game_manager
{
   spawn
{
	wm_axis_respawntime 13
	wm_allied_respawntime 10
	wm_number_of_objectives 4
	wm_set_round_timelimit 15
	

	//primary1 steal document
	//primary2 destroy the fence
	//primary3 send the documents

	accum 1 set 0
	accum 2 set 0


	wm_set_main_objective		1	0
	wm_set_main_objective		1	1


	wm_objective_status 1 1 0	// steal the documents
	wm_objective_status 1 0 0
	wm_objective_status 2 1 0	// transmit the documents
	wm_objective_status 2 0 0
	wm_objective_status 3 1 0	// destroy the fence
	wm_objective_status 3 0 0
	wm_objective_status 4 1 0	// destroy the gate
	wm_objective_status 4 0 0

	
	wm_set_defending_team 0
	wm_setwinner 0

	wait 500
}


	trigger allies_transmit
	{
	        wm_announce "The Allies have transmitted the documents!" 
		wm_setwinner 1
		wait 1500
		wm_endround
	}

//documents
{
      trigger stolen 
      { 
         //wm_announce "Allies have stolen the Supply Documents!" 
         //setstate docs_cm_marker invisible 
	wm_objective_status 1 1 1
	wm_objective_status 1 0 2
      } 

      trigger returned 
      { 
         //wm_announce "Supply Documents returned!" 
         //setstate docs_cm_marker default 
	wm_objective_status 1 1 0
	wm_objective_status 1 0 0
      } 

      trigger captured 
      {
      }
}

transmitter
{
	death
	{
		trigger game_manager allies_transmit
	}
}

gate
{
	spawn
	{
		wait 300
		constructible_class 3 // 2=satchel  3=dyna
	}

	death
	{
		//alertentity gate_bits
		trigger gate_toi remove

		wm_announce "The Allies have destroyed the Axis gate!"

		wm_objective_status 4 1 1
		wm_objective_status 4 0 2
	}
}

gate_toi
{
	trigger remove
	{
		remove
	}
}

fence
{
	spawn
	{
		wait 200
		constructible_class 2
		constructible_constructxpbonus 5
		constructible_destructxpbonus 7
		setstate fence_mat invisible
	}
	built final
	{
		setstate fence default
		setstate fence_mat invisible
		wm_announce "the fence has been build"
	}
	decayed final
	{
		setstate fence_mat default
		setstate fence invisible
	}
	death
	{
		wm_announce "The fence has been destroyed!"
		setstate fence_mat default
		setstate fence invisible
	}
}
