////////////////////////////////////////////////////////////////////////////// // Section common to all game types ////////////////////////////////////////////////////////////////////////////// include common.txt ////////////////////////////////////////////////////////////////////////////// // Node Control specific section ////////////////////////////////////////////////////////////////////////////// // these are per node bonuses so when you own 5 nodes you score // 5 * own5NodesBonus per score interval thus giving an exponential effect variable own1NodeBonus 4 variable own2NodesBonus 6 variable own3NodesBonus 8 variable own4NodesBonus 10 variable own5NodesBonus 12 variable nodeScoreDelay 10000 include node_common.txt ////////////////////////////////////////////////////////////////////////////// // Capture the flag specific section ////////////////////////////////////////////////////////////////////////////// variable captureFlagBonus 100 include ctf_common.txt ////////////////////////////////////////////////////////////////////////////// // Hold the flag specific section ////////////////////////////////////////////////////////////////////////////// variable holdFlagBonus 10 include holdflag_common.txt ////////////////////////////////////////////////////////////////////////////// // section for scoring when an enemy unit is killed by my army ////////////////////////////////////////////////////////////////////////////// variable killedUnitScore 0 // @1 = color killed, @2 = color of killer macro killed_unit 2 { if killed @1 by @2 testvar isAlly @1 @2 = 0 then setvar killedUnitScore getplasticvalue me, trigger @2KilledUnit } // @1 = color of scorer, @2-4 are other colors macro score_for_each_unit_killed 4 { if @1KilledUnit then addvar @1score killedUnitScore, playsound "mp_death.wav" (0,0) 1 2, trigger check@1wins expand killed_unit ( @1 @2 ) expand killed_unit ( @1 @3 ) expand killed_unit ( @1 @4 ) } expand score_for_each_unit_killed ( green tan blue grey ) expand score_for_each_unit_killed ( tan green blue grey ) expand score_for_each_unit_killed ( blue green tan grey ) expand score_for_each_unit_killed ( grey green tan blue )