beachplanks
{
spawn
{
wait 200
trigger beachplanks setup
constructible_class 2
accum 7 set 0 // Ragnar: Use accum 7 to count how often the Beachplanks were destroyed, 0 times so far.
}
.
.
.
built final
{
.
.
.
trigger self built_count_dispatch // Ragnar: Assault Ramp built one more time, take action accordingly to accum value with the death count.
}
.
.
.
death
{
.
.
.
accum 7 inc 1 // Ragnar: Beachplanks are destroyed one more time.
trigger self destroyed_count_dispatch // Ragnar: Take action accordingly to accum value.
}
// Ragnar begin: Some new triggers to count how often the Assault Ramp was built resp. destroyed and to take actions accordingly.
trigger built_count_dispatch
{
// Only "deaths" are count, the built count is always (death count + 1).
accum 7 trigger_if_equal 0 beachplanks built_count_1
accum 7 trigger_if_equal 1 beachplanks built_count_2
accum 7 trigger_if_equal 2 beachplanks built_count_3
accum 7 trigger_if_equal 3 beachplanks built_count_4
accum 7 trigger_if_equal 4 beachplanks built_count_5
}
trigger destroyed_count_dispatch
{
accum 7 trigger_if_equal 1 beachplanks destroyed_count_1
accum 7 trigger_if_equal 2 beachplanks destroyed_count_2
accum 7 trigger_if_equal 3 beachplanks destroyed_count_3
accum 7 trigger_if_equal 4 beachplanks destroyed_count_4
}
trigger built_count_1
{
wm_announce "^1Beach Assault Ramp built for the 1st time."
}
trigger built_count_2
{
wm_announce "^1Beach Assault Ramp built for the 2nd time."
}
trigger built_count_3
{
wm_announce "^1Beach Assault Ramp built for the 3rd time."
}
trigger built_count_4
{
wm_announce "^1Beach Assault Ramp built for the 4th time."
}
trigger built_count_5
{
constructible_class 3 // Beachplanks were built for the 5th time, make Beachplanks destroyable by dyno only.
wm_announce "^1Beach Assault Ramp built for the 5th time. Allies now know how to build a sturdier ramp - Axis can only destroy it with dynamite from now on."
}
trigger destroyed_count_1
{
wm_announce "^1Beach Assault Ramp destroyed for the 1st time."
}
trigger destroyed_count_2
{
wm_announce "^1Beach Assault Ramp destroyed for the 2nd time."
}
trigger destroyed_count_3
{
wm_announce "^1Beach Assault Ramp destroyed for the 3rd time."
}
trigger destroyed_count_4
{
wm_announce "^1Beach Assault Ramp destroyed for the 4th time. This one looked sturdier than the last ones."
}
// Ragnar end: New triggers.
}
Last edited by Ragnar_40k on Mon Jun 11, 2007 5:33 pm, edited 1 time in total.
Syd at GameArena developed this script to prevent 35 second allied-dynamite-plant-but-axis wins bug, fixed the same day I made a script for Fueldump that fixes the same kind of bug. This script also prevents you from dying if you fall into the tunnel from at a certain spot. I did not author this script, but I did survey the changes and it looks clean to me. Script is in use on Game Arena servers in Australia.
Found out more bugs if u want to fix
Demo: click
One of the bug is on this youtube video: click
gotenks wrote:can that be a buildable bridge for the allies?
Actually its just there right now the creator stinVec says this:
Here is the code to add into existing Fueldump Map Scripts...since many server admins have their mapscripts set how they want:
// ---START--- StinVec Assault Bridge for Axis in Fueldump
create
{
scriptName "axisbridge"
targetname "axisbridge"
classname "script_mover"
origin "-10712 -5931 603"
angles "0 -47 2"
model "*10"
spawnflags "2"
modelscale 1.04
}
// ---END--- StinVec Assault Bridge for Axis in Fueldump
Actually that is one of the mods that I've made for ET.
It's not available ANYWHERE so if you would like it to add to etconfigs then I'd love to give you some exclusive content smiley
I have a ton of other things I've made also that I've thought about uploading to you.
The bridge is not tied to a construction material and is always there. Fueldump is maxed on TOI so it'll be hard to get it to be constructible and destructible...but it's possible. If you want me to work on those versions then just hit me with details like which team can construct it and stuff.
He explains hes going to have a constructable version made soon in the pm he sent me.
Added a "front line mod" to the battery script: the more objectives Allies accomplish at the back the closer they push the front line to the Backdoor. Axis can push Allies back by denying Allies an objective. For a complete description see http://forum.splatterladder.com/index.p ... st&p=45120.
Note: I planned to update the origin of the eastbeach_wobj entity accordingly to the current front line point count, but it seems that the set-origin-command for team_WOLF_objective entities does only work in the spawn trigger. So I placed the eastbeach_wobj entity up the cliff.
Ragnar_40k wrote:Added a "front line mod" to the battery script: the more objectives Allies accomplish at the back the closer they push the front line to the Backdoor. Axis can push Allies back by denying Allies an objective. For a complete description see http://forum.splatterladder.com/index.p ... st&p=45120.
Note: I planned to update the origin of the eastbeach_wobj entity accordingly to the current front line point count, but it seems that the set-origin-command for team_WOLF_objective entities does only work in the spawn trigger. So I placed the eastbeach_wobj entity up the cliff.