game_manager
{
	spawn
	{
		wm_set_round_timelimit	15
		wm_axis_respawntime 4
		wm_allied_respawntime	4
		wm_number_of_objectives 5
		wm_set_defending_team 1
		wm_setwinner 1
		wait 500
	
		globalaccum 1 set 0
		globalaccum 2 set 0
	
	} // End spawn

	trigger kolla1 // Axis win?
	{
		globalaccum 1 abort_if_less_than 3


		wm_setwinner 0  // 0 = axis
		wm_endround
	}

	trigger kolla2 // Allies win?
	{
		globalaccum 2 abort_if_less_than 3


		wm_setwinner 1 // 1 = allies
		wm_endround
	}

	trigger timelimit_hit // This script is run, when the game-clock reaches 0.00 and the match-time is over.
	{
		wm_setwinner -1
		trigger game_manager kolla1
		trigger game_manager kolla2
		wait 2000  // These wait-values may have to change, to fit your map. If your script doesn't work: Try changing some of the wait-values.
		wm_setwinner -1 // This makes it a draw game, and it will end as a draw game UNLESS kolla1 or kolla2 makes it an axis or allied victory.
		
		wait 500
	}
}  // End game_manager bracket.---------------------

flag1
{
	spawn
	{
	}

	trigger axis_capture	// Flag has been claimed by an axis player
	{

		wm_teamvoiceannounce 0 "axis_hq_objective_captured"
		wm_teamvoiceannounce 1 "allies_hq_objective_lost"
		globalaccum 1 inc 1
		wm_announce	"^1The Axis have claimed a flag!"
		globalaccum 2 abort_if_equal 0
		globalaccum 2 inc -1

	}

	trigger allied_capture	// Flag has been claimed by an allied player
	{

		wm_teamvoiceannounce 0 "axis_hq_objective_lost"
		wm_teamvoiceannounce 1 "allies_hq_objective_captured"
		globalaccum 2 inc 1
		wm_announce	"^1The Allies have claimed a flag!"
		globalaccum 1 abort_if_equal 0
		globalaccum 1 inc -1

	}
}

flag2
{
	spawn
	{
	}

	trigger axis_capture	// Flag has been claimed by an axis player
	{

		wm_teamvoiceannounce 0 "axis_hq_objective_captured"
		wm_teamvoiceannounce 1 "allies_hq_objective_lost"
		globalaccum 1 inc 1
		wm_announce	"^1The Axis have claimed a flag!"
		globalaccum 2 abort_if_equal 0
		globalaccum 2 inc -1

	}

	trigger allied_capture	// Flag has been claimed by an allied player
	{

		wm_teamvoiceannounce 0 "axis_hq_objective_lost"
		wm_teamvoiceannounce 1 "allies_hq_objective_captured"
		globalaccum 2 inc 1
		wm_announce	"^1The Allies have claimed a flag!"
		globalaccum 1 abort_if_equal 0
		globalaccum 1 inc -1

	}
}

flag3
{
	spawn
	{
	}

	trigger axis_capture	// Flag has been claimed by an axis player
	{

		wm_teamvoiceannounce 0 "axis_hq_objective_captured"
		wm_teamvoiceannounce 1 "allies_hq_objective_lost"
		globalaccum 1 inc 1
		wm_announce	"^1The Axis have claimed a flag!"
		globalaccum 2 abort_if_equal 0
		globalaccum 2 inc -1

	}

	trigger allied_capture	// Flag has been claimed by an allied player
	{

		wm_teamvoiceannounce 0 "axis_hq_objective_lost"
		wm_teamvoiceannounce 1 "allies_hq_objective_captured"
		globalaccum 2 inc 1
		wm_announce	"^1The Allies have claimed a flag!"
		globalaccum 1 abort_if_equal 0
		globalaccum 1 inc -1

	}
}

flag4
{
	spawn
	{
	}

	trigger axis_capture	// Flag has been claimed by an axis player
	{

		wm_teamvoiceannounce 0 "axis_hq_objective_captured"
		wm_teamvoiceannounce 1 "allies_hq_objective_lost"
		globalaccum 1 inc 1
		wm_announce	"^1The Axis have claimed a flag!"
		globalaccum 2 abort_if_equal 0
		globalaccum 2 inc -1

	}

	trigger allied_capture	// Flag has been claimed by an allied player
	{

		wm_teamvoiceannounce 0 "axis_hq_objective_lost"
		wm_teamvoiceannounce 1 "allies_hq_objective_captured"
		globalaccum 2 inc 1
		wm_announce	"^1The Allies have claimed a flag!"
		globalaccum 1 abort_if_equal 0
		globalaccum 1 inc -1

	}
}

flag5
{
	spawn
	{
	}

	trigger axis_capture	// Flag has been claimed by an axis player
	{

		wm_teamvoiceannounce 0 "axis_hq_objective_captured"
		wm_teamvoiceannounce 1 "allies_hq_objective_lost"
		globalaccum 1 inc 1
		wm_announce	"^1The Axis have claimed a flag!"
		globalaccum 2 abort_if_equal 0
		globalaccum 2 inc -1

	}

	trigger allied_capture	// Flag has been claimed by an allied player
	{

		wm_teamvoiceannounce 0 "axis_hq_objective_lost"
		wm_teamvoiceannounce 1 "allies_hq_objective_captured"
		globalaccum 2 inc 1
		wm_announce	"^1The Allies have claimed a flag!"
		globalaccum 1 abort_if_equal 0
		globalaccum 1 inc -1

	}
}

//End Flag Segment//
//Begin Wall Segment//

wall1        								// in map it belongs to ALLIES
{
	spawn									// spawn section in here it sets the entities values and calls needed scripting
	{
		wait 400  							// waits for 4/10's of a second before the game creates this entity
		trigger wall1 setup 						// causes the setup subroutine of this script....basically calling a normal spawn section but this is just being fancy
		constructible_class 3                     			// 1 = breakable / 2 = satchel+dyn. / 3 = Dynamite
	}

	trigger setup                                                           // the fancy part...normally people put this sections innerds into the spawn section of the scripting event
	{
		setstate defense3_materials default				// makes the crates appear
		setstate defense3_materials_clip default			// makes the crates clip brushes block objects from passing through the crates 
		setstate defense3_flag default					// makes the flag show


		setstate defense3_teeth invisible				// I made the clip of the constructible object paired with the objects look (not a big deal just saves the time of scripting extra objects)
	}

	buildstart final							// This is the section where things start to change
	{
		setstate defense3_materials default				// crates still there
		setstate defense3_materials_clip default			// crates clip brushes still there		
		setstate defense3_flag default					// flag still there	
		setstate defense3_teeth underconstruction			// constructible object turns glowing white, shows what you're making
	}

	built final								// Where things come and go
	{
		setstate defense3_materials invisible				// crates go invisible	
		setstate defense3_materials_clip invisible			// crate clipbrushes no longer block
		setstate defense3_flag invisible				// flag goes bye bye
		setstate defense3_teeth default					// constructible shows up
		
	}

	decayed final								// after time passes it resets the objective
	{
		trigger self setup						// Easier way of calling things--time passes and materials stay visable
										// clip brushes still block
										// flag is visable still
										// constructible stays invisible
	}

	death									// This section is easily explained by saying it is the same as SETUP but needs to be called "death"
	{
		trigger self setup						// resets the entity back to it's original appearance
	}
}

wall2         								// in map it belongs to ALLIES
{
	spawn									// spawn section in here it sets the entities values and calls needed scripting
	{
		wait 400  							// waits for 4/10's of a second before the game creates this entity
		trigger wall2 setup 						// causes the setup subroutine of this script....basically calling a normal spawn section but this is just being fancy
		constructible_class 3                     			// 1 = breakable / 2 = satchel+dyn. / 3 = Dynamite
	}

	trigger setup                                                           // the fancy part...normally people put this sections innerds into the spawn section of the scripting event
	{
		setstate defense2_materials default				// makes the crates appear
		setstate defense2_materials_clip default			// makes the crates clip brushes block objects from passing through the crates 
		setstate defense2_flag default					// makes the flag show


		setstate defense2_teeth invisible				// I made the clip of the constructible object paired with the objects look (not a big deal just saves the time of scripting extra objects)
	}

	buildstart final							// This is the section where things start to change
	{
		setstate defense2_materials default				// crates still there
		setstate defense2_materials_clip default			// crates clip brushes still there		
		setstate defense2_flag default					// flag still there	
		setstate defense2_teeth underconstruction			// constructible object turns glowing white, shows what you're making
	}

	built final								// Where things come and go
	{
		setstate defense2_materials invisible				// crates go invisible	
		setstate defense2_materials_clip invisible			// crate clipbrushes no longer block
		setstate defense2_flag invisible				// flag goes bye bye
		setstate defense2_teeth default					// constructible shows up
		
	}

	decayed final								// after time passes it resets the objective
	{
		trigger self setup						// Easier way of calling things--time passes and materials stay visable
										// clip brushes still block
										// flag is visable still
										// constructible stays invisible
	}

	death									// This section is easily explained by saying it is the same as SETUP but needs to be called "death"
	{
		trigger self setup						// resets the entity back to it's original appearance
	}
}

wall3       								// in map it belongs to ALLIES
{
	spawn									// spawn section in here it sets the entities values and calls needed scripting
	{
		wait 400  							// waits for 4/10's of a second before the game creates this entity
		trigger wall3 setup 						// causes the setup subroutine of this script....basically calling a normal spawn section but this is just being fancy
		constructible_class 3                     			// 1 = breakable / 2 = satchel+dyn. / 3 = Dynamite
	}

	trigger setup                                                           // the fancy part...normally people put this sections innerds into the spawn section of the scripting event
	{
		setstate defense1_materials default				// makes the crates appear
		setstate defense1_materials_clip default			// makes the crates clip brushes block objects from passing through the crates 
		setstate defense1_flag default					// makes the flag show


		setstate defense1_teeth invisible				// I made the clip of the constructible object paired with the objects look (not a big deal just saves the time of scripting extra objects)
	}

	buildstart final							// This is the section where things start to change
	{
		setstate defense1_materials default				// crates still there
		setstate defense1_materials_clip default			// crates clip brushes still there		
		setstate defense1_flag default					// flag still there	
		setstate defense1_teeth underconstruction			// constructible object turns glowing white, shows what you're making
	}

	built final								// Where things come and go
	{
		setstate defense1_materials invisible				// crates go invisible	
		setstate defense1_materials_clip invisible			// crate clipbrushes no longer block
		setstate defense1_flag invisible				// flag goes bye bye
		setstate defense1_teeth default					// constructible shows up
		
	}

	decayed final								// after time passes it resets the objective
	{
		trigger self setup						// Easier way of calling things--time passes and materials stay visable
										// clip brushes still block
										// flag is visable still
										// constructible stays invisible
	}

	death									// This section is easily explained by saying it is the same as SETUP but needs to be called "death"
	{
		trigger self setup						// resets the entity back to it's original appearance
	}
}