = { Debug = 0, // Please set to zero before distributing your script Axis_Castle_MG_Dyno = 0, Backgate_Dyno = 0, Bridge_Dyno = 0, Bridge_MG_Dyno = 0, Command_Post_Dyno = 0, Grate_Door_Dyno = 0, Serpentine_Barricade_Dyno = 0, allied_Castle_MG_Dyno = 0, t_breakable_dist_low = 0, // Default distance for targetting breakable objects t_breakable_dist_high = 570, // Target breakable distance inside trigger regions Backgate_Status = "closed", Antenna_Status = 1, Transmitter_Status = 1, Phase = 1, Roles = { AXIS = { DEFENDER = { numbots = 2, }, }, }, // Increase TargetBreakableDist in this trigger region increasebreakabledist = { Name = "increasebreakabledist", TriggerOnClass = CLASS.ANYPLAYER, OnEnter = function(ent) { b = Util.IsBot(ent); if (b) { b.TargetBreakableDist = Map.t_breakable_dist_high; } Util.MapDebugPrint( GetEntName(ent) + " entering." ); }, OnExit = function(ent) { b = Util.IsBot(ent); if (b) { b.TargetBreakableDist = Map.t_breakable_dist_low; } Util.MapDebugPrint( GetEntName(ent) + " exiting." ); }, }, Bridge_Built = function( trigger ) { Map.Bridge_Dyno = 0; SetAvailableMapGoals( TEAM.ALLIES, false, { "ATTACK_before_bridge.*", "MOUNTMG42_623", }); if ( Map.Phase < 3 ) { Map.Phase = 2; SetAvailableMapGoals( TEAM.AXIS, true, { "DEFEND_barricade.*", "DEFEND_forward_spawn.*", "MOBILEMG42_forward_spawn.*", }); SetAvailableMapGoals( TEAM.AXIS, false, "MOBILEMORTAR_bridge.*" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_bridge[789]" ); } Util.MapDebugPrint( "Bridge_Built" ); }, Bridge_Planted = function( trigger ) { Map.Bridge_Dyno += 1; SetAvailableMapGoals( TEAM.AXIS, false, Map.Plant_Bridge ); Util.MapDebugPrint( "Bridge_Planted" ); }, Bridge_Defused = function( trigger ) { Map.Bridge_Dyno -= 1; if ( Map.Bridge_Dyno < 1 && Map.Phase < 3 ) { SetAvailableMapGoals( TEAM.AXIS, true, Map.Plant_Bridge ); } Util.MapDebugPrint( "Bridge_Defused" ); }, Bridge_Destroyed = function( trigger ) { if ( Map.Phase < 3 ) { Map.Phase = 1; SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_barricade.*" ); SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_before_bridge.*" ); SetAvailableMapGoals( TEAM.AXIS, false, "MOBILEMG42_forward_spawn.*" ); SetAvailableMapGoals( TEAM.AXIS, true, "MOBILEMORTAR_bridge.*" ); } Map.Bridge_Dyno = 0; Util.MapDebugPrint( "Bridge_Destroyed" ); }, Bridge_MG_Built = function( trigger ) { Util.MapDebugPrint( "Bridge_MG_Built" ); }, Grate_Door_Built = function( trigger ) { Map.Grate_Door_Dyno = 0; Util.MapDebugPrint( "Grate_Door_Built" ); }, Grate_Door_Planted = function( trigger ) { Map.Grate_Door_Dyno += 1; SetAvailableMapGoals( TEAM.ALLIES, false, Map.Plant_Grate_Door ); Util.MapDebugPrint( "Grate_Door_Planted" ); }, Grate_Door_Defused = function( trigger ) { Map.Grate_Door_Dyno -= 1; if ( Map.Grate_Door_Dyno < 1 ) { SetAvailableMapGoals( TEAM.ALLIES, true, Map.Plant_Grate_Door ); } Util.MapDebugPrint( "Grate_Door_Defused" ); }, Grate_Door_Destroyed = function( trigger ) { Map.Grate_Door_Dyno = 0; Util.MapDebugPrint( "Grate_Door_Destroyed" ); }, castle_main_gate_moving = function( trigger ) { z = ToVector(trigger.Action).z; if ( z < 0 ) { Util.MapDebugPrint( "Gate closing.", true ); Map.Backgate_Status = "closed"; } else { Util.MapDebugPrint( "Gate opening.", true ); Map.Backgate_Status = "open"; } }, Backgate_Planted = function( trigger ) { Map.Backgate_Dyno += 1; SetAvailableMapGoals( TEAM.ALLIES, false, Map.Plant_Backgate ); Util.MapDebugPrint( "Backgate_Planted" ); }, Backgate_Defused = function( trigger ) { Map.Backgate_Dyno -= 1; if ( Map.Backgate_Dyno < 1 ) { SetAvailableMapGoals( TEAM.ALLIES, true, Map.Plant_Backgate ); } Util.MapDebugPrint( "Backgate_Defused" ); }, Backgate_Destroyed = function( trigger ) { Map.Backgate_Dyno = 0; Map.Backgate_Status = "destroyed"; SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_kurbel" ); SetAvailableMapGoals( TEAM.ALLIES, true, "FLAG_radioparts" ); Util.MapDebugPrint( "Backgate_Destroyed" ); }, Command_Post_Built = function( trigger ) { Map.Command_Post_Dyno = 0; Util.MapDebugPrint( "Command_Post_Built" ); }, Command_Post_Planted = function( trigger ) { Map.Command_Post_Dyno += 1; SetAvailableMapGoals( TEAM.AXIS, false, Map.Plant_Command_Post ); SetAvailableMapGoals( TEAM.ALLIES, false, Map.Plant_Command_Post ); Util.MapDebugPrint( "Command_Post_Planted" ); }, Command_Post_Defused = function( trigger ) { Map.Command_Post_Dyno -= 1; if ( Map.Command_Post_Dyno < 1 ) { SetAvailableMapGoals( TEAM.AXIS, true, Map.Plant_Command_Post ); SetAvailableMapGoals( TEAM.ALLIES, true, Map.Plant_Command_Post ); } Util.MapDebugPrint( "Command_Post_Defused" ); }, Command_Post_Destroyed = function( trigger ) { Map.Command_Post_Dyno = 0; Util.MapDebugPrint( "Command_Post_Destroyed" ); }, Serpentine_Barricade_Planted = function( trigger ) { Map.Serpentine_Barricade_Dyno += 1; SetAvailableMapGoals( TEAM.ALLIES, false, Map.Plant_Serpentine_Barricade ); Util.MapDebugPrint( "Serpentine_Barricade_Planted" ); }, Serpentine_Barricade_Defused = function( trigger ) { Map.Serpentine_Barricade_Dyno -= 1; if ( Map.Serpentine_Barricade_Dyno < 1 ) { SetAvailableMapGoals( TEAM.ALLIES, true, Map.Plant_Serpentine_Barricade ); } Util.MapDebugPrint( "Serpentine_Barricade_Defused" ); }, Serpentine_Barricade_Destroyed = function( trigger ) { if ( Map.Phase < 3 ) { Map.Phase = 3; SetAvailableMapGoals( TEAM.ALLIES, true, { "GRENADE_castle.*", "ATTACK_castle.*", "ATTACK_kurbel", "BUILD_Command_Post", "PLANT_Command_Post", }); SetAvailableMapGoals( TEAM.AXIS, true, { "DEFEND_forest_hut.*", "DEFEND_castle.*", "SNIPE_castle.*", }); } Wp.SetWaypointFlag( "serpentine2", "closed", false ); Map.Serpentine_Barricade_Dyno = 0; Util.SetMaxUsersInProgress( 3, "FLAG_.*" ); SetGoalPriority( "FLAG_radioparts", 0.7, TEAM.ALLIES ); SetGoalPriority( "BUILD_Command_Post", 0.7, TEAM.ALLIES ); SetAvailableMapGoals( TEAM.ALLIES, false, { "DEFEND_forward_spawn.*", "GRENADE_spawn_mg", "GRENADE_serpentine.*", "AIRSTRIKE_serpentine.*", "ATTACK_bridge.*", "BUILD_Bridge_MG", "REPAIRMG42_Bridge_MG", "MOUNTMG42_Bridge_MG", "BUILD_Bridge", "MOUNTMG42_623", "REPAIRMG42_623", "MOUNTMG42_forward_spawn", "REPAIRMG42_forward_spawn", "SWITCH_ladder_switch", }); SetAvailableMapGoals( TEAM.ALLIES, true, { "BUILD_allied_Castle_MG", "MOUNTMG42_allied_Castle_MG", "REPAIRMG42_allied_Castle_MG", "PLANT_Grate_Door", "PLANT_Backgate", "BUILD_Command_Post", "PLANT_Command_Post", "FLAG_radioparts", }); SetAvailableMapGoals( TEAM.AXIS, false, { "TRIPMINE_axis_serpentine", "TRIPMINE_axis_foward_hut", "MOBILEMG42_forward_spawn.*", "DEFEND_forward_spawn.*", "SWITCH_ladder_switch", "DEFEND_bridge.*", "DEFEND_barricade.*", "PLANT_Bridge", "PLANTMINE_barricade", "MOUNTMG42_barricade_mg", "REPAIRMG42_barricade_mg", "MOUNTMG42_forward_spawn", "REPAIRMG42_forward_spawn", "CALLARTILLERY_bridge.*", "SNIPE_bridge.*", "MOBILEMORTAR_bridge.*", "PLANT_Bridge_MG", }); SetAvailableMapGoals( TEAM.AXIS, true, { "PLANTMINE_frontgate", "PLANTMINE_allied_mg", "BUILD_Axis_Castle_MG", "REPAIRMG42_Axis_Castle_MG", "MOUNTMG42_Axis_Castle_MG", "REPAIRMG42_336", "MOUNTMG42_336", "PLANT_allied_Castle_MG", "BUILD_Grate_Door", "DEFEND_antenna4", "DEFEND_antenna7", "TRIPMINE_axis_main_door", "TRIPMINE_axis_rear_gate", }); Util.MapDebugPrint( "Serpentine_Barricade_Destroyed" ); }, radioparts_Taken = function( trigger ) { if ( Map.Antenna_Status == 1 ) { SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_antenna_switch" ); } if ( Map.Phase >= 3 ) { SetGoalPriority( "DEFEND_forest_hut.*", 0.51, TEAM.AXIS ); SetGoalPriority( "ATTACK_transmitter.*", 0.6, TEAM.ALLIES ); } SetGoalPriority( "DEFEND_transmitter.*", 0.6, TEAM.AXIS ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_forest_hut.*" ); SetAvailableMapGoals( TEAM.AXIS, true, { "DEFEND_transmitter.*", "MOUNTMG42_Axis_Castle_MG", "BUILD_Axis_Castle_MG", }); SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_transmitter.*" ); Util.MapDebugPrint( "radioparts_Taken" ); }, radioparts_Returned = function( trigger ) { SetAvailableMapGoals( TEAM.ALLIES, false, { "SWITCH_antenna_switch", "ATTACK_transmitter.*", }); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_transmitter.*" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_forest_hut.*" ); Util.MapDebugPrint( "radioparts_Returned" ); }, radioparts_Secured = function( trigger ) { Util.DisableGoal( ".*", true ); Map.Phase = 4; Map.Transmitter_Status = 2; SetGoalPriority( "SWITCH_antenna_switch", 0.95 ); SetGoalPriority( "DEFEND_antenna.*", 0.61 ); SetGoalPriority( "DEFEND_antenna2", 0.75 ); Util.SetMaxUsersInProgress( 6, "SWITCH_antenna_switch" ); Util.SetMaxUsersInProgress( 1, "DEFEND_antenna.*" ); Util.SetMaxUsersInProgress( 3, "ATTACK_antenna.*" ); SetAvailableMapGoals( TEAM.AXIS, true, { "DEFEND_castle.*", "SNIPE_castle.*", "TRIPMINE_axis_antenna.*", "DEFEND_antenna.*", "MOUNTMG42_336", "MOUNTMG42_Axis_Castle_MG", "REPAIRMG42_Axis_Castle_MG", "REPAIRMG42_336", "PLANT_allied_Castle_MG", "HEALTHCAB_.*", "AMMOCAB_.*", }); SetAvailableMapGoals( TEAM.ALLIES, true, { "ATTACK_antenna.*", "REPAIRMG42_allied_Castle_MG", "BUILD_allied_Castle_MG", "MOUNTMG42_allied_Castle_MG", "HEALTHCAB_.*", "AMMOCAB_.*", }); if ( Map.Antenna_Status == 1 ) { SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_antenna_switch" ); } else { SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_antenna_switch" ); } Util.MapDebugPrint( "radioparts_Secured" ); }, Antenna_Changed = function( trigger ) { Map.Antenna_Status = 2; SetAvailableMapGoals( TEAM.ALLIES, false, "SWITCH_antenna_switch" ); SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_antenna_switch" ); Util.MapDebugPrint( "Antenna_Changed" ); }, Antenna_Rearranged = function( trigger ) { Map.Antenna_Status = 1; if ( Map.Phase >= 3 ) { SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_antenna_switch" ); } SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_antenna_switch" ); Util.MapDebugPrint( "Antenna_Rearranged" ); }, Allies_Win = function( trigger ) { Util.MapDebugPrint( "Allies_Win" ); }, forwardflag_Axis_Captured = function( trigger ) { SetAvailableMapGoals( TEAM.ALLIES, true, "GRENADE_spawn_mg" ); SetAvailableMapGoals( TEAM.ALLIES, false, { "REPAIRMG42_forward_spawn", "MOUNTMG42_forward_spawn", }); SetAvailableMapGoals( TEAM.ALLIES, true, "CHECKPOINT_forwardflag" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_forward_spawn.*" ); SetAvailableMapGoals( TEAM.AXIS, false, "CHECKPOINT_forwardflag" ); SetAvailableMapGoals( TEAM.AXIS, true, { "REPAIRMG42_forward_spawn", "MOUNTMG42_forward_spawn", }); Util.MapDebugPrint( "forwardflag_Axis_Captured" ); }, forwardflag_Allies_Captured = function( trigger ) { SetAvailableMapGoals( TEAM.ALLIES, false, "GRENADE_spawn_mg" ); SetAvailableMapGoals( TEAM.ALLIES, true, { "REPAIRMG42_forward_spawn", "MOUNTMG42_forward_spawn", }); SetAvailableMapGoals( TEAM.ALLIES, false, "CHECKPOINT_forwardflag" ); SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_forward_spawn.*" ); SetAvailableMapGoals( TEAM.AXIS, false, { "MOBILEMG42_forward_spawn.*", "DEFEND_forward_spawn.*", }); SetAvailableMapGoals( TEAM.AXIS, true, "CHECKPOINT_forwardflag" ); SetAvailableMapGoals( TEAM.AXIS, false, { "REPAIRMG42_forward_spawn", "MOUNTMG42_forward_spawn", }); Util.MapDebugPrint( "forwardflag_Allies_Captured" ); }, Ladder_Raised = function( trigger ) { SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_ladder_switch" ); Wp.SetWaypointFlag( "ladder_low", "closed", true ); if ( Map.Phase < 3 ) { SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_ladder_switch" ); } Util.MapDebugPrint( "Ladder_Raised" ); }, Ladder_Lowered = function( trigger ) { SetAvailableMapGoals( TEAM.ALLIES, false, "SWITCH_ladder_switch" ); Wp.SetWaypointFlag( "ladder_low", "closed", false ); if ( Map.Phase < 3 ) { SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_ladder_switch" ); } Util.MapDebugPrint( "Ladder_Lowered" ); }, }; global OnMapLoad = function() { OnTrigger( "^1Allied team has built the Bridge!", Map.Bridge_Built ); OnTrigger( "Planted at the Bridge.", Map.Bridge_Planted ); OnTrigger( "Defused at the Bridge.", Map.Bridge_Defused ); OnTrigger( "^1Axis team has destroyed the Bridge!", Map.Bridge_Destroyed ); OnTrigger( "^1Allied team has built the Bridge MG!", Map.Bridge_MG_Built ); OnTrigger( "^1Allied Command Post constructed. Charge speed increased! Forest Spawn", Map.Command_Post_Built ); OnTrigger( "^1Axis Command Post constructed. Charge speed increased!", Map.Command_Post_Built ); OnTrigger( "Planted at the Command Post.", Map.Command_Post_Planted ); OnTrigger( "Defused at the Command Post.", Map.Command_Post_Defused ); OnTrigger( "^1Axis team has damaged the Allied Command Post!", Map.Command_Post_Destroyed ); OnTrigger( "^1Allied team has damaged the Axis Command Post!", Map.Command_Post_Destroyed ); OnTrigger( "^1Axis team has rebuilt the Grate Door!", Map.Grate_Door_Built ); OnTrigger( "Planted at the Grate Door.", Map.Grate_Door_Planted ); OnTrigger( "Defused at the Grate Door.", Map.Grate_Door_Defused ); OnTrigger( "^1Allied team has breached the Grate Door!", Map.Grate_Door_Destroyed ); OnTrigger( "Planted at the Serpentine Barricade.", Map.Serpentine_Barricade_Planted ); OnTrigger( "Defused at the Serpentine Barricade.", Map.Serpentine_Barricade_Defused ); OnTrigger( "^1Allies have breached the Serpentine Barricade and secured the Forward", Map.Serpentine_Barricade_Destroyed ); OnTrigger( "Planted at the Backgate.", Map.Backgate_Planted ); OnTrigger( "Defused at the Backgate.", Map.Backgate_Defused ); OnTrigger( "^1Backgate destroyed!", Map.Backgate_Destroyed ); OnTrigger( "axis_modification_kit_taken", Map.radioparts_Taken ); OnTrigger( "axis_modification_kit_returned", Map.radioparts_Returned ); OnTrigger( "axis_they_modified_transmitter", Map.radioparts_Secured ); OnTrigger( "^1Allies have changed the Antenna orientation!", Map.Antenna_Changed ); OnTrigger( "^1Axis have rearranged the Antenna!", Map.Antenna_Rearranged ); OnTrigger( "^1Allies are sending their pirate signal!", Map.Allies_Win ); OnTrigger( "^1Axis reclaim the Forward Hut!", Map.forwardflag_Axis_Captured ); OnTrigger( "^1Allies capture the Forward Hut!", Map.forwardflag_Allies_Captured ); OnTrigger( "^1Cave Ladder lowered!^7", Map.Ladder_Lowered ); OnTrigger( "^1Cave Ladder raised!^7", Map.Ladder_Raised ); OnTrigger( "backdoor_goto", Map.castle_main_gate_moving ); OnTriggerRegion( AABB(860,-5170,-920, 1450,-4790,-640), Map.increasebreakabledist ); OnTriggerRegion( AABB(703,-7324,-870, 821,-7112,-745), Map.increasebreakabledist ); /*** GOALS ***/ Util.DisableGoal( ".*", true ); // Disable all but routes SetAvailableMapGoals( TEAM.ALLIES, true, { "SWITCH_ladder_switch", "GRENADE_serpentine.*", "GRENADE_spawn_mg", "GRENADE_barrier", "AIRSTRIKE_serpentine.*", "MOUNTMG42_623", "REPAIRMG42_623", "REPAIRMG42_Bridge_MG", "MOUNTMG42_Bridge_MG", "ATTACK_forward_spawn.*", "ATTACK_bridge.*", "ATTACK_before_bridge.*", "BUILD_Bridge_MG", "BUILD_Bridge", "PLANT_Serpentine_Barricade", "CHECKPOINT_forwardflag", "CAPPOINT_339", "HEALTHCAB_.*", "AMMOCAB_.*", }); SetAvailableMapGoals( TEAM.AXIS, true, { "CHECKPOINT_forwardflag", "DEFEND_bridge.*", }); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_bridge[789]" ); //disable these three SetAvailableMapGoals( TEAM.AXIS, true, { "CALLARTILLERY_bridge.*", "SNIPE_bridge.*", "MOBILEMORTAR_bridge.*", "PLANTMINE_forest_hut.*", "PLANTMINE_backdoor[123]", "PLANTMINE_barricade", "PLANTMINE_tunnel.*", "PLANT_Bridge", "MOUNTMG42_barricade_mg", "REPAIRMG42_barricade_mg", "MOUNTMG42_forward_spawn", "REPAIRMG42_forward_spawn", "BUILD_Grate_Door", "BUILD_Command_Post", "PLANT_Command_Post", "PLANT_Bridge_MG", "HEALTHCAB_.*", "AMMOCAB_.*", "ARTILLERY_.*", }); SetAvailableMapGoals( TEAM.AXIS, true, "GRENADE_tunnelentrance" ); // roled defenders have better cover inside SetAvailableMapGoals( TEAM.AXIS, true, { "TRIPMINE_axis_serpentine", "TRIPMINE_axis_foward_hut", }); SetGoalPriority( "MOUNTMG42_Bridge_MG", 0.71, TEAM.ALLIES ); SetGoalPriority( "MOUNTMG42_.*", 0.6, TEAM.ALLIES, CLASS.ENGINEER ); SetGoalPriority( "PLANT_Axis_Castle_MG", 0.5, TEAM.ALLIES, CLASS.ENGINEER ); SetGoalPriority( "PLANT_Bridge_MG", 0.5, TEAM.AXIS, CLASS.ENGINEER ); SetGoalPriority( "PLANT_allied_Castle_MG", 0.5, TEAM.AXIS, CLASS.ENGINEER ); SetGoalPriority( "BUILD_allied_Castle_MG", 0.7, TEAM.ALLIES, CLASS.ENGINEER ); SetGoalPriority( "FLAG_radioparts", 0.61, TEAM.ALLIES ); SetGoalPriority( "ATTACK_kurbel", 0.6, TEAM.ALLIES ); SetGoalPriority( "CHECKPOINT_forwardflag", 0.71 ); SetGoalPriority( "GRENADE_.*", 0.65, TEAM.ALLIES ); SetGoalPriority( "BUILD_Command_Post", 0.8, TEAM.AXIS ); SetGoalPriority( "PLANTMINE_tunnel.*", 0.8, TEAM.AXIS ); SetGoalPriority( "PLANTMINE_barricade", 0.8, TEAM.AXIS ); SetGoalPriority( "SWITCH_antenna_switch", 0.8, TEAM.AXIS ); SetGoalPriority( "DEFEND_bridge[789]", 0.71, TEAM.AXIS ); // roled goals Util.SetRoleForGoals( "SWITCH_ladder_switch", ROLE.DEFENDER ); // Goal positions Util.SetGoalPosition( -500, -6090, -935, "PLANT_Bridge" ); Util.SetGoalOffset( 0, -40, -20, "BUILD_Bridge" ); Util.SetGoalOffset( 10, -20, 0, "BUILD_allied_Castle_MG" ); Util.SetGoalOffset( 40, 0, -20, "BUILD_Bridge_MG" ); Util.AddUseWp( "PLANT_Grate_Door", "gratedoor1" ); Util.AddUseWp( "PLANT_Grate_Door", "gratedoor2" ); // Flag some waypoints as closed Wp.SetWaypointFlag( "ladder_low", "closed", true ); Wp.SetWaypointFlag( "serpentine2", "closed", true ); // Set max. users Util.SetMaxUsers( 1, "DEFEND_.*" ); Util.SetMaxUsers( 1, "MOUNTMG42.*" ); Util.SetMaxUsers( 1, "REPAIRMG42_.*" ); Util.SetMaxUsers( 1, "GRENADE_.*" ); Util.SetMaxUsers( 1, "SWITCH_.*" ); Util.SetMaxUsers( 1, "BUILD_.*" ); Util.SetMaxUsers( 1, "PLANT_.*" ); Util.SetMaxUsers( 1, "FLAG_.*" ); Util.SetMaxUsers( 3, "CHECKPOINT_.*" ); // Set Map Goal Properties SetMapGoalProperties( "MOUNTMG42_.*", {MinCampTime=10, MaxCampTime=90} ); SetMapGoalProperties( "MOBILEMG42_.*", {MinCampTime=10, MaxCampTime=90} ); SetMapGoalProperties( "DEFEND_.*", {MinCampTime=5, MaxCampTime=25} ); SetMapGoalProperties( "ATTACK_.*", {MinCampTime=2, MaxCampTime=15} ); SetMapGoalProperties( "ATTACK_kurbel", {MinCampTime=15, MaxCampTime=70} ); /*** ROUTES ***/ MapRoutes = { CAPPOINT_339 = { ROUTE_objective = { ROUTE_gate = {}, ROUTE_arch = {} } }, CHECKPOINT_forwardflag = { ROUTE_allied_spawn = { ROUTE_bridge3 = {}, ROUTE_right = {}, ROUTE_tree = {} } }, GRENADE_spawn_mg = { ROUTE_allied_spawn = { ROUTE_bridge3 = {}, ROUTE_right = { ROUTE_tree = {} } } }, SWITCH_antenna_switch = { ROUTE_castle_spawn = { ROUTE_bridge = {}, ROUTE_cellar = {}, ROUTE_ladder = {}, ROUTE_stairs = {}, }, ROUTE_radio_parts = { ROUTE_castle_spawn = { ROUTE_bridge = {} }, ROUTE_cellar = {}, ROUTE_ladder = {}, ROUTE_stairs = {}, }, ROUTE_forward_spawn = { ROUTE_gate = { ROUTE_bridge = {}, ROUTE_cellar = {}, ROUTE_ladder = {}, ROUTE_stairs = {}, }, ROUTE_arch = { ROUTE_bridge = {}, ROUTE_cellar = {}, ROUTE_ladder = {}, ROUTE_stairs = {}, } } } }; Util.Routes(MapRoutes); Util.MapDebugPrint( "Omni-bot map script for Transmitter executed." ); }; global OnBotJoin = function( bot ) { bot.TargetBreakableDist = Map.t_breakable_dist_low; Util.ChangeBotSpawn( bot, TEAM.AXIS, 2, 2 ); };