SCENARIO "Capture the Briefcase"
{//Talked about above in ATL template
CONTINUOUS
//This is needed if you want to have continuous gameplay. ie: when a goal is completed, everyone doesnt
//Die. (like in ATL)

TARGETS
{
  TARGET_FLAG1_SPAWN "Base1"
  TARGET_FLAG2_SPAWN "Base2"
  TARGET_OBJECT "Package1" MODEL "models/items/bcase/g_bc1.md2" PIC "i_bc1" VWEP "w_bc1.md2"
  TARGET_OBJECT "Package2" MODEL "models/items/bcase/g_bc2.md2" PIC "i_bc2" VWEP "w_bc2.md2"
}	//Ok, Target_flag1spawn is self explanatory. 
 	//Target_objects are the briefcases that are assigned to the spawn points
TEAM "Antipiracy Force"
{
  SKIN "terror/swatsnipe"
  WEAPONS "all"
  RESPAWN FRACTION 33 AWAY_FROM "Base2" 1 TOGETHER
  //Talked about in ATL template
  GOALS
  {
RETRIEVE "Package1" FROM "Base2" TO "Base1" WITH "Package2" TOUCH_RETURN
  }//Goals are always eneded and are the ways to win the game. the above line means that you need to
   //take package1 from base2 and take it to base1. However, you need package2 at home in order to
   //capture.  TOUCH_RETURN means that players can touch their flag and it'll return
}
TEAM "WaReZ d00dz" 
{
  SKIN "male/bluebeard"
  WEAPONS "all"
  RESPAWN FRACTION 33 AWAY_FROM "Base1" 1 TOGETHER
  GOALS
  {
RETRIEVE "Package2" FROM "Base1" TO "Base2" WITH "Package1" TOUCH_RETURN
  }
}
}