global Map = { Debug = false, Switches = { TrackSwitch = { Enabled = false, Priority = 0, // leave for paththrough WaypointName = "TrackSwitch", LimitTeam = 0, // disabled initially. }, RailgunControls = { Enabled = false, Priority = 0, // leave for paththrough WaypointName = "Railgun Controls", LimitTeam = 0, // disabled initially. }, }, // a few bots on each team will focus on the flag area while the rest will ignore it Roles = { AXIS = { DEFENDER3 = { numbots = 3, }, }, ALLIES = { DEFENDER3 = { numbots = 3, }, }, }, Navigation = { // some quick jumping for rails and gaps quickjump = { navigate = function(_this) { _this.Bot.PressButton(BTN.JUMP); sleep(0.25); }, }, }, //flag status FlagStatus = 0, //1 axis, 2 allies Ammo_Cabinet_t1170 = "AMMOCAB_t1170", Health_Cabinet_t1171 = "HEALTHCAB_t1171", Checkpoint_depotflag = "CHECKPOINT_depotflag", Build_Command_Post = "BUILD_Command_Post", Build_Depot_Yard_MG_Nest = "BUILD_Depot_Yard_MG_Nest", Build_Rail_Gun_Firing_Controls = "BUILD_Rail_Gun_Firing_Controls", Build_Track_Switch_MG_Nest = "BUILD_Track_Switch_MG_Nest", Plant_Command_Post = "PLANT_Command_Post", Plant_Depot_Yard_MG_Nest = "PLANT_Depot_Yard_MG_Nest", Plant_Rail_Gun_Firing_Controls = "PLANT_Rail_Gun_Firing_Controls", Plant_Track_Switch_MG_Nest = "PLANT_Track_Switch_MG_Nest", Mount_Construction_Site_MG_Nest = "MOUNTMG42_Construction_Site_MG_Nest", Mount_Depot_Yard_MG_Nest = "MOUNTMG42_Depot_Yard_MG_Nest", Mount_Track_Switch_MG_Nest = "MOUNTMG42_Track_Switch_MG_Nest", Mount_mg42_3 = "MOUNTMG42_mg42_3", Repair_Construction_Site_MG_Nest = "REPAIRMG42_Construction_Site_MG_Nest", Repair_Depot_Yard_MG_Nest = "REPAIRMG42_Depot_Yard_MG_Nest", Repair_Track_Switch_MG_Nest = "REPAIRMG42_Track_Switch_MG_Nest", Repair_mg42_3 = "REPAIRMG42_mg42_3", Mover_train1 = "MOVER_train1", Mover_train2 = "MOVER_train2", DispenseHealthTime = 15.0, DispenseAmmoTime = 15.0, // some flags to help with tug position logic southcrane = 0, southofswitch = 0, northofswitch = 0, depotyard = 0, panel3 = true, Railgun_Loaded = false, Switch_Raised = false, AmmoCrane = false, AmmoLoaded = false, Command_Post_Built = function( trigger ) { Util.MapDebugPrint( "Command_Post_Built" ); }, Command_Post_Destroyed = function( trigger ) { Util.MapDebugPrint( "Command_Post_Destroyed" ); }, Depot_Yard_MG_Nest_Built = function( trigger ) { Util.MapDebugPrint( "Depot_Yard_MG_Nest_Built" ); }, Depot_Yard_MG_Nest_Destroyed = function( trigger ) { Util.MapDebugPrint( "Depot_Yard_MG_Nest_Destroyed" ); }, Rail_Gun_Firing_Controls_Built = function( trigger ) { Map.panel3 = true; if ( Map.Railgun_Loaded ) { Map.Switches.RailgunControls.LimitTeam = (1<