//waypoint & scripting by C3R14L.K1L4 //version of Mon Oct 06 00:34:57 2008 //OB 0.7 global Map = { Allies_Attack = "ATTACK_ALLIES_OFFENSE.*", All_Goals = ".*", Ammo_Cabinet_south_ammocabinet = "AMMOCAB_south_ammocabinet", Axis_Attack = "ATTACK_AXIS_OFFENSE.*", Build_Command_Post = "BUILD_Command_Post", Build_Construction_MG = "BUILD_Construction_MG", Build_Oasis_Water_Pump = "BUILD_Oasis_Water_Pump", Cappoint_2 = "CAPPOINT_ALLIES_CAPPOINT", Flag_allied_gold = "FLAG_allied_gold", Gold_Recover = "DEFEND_AXIS_RECOVER.*", Health_Cabinet_south_healthcabinet = "HEALTHCAB_south_healthcabinet", Mount_Construction_MG = "MOUNTMG42_Construction_MG", Plant_Command_Post = "PLANT_Command_Post", Plant_Construction_MG = "PLANT_Construction_MG", Plant_Oasis_Water_Pump = "PLANT_Oasis_Water_Pump", Plant_Palace_Door = "PLANT_Palace_Door", Repair_Construction_MG = "REPAIRMG42_Construction_MG", allied_gold_Taken = function( trigger ) { //forget about all SetAvailableMapGoals( TEAM.AXIS, false, Map.All_Goals ); SetAvailableMapGoals( TEAM.AXIS, true, Map.Gold_Recover ); Util.MapDebugPrint( "allied_gold_Taken" ); }, Oasis_Water_Pump_Built = function( trigger ) { Util.MapDebugPrint( "Oasis_Water_Pump_Built" ); }, Oasis_Water_Pump_Destroyed = function( trigger ) { Util.MapDebugPrint( "Oasis_Water_Pump_Destroyed" ); }, Palace_Door_Destroyed = function( trigger ) { Util.MapDebugPrint( "Palace_Door_Destroyed" ); }, allied_gold_Returned = function( trigger ) { SetAvailableMapGoals( TEAM.AXIS, true, Map.All_Goals ); SetAvailableMapGoals( TEAM.AXIS, false, { Map.Gold_Recover, Map.Mount_Construction_MG, }); Util.MapDebugPrint( "allied_gold_Returned" ); }, CAPPOINT_2_Captured = function( trigger ) { Util.MapDebugPrint( "CAPPOINT_2_Captured" ); }, }; global OnMapLoad = function() { SetMapGoalProperties( "ATTACK_.*", {MinCampTime=5, MaxCampTime=10}); SetMapGoalProperties( "DEFEND_.*", {MinCampTime=60, MaxCampTime=120}); Util.SetMaxUsersInProgress( 1, "PLANT.*" ); Util.SetMaxUsersInProgress( 1, "BUILD.*" ); Util.SetMaxUsersInProgress( 2, "DEFUSE.*" ); Util.SetMaxUsersInProgress( 2, "ATTACK_.*" ); Util.SetMaxUsersInProgress( 2, "DEFEND_.*" ); Util.SetMaxUsersInProgress( 1, Map.Mount_Construction_MG ); Util.SetGoalPosition( 895, -667, 25, Map.Plant_Palace_Door ); SetAvailableMapGoals( TEAM.ALLIES, true, { Map.Allies_Attack, Map.Axis_Attack, }); SetAvailableMapGoals( TEAM.AXIS, false, { Map.Gold_Recover, Map.Mount_Construction_MG, }); SetGoalPriority(Map.Build_Construction_MG, 0.50, TEAM.ALLIES, 0, true); SetGoalPriority(Map.Build_Command_Post, 0.85, TEAM.ALLIES, 0, true); SetGoalPriority(Map.Gold_Recover, 1.50, TEAM.AXIS, 0, true); SetGoalPriority(Map.Plant_Command_Post, 0.53, TEAM.ALLIES, 0, true); SetGoalPriority(Map.Plant_Command_Post, 0.53, TEAM.AXIS, 0, true); SetGoalPriority(Map.Plant_Construction_MG, 0.50, TEAM.AXIS, 0, true); OnTrigger( "Allies have built the Oasis Water Pump!", Map.Oasis_Water_Pump_Built ); OnTrigger( "Axis have damaged the Oasis Water Pump!", Map.Oasis_Water_Pump_Destroyed ); OnTrigger( "Allies have blown open the Palace Door!", Map.Palace_Door_Destroyed ); OnTrigger( "The Allies have stolen the Axis gold", Map.allied_gold_Taken ); OnTrigger( "Gold returned! Protect the gold", Map.allied_gold_Returned ); OnTrigger( "The Allies have secured the Axis gold", Map.CAPPOINT_2_Captured ); MapRoutes = { BUILD_Construction_MG = { ROUTE_AS = { ROUTE_J = {}, ROUTE_I = {}, ROUTE_B1 = { ROUTE_D = { ROUTE_E = { ROUTE_K = {}, }, }, }, ROUTE_A1 = { ROUTE_D = { ROUTE_E = { ROUTE_K = {}, }, }, }, }, //-------------- ROUTE_C = { ROUTE_J = {}, ROUTE_I = {}, ROUTE_B1 = { ROUTE_D = { ROUTE_E = { ROUTE_K = {}, }, }, }, ROUTE_A1 = { ROUTE_D = { ROUTE_E = { ROUTE_K = {}, }, }, }, }, //-------------- ROUTE_B1 = { ROUTE_J = {}, ROUTE_I = {}, ROUTE_B1 = { ROUTE_D = { ROUTE_E = { ROUTE_K = {}, }, }, }, ROUTE_A1 = { ROUTE_D = { ROUTE_E = { ROUTE_K = {}, }, }, }, }, //-------------- ROUTE_A1 = { ROUTE_J = {}, ROUTE_I = {}, ROUTE_B1 = { ROUTE_D = { ROUTE_E = { ROUTE_K = {}, }, }, }, ROUTE_A1 = { ROUTE_D = { ROUTE_E = { ROUTE_K = {}, }, }, }, }, }, BUILD_Oasis_Water_Pump = { ROUTE_AS = { ROUTE_B1 = { ROUTE_D = { ROUTE_E = {}, }, }, ROUTE_A1 = { ROUTE_D = { ROUTE_E = {}, }, }, ROUTE_I = {}, ROUTE_J = {}, }, //-------------- ROUTE_B1 = { ROUTE_B1 = { ROUTE_D = { ROUTE_E = {}, }, }, ROUTE_A1 = { ROUTE_D = { ROUTE_E = {}, }, }, ROUTE_G = {}, ROUTE_I = {}, ROUTE_J = {}, }, //-------------- ROUTE_A1 = { ROUTE_B1 = { ROUTE_D = { ROUTE_E = {}, }, }, ROUTE_A1 = { ROUTE_D = { ROUTE_E = {}, }, }, ROUTE_G = {}, ROUTE_I = {}, ROUTE_J = {}, }, //-------------- ROUTE_C = { ROUTE_B1 = { ROUTE_D = { ROUTE_E = {}, }, }, ROUTE_A1 = { ROUTE_D = { ROUTE_E = {}, }, }, ROUTE_G = {}, ROUTE_I = {}, ROUTE_J = {}, }, //-------------- }, FLAG_allied_gold = { ROUTE_AS = { ROUTE_G = { ROUTE_Q = {}, ROUTE_X = { ROUTE_U = {}, }, }, ROUTE_Y = { ROUTE_Q = {}, ROUTE_X = { ROUTE_U = {}, }, }, ROUTE_T = { ROUTE_X = { ROUTE_U = {}, }, ROUTE_L = { ROUTE_Q = {}, ROUTE_N = {}, ROUTE_F = { ROUTE_N = {}, }, ROUTE_Q = {}, }, }, }, //---------------- ROUTE_C = { ROUTE_G = { ROUTE_N = {}, ROUTE_Q = {}, ROUTE_X = { ROUTE_U = {}, }, }, ROUTE_Y = { ROUTE_N = {}, ROUTE_Q = {}, ROUTE_X = { ROUTE_U = {}, }, }, ROUTE_T = { ROUTE_X = { ROUTE_U = {}, }, ROUTE_L = { ROUTE_Q = {}, ROUTE_N = {}, ROUTE_F = { ROUTE_N = {}, }, ROUTE_Q = {}, }, }, }, //---------------- ROUTE_D = { ROUTE_E = { ROUTE_X = { ROUTE_U = {}, }, ROUTE_Q = {}, ROUTE_N = {}, ROUTE_T = { ROUTE_X = { ROUTE_U = {}, }, }, }, ROUTE_N = {}, ROUTE_G = { ROUTE_N = {}, ROUTE_Q = {}, ROUTE_X = { ROUTE_U = {}, }, }, ROUTE_T = { ROUTE_X = { ROUTE_U = {}, }, ROUTE_L = { ROUTE_Q = {}, ROUTE_N = {}, ROUTE_F = { ROUTE_N = {}, }, ROUTE_Q = {}, }, }, }, }, CAPPOINT_ALLIES_CAPPOINT = { ROUTE_P = { ROUTE_V = { ROUTE_X = { ROUTE_Z = { ROUTE_Y = {}, }, }, ROUTE_S = { ROUTE_K = {}, }, }, ROUTE_W = { ROUTE_N = { ROUTE_D = { ROUTE_B1 = {}, ROUTE_A1 = {}, }, ROUTE_O = {}, ROUTE_F= { ROUTE_D = { ROUTE_B1 = {}, ROUTE_A1 = {}, }, ROUTE_K = {}, ROUTE_L = { ROUTE_Y = { ROUTE_C = {}, }, }, }, }, ROUTE_O = { ROUTE_B1 = {}, ROUTE_A1 = {}, ROUTE_K = {}, }, ROUTE_K = {}, ROUTE_R = { ROUTE_T = { ROUTE_C = {}, }, }, ROUTE_Z = { ROUTE_C = {}, }, }, }, //---------------- ROUTE_W = { ROUTE_N = { ROUTE_D = { ROUTE_B1 = {}, ROUTE_A1 = {}, }, ROUTE_O = {}, ROUTE_F= { ROUTE_D = { ROUTE_B1 = {}, ROUTE_A1 = {}, }, ROUTE_K = {}, ROUTE_L = { ROUTE_Y = { ROUTE_C = {}, }, }, }, }, ROUTE_O = { ROUTE_B1 = {}, ROUTE_A1 = {}, ROUTE_K = {}, }, ROUTE_K = {}, ROUTE_R = { ROUTE_T = { ROUTE_C = {}, }, }, ROUTE_Z = { ROUTE_C = {}, }, }, //---------------- ROUTE_U = { ROUTE_V = { ROUTE_X = { ROUTE_Z = { ROUTE_Y = {}, }, }, ROUTE_S = { ROUTE_K = {}, }, }, }, }, }; Util.Routes(MapRoutes); Util.MapDebugPrint( "OnMapLoad" ); }; global OnBotJoin = function( bot ) { bot.MaxViewDistance = 2048; bot.TargetBreakableDist = 350; weapon = bot.GetWeapon( WEAPON.KNIFE ); weapon.PrimaryFire.SetTargetBias(CLASS.BREAKABLE, 1.1); weapon = bot.GetWeapon( WEAPON.MP40 ); weapon.PrimaryFire.SetTargetBias(CLASS.BREAKABLE, 1.3); weapon = bot.GetWeapon( WEAPON.THOMPSON ); weapon.PrimaryFire.SetTargetBias(CLASS.BREAKABLE, 1.3); };