//========================================================================================== // // vs_radar_camp_b4.gm // // Who When What //------------------------------------------------------------------------------------------ // MickyP 27 January 2013 Initial Script // //========================================================================================== // // To Do // Routes // Replace or improve garage backdoor goal dection // Allow bots to exploit back door // Sort top garage entry/exit for axis bots // global Map = { ShowMovers = true, TankAtB1 = 0, B1Built = 0, TankAtB2 = 0, B2Built = 0, PlayersAtDoor = 0, PlayersInGarage = 0, Tank_Back_Door_Open = 0, Tank_Stolen = 0, grate1 = false, grate2 = false, Movers = { "MOVER_fence", }, Navigation = { longjump = { navigate = function(_this) { _this.Bot.HoldButton(BTN.FORWARD, 1.2); sleep(2); }, }, grate1 = { navigate = function(_this) { if ( !Map.grate1 ) { _this.AddWeaponRequest(Priority.High, WEAPON.KNIFE ); _this.BlockForWeaponChange( WEAPON.KNIFE ); while( !Map.grate1 ) { _this.Bot.HoldButton(BTN.ATTACK1, 0.25); yield(); } } sleep(1); }, }, grate2 = { navigate = function(_this) { if ( !Map.grate2 ) { _this.AddWeaponRequest(Priority.High, WEAPON.KNIFE ); _this.BlockForWeaponChange( WEAPON.KNIFE ); while( !Map.grate2 ) { _this.AddAimRequest(Priority.High, "position", Vector3(-1925,-2886,432)); _this.Bot.HoldButton(BTN.ATTACK1, 0.25); _this.Bot.HoldButton(BTN.CROUCH, 0.25); yield(); } } sleep(1); }, }, }, Lift_Trigger = { Name = "Door_Trigger", TriggerOnClass = CLASS.ANYPLAYER, OnEnter = function(ent) { Map.Switches.lift.Enabled = false; }, OnExit = function(ent) { Map.Switches.lift.Enabled = true; }, }, Switches = { lift = { Enabled = true, Priority = 0, WaypointName = "liftswitch", Timeout = 2000, AimPosition = Vec3(-2031.875,-3850.664,340.540), }, }, Door_Trigger = { Name = "Door_Trigger", TriggerOnClass = CLASS.ANYPLAYER, OnEnter = function(ent) { if( Map.PlayersAtDoor == 0 ) { Map.DoorTraceLineThreadId = thread(Map.DoorTraceLineThread); } Map.PlayersAtDoor += 1; // Util.MapDebugPrint( "Door_Trigger_Enter" ); }, OnExit = function(ent) { Map.PlayersAtDoor -= 1; if( Map.PlayersAtDoor == 0 ) { threadKill(Map.DoorTraceLineThreadId); } // Util.MapDebugPrint( "Door_Trigger_Exit" ); }, }, DoorTraceLineThread = function() { // two map coordinates: start = Vector3(-2055.000, -1960.000, 195.000); end = Vector3(-2060.000, -1960.000, 195.000); while (1) { tr = TraceLine(start, end, null, TRACE.SHOT, 0, false); // The tr.fraction value tells us of a collision or not. // If it's 1, there was no collision. If less than 1 there was a collision. if(tr.fraction < 1) { // print("Door_Broken"); // For Debugging only DrawDebugLine(start, end, COLOR.RED, 2); Wp.SetWaypointFlag( "GarageDoor", "closed", true ); SetAvailableMapGoals( TEAM.AXIS, false, "GRENADE_Door.*" ); SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Tank_Back_Door" ); } else { // print("Door_Built");// For Debugging only DrawDebugLine(start, end, COLOR.GREEN, 2); Wp.SetWaypointFlag( "GarageDoor", "closed", false ); SetAvailableMapGoals( TEAM.AXIS, true, "GRENADE_Door.*" ); SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank_Back_Door" ); } sleep(2); } }, In_Garage = { Name = "In_Garage", TriggerOnClass = CLASS.ANYPLAYER, OnEnter = function(ent) { if( GetEntTeam(ent) == TEAM.ALLIES ) { Map.PlayersInGarage += 1; Util.SetRoleForGoals("GRENADE_Door", ROLE.AMBUSHER); // Don't have Axis locking Allies inside // Util.MapDebugPrint( "In_Garage_Enter" ); } }, OnExit = function(ent) { if( GetEntTeam(ent) == TEAM.ALLIES ) { Map.PlayersInGarage -= 1; if( Map.PlayersAtDoor == 0 ) { Util.ClearRoleForGoals("GRENADE_Door", ROLE.AMBUSHER); } } // Util.MapDebugPrint( "In_Garage_Exit" ); }, }, Tank_Depot_Gate_Destroyed = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, true, "Build_Tank" ); SetAvailableMapGoals( TEAM.ALLIES, true, "MOUNT_Tank" ); DeleteTriggerRegion("InGarage"); Map.PlayersInGarage = 0; Util.MapDebugPrint( "Tank_Depot_Gate_Destroyed" ); }, vehicle_at_location = function( trigger ) { switch(Map.VehicleLocation) { case 1: { Map.Tank_Stolen(); } case 2: { Map.Tank_At_Barrier_1(); } case 3: { Map.Tank_Past_Barrier_1(); } case 4: { Map.Tank_At_Barrier_2(); } case 5: { Map.Tank_Past_Barrier_2(); } } }, Tank_Built = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Tank_Built" ); }, Tank_Destroyed = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Tank_Destroyed" ); }, Tank_Stolen = function( trigger ) { if ( TestMap ) { return; } Map.Tank_Stolen = 1; SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_Garage.*" ); SetAvailableMapGoals( TEAM.AXIS, false, "GRENADE_Door.*" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_Barrier_One.*" ); SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank_Back_Door" ); SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_Garage.*" ); SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_Barrier_One.*" ); SetAvailableMapGoals( TEAM.ALLIES, true, "MOUNTMG42_Barrier_One" ); SetAvailableMapGoals( TEAM.ALLIES, true, "REPAIRMG42_Barrier_One" ); SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Tank_Barrier_1" ); // Disable everyting todo with garage back door Map.PlayersAtDoor = 0; threadKill(Map.DoorTraceLineThreadId); DeleteTriggerRegion("TankDoor"); Wp.SetWaypointFlag( "GarageDoor", "closed", true ); Util.SetRoleForGroup("Garage", ROLE.AMBUSHER); // role so bots will not use SetAvailableMapGoals( TEAM.AXIS, false, "GRENADE_Door.*" ); SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank_Back_Door" ); Util.MapDebugPrint( "Tank_Stolen" ); }, Tank_Barrier_1_Built = function( trigger ) { if ( TestMap ) { return; } Map.B1Built = 1; if ( Map.TankAtB1 == 1 ) { SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank" ); } Util.MapDebugPrint( "Tank_Barrier_1_Built" ); }, Tank_Barrier_1_Destroyed = function( trigger ) { if ( TestMap ) { return; } Map.B1Built = 0; if ( Map.TankAtB1 == 1 ) { SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Tank" ); } Util.MapDebugPrint( "Tank_Barrier_1_Destroyed" ); }, Tank_At_Barrier_1 = function( trigger ) { if ( TestMap ) { return; } Map.TankAtB1 = 1; if ( Map.B1Built == 1 ) { SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank" ); } Util.MapDebugPrint( "Tank_At_Barrier_1" ); }, Tank_Past_Barrier_1 = function( trigger ) { if ( TestMap ) { return; } Map.TankAtB1 = 0; SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Tank_Barrier_1" ); SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_Barrier_One.*" ); SetAvailableMapGoals( TEAM.ALLIES, false, "MOUNTMG42_Barrier_One" ); SetAvailableMapGoals( TEAM.ALLIES, false, "REPAIRMG42_Barrier_One" ); SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_Barrier_Two.*" ); SetAvailableMapGoals( TEAM.ALLIES, true, "MOUNTMG42_Barrier_2" ); SetAvailableMapGoals( TEAM.ALLIES, true, "REPAIRMG42_Barrier_2" ); SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Tank_Barrier_1" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_Barrier_One.*" ); SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Marines_Command_Center" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_Barrier_Two.*" ); SetAvailableMapGoals( TEAM.AXIS, true, "MOUNTMG42_Barrier_1" ); SetAvailableMapGoals( TEAM.AXIS, true, "REPAIRMG42_Barrier_1" ); SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Tank_Barrier_1" ); Util.MapDebugPrint( "Tank_Past_Barrier_1" ); }, Radar_Door_Destroyed= function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, true, "CAPPOINT_Radar" ); SetAvailableMapGoals( TEAM.AXIS, false, "MOUNTMG42_Barrier_1" ); SetAvailableMapGoals( TEAM.AXIS, false, "REPAIRMG42_Barrier_1" ); Util.MapDebugPrint( "Radar_Door_Destroyed" ); }, Tank_Barrier_2_Built = function( trigger ) { if ( TestMap ) { return; } Map.B2Built = 1; if ( Map.TankAtB2 == 1 ) { SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank" ); } Util.MapDebugPrint( "Tank_Barrier_2_Built" ); }, Tank_Barrier_2_Destroyed = function( trigger ) { if ( TestMap ) { return; } Map.B2Built = 0; if ( Map.TankAtB2 == 1 ) { SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Tank" ); } Util.MapDebugPrint( "Tank_Barrier_2_Destroyed" ); }, Tank_At_Barrier_2 = function( trigger ) { if ( TestMap ) { return; } Map.TankAtB2 = 1; if ( Map.B2Built == 1 ) { SetAvailableMapGoals( TEAM.ALLIES, false, "BUILD_Tank" ); } Util.MapDebugPrint( "Tank_At_Barrier_2" ); }, Tank_Past_Barrier_2 = function( trigger ) { if ( TestMap ) { return; } Map.TankAtB2 = 0; SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_Barrier_Two.*" ); SetAvailableMapGoals( TEAM.ALLIES, false, "MOUNTMG42_Barrier_2" ); SetAvailableMapGoals( TEAM.ALLIES, false, "REPAIRMG42_Barrier_2" ); SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Tank_Barrier_2" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_Barrier_Two.*" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_Entry.*" ); Util.MapDebugPrint( "Tank_Past_Barrier_2" ); }, Bunker_fence_Built = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Bunker_fence_Built" ); }, Marines_Command_Center_Built = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Marines_Command_Center_Built" ); }, Vietcongs_Command_Post_Built = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Vietcongs_Command_Post_Built" ); }, Wood_Barrier_Built = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Wood_Barrier_Built" ); }, Bunker_fence_Destroyed = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Bunker_fence_Destroyed" ); }, Marines_Command_Center_Destroyed = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Marines_Command_Center_Destroyed" ); }, Marines_Grappling_Hooks_Built = function( trigger ) { if ( TestMap ) { return; } Wp.SetWaypointFlag( "Hooks", "closed", false ); Util.MapDebugPrint( "Marines_Grappling_Hooks_Built" ); }, Marines_Grappling_Hooks_Destroyed = function( trigger ) { if ( TestMap ) { return; } Wp.SetWaypointFlag( "Hooks", "closed", true ); Util.MapDebugPrint( "Marines_Grappling_Hooks_Destroyed" ); }, Vietcongs_Command_Post_Destroyed = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Vietcongs_Command_Post_Destroyed" ); }, Vietcongs_Side_Wall_Destroyed = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Wood_Barrier" ); Util.MapDebugPrint( "Vietcongs_Side_Wall_Destroyed" ); }, Wood_Barrier_Destroyed = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Wood_Barrier_Destroyed" ); }, Coordinates_Door_Destroyed = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, false, "Build_Tank" ); SetAvailableMapGoals( TEAM.ALLIES, false, "Mount_Tank" ); SetAvailableMapGoals( TEAM.ALLIES, true, "FLAG_Vietcong_Base_Coordinates" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_Obj.*" ); Util.MapDebugPrint( "Coordinates_Door_Destroyed" ); }, Vietcong_Base_Coordinates_Taken = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, true, "DEFEND_Radar.*" ); SetAvailableMapGoals( TEAM.ALLIES, true, "MOUNTMG42_Dropoff" ); SetAvailableMapGoals( TEAM.ALLIES, true, "REPAIRMG42_Dropoff" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_Radar.*" ); SetAvailableMapGoals( TEAM.AXIS, true, "MOUNTMG42_Dropoff" ); SetAvailableMapGoals( TEAM.AXIS, true, "REPAIRMG42_Dropoff" ); Util.MapDebugPrint( "Vietcong_Base_Coordinates_Taken" ); }, Vietcong_Base_Coordinates_Returned = function( trigger ) { if ( TestMap ) { return; } SetAvailableMapGoals( TEAM.ALLIES, false, "DEFEND_Radar.*" ); SetAvailableMapGoals( TEAM.ALLIES, false, "MOUNTMG42_Dropoff" ); SetAvailableMapGoals( TEAM.ALLIES, false, "REPAIRMG42_Dropoff" ); SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_Radar.*" ); SetAvailableMapGoals( TEAM.AXIS, false, "MOUNTMG42_Dropoff" ); SetAvailableMapGoals( TEAM.AXIS, false, "REPAIRMG42_Dropoff" ); Util.MapDebugPrint( "Vietcong_Base_Coordinates_Returned" ); }, Vietcong_Base_Coordinates_Secured = function( trigger ) { if ( TestMap ) { return; } Util.MapDebugPrint( "Vietcong_Base_Coordinates_Secured" ); }, Grate_1_Broken = function( trigger ) { if ( TestMap ) { return; } Map.grate1 = true; Util.MapDebugPrint( "Grate_1_Broken" ); }, Grate_2_Broken = function( trigger ) { if ( TestMap ) { return; } Map.grate2 = true; Util.MapDebugPrint( "Grate_1_Broken" ); }, }; global OnMapLoad = function() { if ( TestMapOn ) { Util.AutoTestMap(); } Lift = OnTriggerRegion(AABB(-2879.134,-2315.820,131.125,-2559.125,-2271.143,209.773), Map.Lift_Trigger); TankDoor = OnTriggerRegion(AABB(-2277.477,-1959.875,138.125,-1847.125,-1644.014,212.125),Map.Door_Trigger); Garage = OnTriggerRegion(AABB(-2944.875,-2240.875,131.125,-1994.087,-1799.125,450.874), Map.In_Garage); OnTrigger( "Marines have destroyed the Tank Depot Gate!", Map.Tank_Depot_Gate_Destroyed ); OnTrigger( "The Tank has been repaired!", Map.Tank_Built ); OnTrigger( "The Tank has been damaged!", Map.Tank_Destroyed ); TankStolen = OnTriggerRegion(AABB(-2854.029,-2532.982,131.125,-2551.058,-2483.910,211.610), RegionTrigger.VehicleTrigger); OnTrigger( "tank at location", Map.vehicle_at_location ); OnTrigger( "Tank Barrier #1 has been constructed.", Map.Tank_Barrier_1_Built ); AtB1 = OnTriggerRegion(AABB(-2204.771,-3616.917,129.125,-2144.033,-3261.990,217.769),RegionTrigger.VehicleTrigger); OnTrigger( "Tank Barrier #1 has been destroyed.", Map.Tank_Barrier_1_Destroyed ); PastB1 = OnTriggerRegion(AABB(-2159.322,-3561.396,129.125,-2115.007,-3227.116,203.125),RegionTrigger.VehicleTrigger); AtB2 = OnTriggerRegion(AABB(-382.374,-2114.458,129.125,-48.552,-2073.519,203.125), RegionTrigger.VehicleTrigger); OnTrigger( "Tank Barrier #2 has been constructed.", Map.Tank_Barrier_2_Built ); OnTrigger( "Tank Barrier #2 has been destroyed.", Map.Tank_Barrier_2_Destroyed ); PastB2 = OnTriggerRegion(AABB(-388.235,-2064.139,129.125,-55.955,-1987.753,248.962), RegionTrigger.VehicleTrigger); OnTrigger( "Marines shoted the Grappling Hooks!", Map.Marines_Grappling_Hooks_Built ); OnTrigger( "Marines Grappling Hooks have been destroyed!", Map.Marines_Grappling_Hooks_Destroyed ); OnTrigger( "Marines have destroyed the Vietcongs Side Wall!", Map.Vietcongs_Side_Wall_Destroyed ); OnTrigger( "Marines have destroyed the Radar Door!!", Map.Radar_Door_Destroyed ); OnTrigger( "Marines have breached the Coordinates Security Room!!", Map.Coordinates_Door_Destroyed ); OnTrigger( "The Wood Barrier has been constructed!", Map.Wood_Barrier_Built ); OnTrigger( "The Wood Barrier has been destroyed!", Map.Wood_Barrier_Destroyed ); OnTrigger( "The Bunker fence has been constructed!", Map.Bunker_fence_Built ); OnTrigger( "The Bunker fence has been destroyed!", Map.Bunker_fence_Destroyed ); OnTrigger( "Allies have stolen the Vietcong Base Coordinates!", Map.Vietcong_Base_Coordinates_Taken ); OnTrigger( "Flag returned Vietcong Base Coordinates!", Map.Vietcong_Base_Coordinates_Returned ); OnTrigger( "Marines team has transmitted the Vietcongs Base Coordinates!", Map.Vietcong_Base_Coordinates_Secured ); OnTrigger( "Marines have fortified the Command Center", Map.Marines_Command_Center_Built ); OnTrigger( "Vietcongs have destroyed the Marines Command Center", Map.Marines_Command_Center_Destroyed ); OnTrigger( "Vietcongs Command Post constructed. Charge speed increased!", Map.Vietcongs_Command_Post_Built ); OnTrigger( "Marines team has destroyed the Axis Command Post!", Map.Vietcongs_Command_Post_Destroyed ); OnTrigger( "GRENADE_Grate_1 Exploded.", Map.Grate_1_Broken ); OnTrigger( "GRENADE_Grate_2 Exploded.", Map.Grate_2_Broken ); Wp.SetWaypointFlag( "GarageDoor", "closed", true ); Wp.SetWaypointFlag( "Hooks", "closed", true ); Util.DisableGoal( ".*", true ); // all but routes SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Tank_Back_Door" ); SetAvailableMapGoals( TEAM.ALLIES, true, "PLANT_Tank_Depot_Gate.*" ); SetAvailableMapGoals( TEAM.ALLIES, true, "BUILD_Marines_Command_Center" ); SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_Garage.*" ); SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_Garage.*" ); SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Tank_Barrier_1" ); SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Tank_Barrier_2" ); SetAvailableMapGoals( TEAM.AXIS, true, "BUILD_Vietcongs_Command_Post" ); SetAvailableMapGoals( TEAM.AXIS, true, "PLANT_Marines_Command_Center" ); SetAvailableMapGoals( TEAM.AXIS, true, "PLANT_Marines_Command_Center" ); // Max users per goal Util.SetMaxUsers( 1, "DEFEND_.*" ); Util.SetMaxUsers( 1, "GRENADE_.*" ); Util.SetMaxUsers( 1, "MOUNTMG42_.*" ); Util.SetMaxUsers( 1, "BUILD_Marines_Command_Center" ); Util.SetMaxUsers( 1, "BUILD_Tank_Back_Door" ); Util.SetMaxUsers( 1, "PLANT_Marines_Command_Center" ); SetGoalPriority( "PLANT_Tank_Barrier_1", 0.82, TEAM.ALLIES ); SetGoalPriority( "BUILD_Tank_Barrier_1", 0.91, TEAM.AXIS ); SetGoalPriority( "BUILD_Marines_Command_Center", 0.79, TEAM.ALLIES ); SetGoalPriority( "BUILD_Bunker_fence", 0.7, TEAM.AXIS ); // Not a important goal SetGoalPriority( "PLANT_Bunker_fence", 0.7, TEAM.ALLIES ); // Not a important goal SetGoalPriority( "BUILD_Vietcongs_Command_Post", 0.80, TEAM.AXIS ); SetGoalPriority( "DEFEND_Radar", 0.52, 0, 0 ); // Higher to override other current goals SetGoalPriority( "BUILD_Wood_Barrier", 0.92, 0, 0 ); // Higher incase of sneaky player SetGoalPriority( "PLANT_Vietcongs_Command_Post", 0.80, TEAM.ALLIES, CLASS.ENGINEER, true ); Util.ClearRoleForGroup("Garage", ROLE.AMBUSHER); // Camp times SetMapGoalProperties( "MOUNTMG42_.*", {MinCampTime=15, MaxCampTime=90} ); SetMapGoalProperties( "MOBILEMG42_.*", {MinCampTime=10, MaxCampTime=60} ); Util.UpdateSwitchData(); Util.MapDebugPrint( "Omni-bot map script for " + GetMapName() + " executed." ); }; global OnBotJoin = function( bot ) { // Uncomment for shootable breakables Util.IgnoreTargetGoalTable(bot, Map.Movers); //bot.TargetBreakableDist = 90.0; // Only set MaxViewDistance on maps with limited sight (e.g. fog) //~bot.MaxViewDistance = 2400; };