Index: code/branches/Merge_HS18/src/orxonox/controllers/CMakeLists.txt
===================================================================
--- code/branches/Merge_HS18/src/orxonox/controllers/CMakeLists.txt	(revision 12178)
+++ code/branches/Merge_HS18/src/orxonox/controllers/CMakeLists.txt	(revision 12180)
@@ -1,4 +1,6 @@
 ADD_SOURCE_FILES(ORXONOX_SRC_FILES
   Controller.cc
+  StoryModeController.cc
+  SMCoord.cc
   HumanController.cc
   NewHumanController.cc
@@ -20,5 +22,6 @@
   MasterController.cc
   ArrowController.cc;
-  AutonomousDroneController.cc;
+  AutonomousDroneController.cc;	
+  StoryModeController.cc;
 	
 )
Index: code/branches/Merge_HS18/src/orxonox/controllers/SMCoord.cc
===================================================================
--- code/branches/Merge_HS18/src/orxonox/controllers/SMCoord.cc	(revision 12180)
+++ code/branches/Merge_HS18/src/orxonox/controllers/SMCoord.cc	(revision 12180)
@@ -0,0 +1,91 @@
+/*
+ *   ORXONOX - the hottest 3D action shooter ever to exist
+ *                    > www.orxonox.net <
+ *
+ *
+ *   License notice:
+ *
+ *   This program is free software; you can redistribute it and/or
+ *   modify it under the terms of the GNU General Public License
+ *   as published by the Free Software Foundation; either version 2
+ *   of the License, or (at your option) any later version.
+ *
+ *   This program is distributed in the hope that it will be useful,
+ *   but WITHOUT ANY WARRANTY; without even the implied warranty of
+ *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ *   GNU General Public License for more details.
+ *
+ *   You should have received a copy of the GNU General Public License
+ *   along with this program; if not, write to the Free Software
+ *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
+ *
+ *   Author:
+ *      Joel Lingg
+ *   Co-authors:
+ *      ...
+ *
+ */
+
+#include "SMCoord.h"
+
+namespace orxonox {
+  SMCoord::SMCoord() {
+    set(0);
+  }
+
+  SMCoord::~SMCoord() {
+
+  }
+
+  SMCoord::SMCoord(int x) {
+    set(x);
+  }
+
+  //sets the index. the boundaries neeed to set higher when you want more games.
+  void SMCoord::set(int index) {
+    if (index < 0) {
+      this -> index = 0;
+    } else if (index > 3) {
+      this -> index = 3;
+    } else {
+      this -> index = index;
+    }
+  }
+  //Returns the 3dcoordinate of the symbol which is choosen at the moment
+  Vector3 SMCoord::get3dcoordinate() {
+    Vector3 coord;
+    switch (this -> index) {
+    case 0:
+      coord.x = 550;
+      coord.y = 300;
+      coord.z = 0;
+      break;
+    case 1:
+      coord.x = 600;
+      coord.y = 300;
+      coord.z = 0;
+      break;
+    case 2:
+      coord.x = 650;
+      coord.y = 300;
+      coord.z = 0;
+      break;
+    case 3:
+      coord.x = 700;
+      coord.y = 300;
+      coord.z = 0;
+      break;
+
+    default:
+      coord.x = 550;
+      coord.y = 300;
+      coord.z = 0;
+      break;
+    }
+    return coord;
+  }
+
+  int SMCoord::getIndex() {
+    return this -> index;
+  }
+}
Index: code/branches/Merge_HS18/src/orxonox/controllers/SMCoord.h
===================================================================
--- code/branches/Merge_HS18/src/orxonox/controllers/SMCoord.h	(revision 12180)
+++ code/branches/Merge_HS18/src/orxonox/controllers/SMCoord.h	(revision 12180)
@@ -0,0 +1,48 @@
+/*
+ *   ORXONOX - the hottest 3D action shooter ever to exist
+ *                    > www.orxonox.net <
+ *
+ *
+ *   License notice:
+ *
+ *   This program is free software; you can redistribute it and/or
+ *   modify it under the terms of the GNU General Public License
+ *   as published by the Free Software Foundation; either version 2
+ *   of the License, or (at your option) any later version.
+ *
+ *   This program is distributed in the hope that it will be useful,
+ *   but WITHOUT ANY WARRANTY; without even the implied warranty of
+ *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ *   GNU General Public License for more details.
+ *
+ *   You should have received a copy of the GNU General Public License
+ *   along with this program; if not, write to the Free Software
+ *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
+ *
+ *   Author:
+ *      Joel Lingg
+ *   Co-authors:
+ *      ...
+ *
+ */
+#ifndef _SMCoord_H__
+#define _SMCoord_H__
+
+#include "core/CoreIncludes.h"
+#include "gametypes/Deathmatch.h"
+
+namespace orxonox {
+
+  class _OrxonoxExport SMCoord {
+    public: SMCoord();
+    SMCoord(int x);
+    void set(int index);
+    virtual int getIndex();
+    virtual Vector3 get3dcoordinate();
+    virtual~SMCoord();
+
+    private: int index;
+  };
+
+}
+#endif
Index: code/branches/Merge_HS18/src/orxonox/controllers/StoryModeController.cc
===================================================================
--- code/branches/Merge_HS18/src/orxonox/controllers/StoryModeController.cc	(revision 12180)
+++ code/branches/Merge_HS18/src/orxonox/controllers/StoryModeController.cc	(revision 12180)
@@ -0,0 +1,170 @@
+/*
+ *   ORXONOX - the hottest 3D action shooter ever to exist
+ *                    > www.orxonox.net <
+ *
+ *
+ *   License notice:
+ *
+ *   This program is free software; you can redistribute it and/or
+ *   modify it under the terms of the GNU General Public License
+ *   as published by the Free Software Foundation; either version 2
+ *   of the License, or (at your option) any later version.
+ *
+ *   This program is distributed in the hope that it will be useful,
+ *   but WITHOUT ANY WARRANTY; without even the implied warranty of
+ *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ *   GNU General Public License for more details.
+ *
+ *   You should have received a copy of the GNU General Public License
+ *   along with this program; if not, write to the Free Software
+ *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
+ *
+ *   Author:
+ *      Joel Lingg
+ *   Co-authors:
+ *      ...
+ *
+ */
+
+#include "StoryModeController.h"
+
+namespace orxonox {
+  RegisterClass(StoryModeController);
+
+  StoryModeController::StoryModeController(Context * context): SpaceShip(context) {
+
+    RegisterObject(StoryModeController);
+
+    //initiate all variables according to our needs
+    selectedPos_ = new SMCoord(0);
+    moveForward_ = false;
+    moveBackward_ = false;
+    boostPressed_ = false;
+    init_ = true;
+    dtime_ = 50;
+    time_ = dtime_ + 1;
+    updatePosition();
+
+  }
+  StoryModeController::~StoryModeController() {
+    delete selectedPos_;
+    selectedPos_ = nullptr;
+
+  }
+
+  //Pre:selectedPos_ needs to be defined
+  // Post: the position of the camera will be updated
+  void StoryModeController::updatePosition() {
+    Vector3 pos = selectedPos_ -> get3dcoordinate();
+    setPosition(pos);
+  }
+
+  //Pre: @index integer
+  //post: our new position is updated in selectedPos_
+  void StoryModeController::setLocation(int index) {
+    selectedPos_ -> set(index);
+  }
+
+  //Function which is repeated anz dt.
+  void StoryModeController::tick(float dt) {
+    //Passing arguments to SpaceShip
+    SUPER(StoryModeController, tick, dt);
+
+    Camera * camera = this -> getCamera();
+
+    if (init_ && camera != nullptr) {
+      camera -> setPosition(0, 0, 200);
+      camera -> setOrientation(Vector3::UNIT_Z, Degree(0));
+      init_ = false;
+    }
+
+    //As I dont want to update positions every time (to prevent multiple key presses) time_ is raised untill a sertain dtime_
+    time_++;
+    if (time_ >= dtime_) {
+
+      time_ = 0;
+
+      if (moveForward_ == true) {
+        moveForward_ = false;
+        selectedPos_ -> set(selectedPos_ -> getIndex() + 1);
+        updatePosition();
+      }
+
+      if (moveBackward_ == true) {
+        moveBackward_ = false;
+        selectedPos_ -> set(selectedPos_ -> getIndex() - 1);
+        updatePosition();
+      }
+
+      if (boostPressed_ == true) {
+        boostPressed_ = false;
+        chooseGame();
+      }
+
+      //updates the cameraposition
+      if (camera != nullptr) {
+
+        camera -> setPosition(0, 0, 200);
+        camera -> setOrientation(Vector3::UNIT_Z, Degree(0));
+
+      }
+    }
+
+  }
+
+  //Post: The game is choosen acording to the index in selectedPos_. This one must be extended if more games want to be loaded
+  void StoryModeController::chooseGame() {
+    int ind = selectedPos_ -> getIndex();
+    std::string name = "changeGame ";
+    switch (ind) {
+    case 0:
+      name = name + "gallery.oxw";
+      break;
+    case 1:
+      name = name + "pong.oxw";
+      break;
+    case 2:
+      name = name + "towerDefense.oxw";
+      break;
+    case 3:
+      name = name + "SOB.oxw";
+      break;
+
+    default:
+      name = name + "MapExample.oxw";
+      break;
+    }
+    CommandExecutor::execute(name);
+
+  }
+
+  //decides if we move left or right
+  void StoryModeController::moveRightLeft(const Vector2 & value) {
+    if (!moveForward_ && !moveBackward_ && !boostPressed_) {
+      if (value.x > 0) {
+        moveForward_ = false;
+        moveBackward_ = true;
+      } else {
+        moveBackward_ = false;
+        moveForward_ = true;
+      }
+    }
+
+  }
+
+  //decides to choose the game
+  void StoryModeController::boost(bool bBoost) {
+    if (!moveForward_ && !moveBackward_ && !boostPressed_) {
+      boostPressed_ = true;
+    }
+  }
+
+  //Some functions I didn't use, but can be used to enhance your map. Just orientate at the function above
+  void StoryModeController::rotateYaw(const Vector2 & value) {}
+  void StoryModeController::rotatePitch(const Vector2 & value) {}
+  void StoryModeController::rotateRoll(const Vector2 & value) {}
+  void StoryModeController::moveFrontBack(const Vector2 & value) {}
+  void StoryModeController::fire(unsigned int a) {}
+  void StoryModeController::fired(unsigned int b) {}
+
+}
Index: code/branches/Merge_HS18/src/orxonox/controllers/StoryModeController.h
===================================================================
--- code/branches/Merge_HS18/src/orxonox/controllers/StoryModeController.h	(revision 12180)
+++ code/branches/Merge_HS18/src/orxonox/controllers/StoryModeController.h	(revision 12180)
@@ -0,0 +1,106 @@
+/*
+ *   ORXONOX - the hottest 3D action shooter ever to exist
+ *                    > www.orxonox.net <
+ *
+ *
+ *   License notice:
+ *
+ *   This program is free software; you can redistribute it and/or
+ *   modify it under the terms of the GNU General Public License
+ *   as published by the Free Software Foundation; either version 2
+ *   of the License, or (at your option) any later version.
+ *
+ *   This program is distributed in the hope that it will be useful,
+ *   but WITHOUT ANY WARRANTY; without even the implied warranty of
+ *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ *   GNU General Public License for more details.
+ *
+ *   You should have received a copy of the GNU General Public License
+ *   along with this program; if not, write to the Free Software
+ *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
+ *
+ *   Author:
+ *      Joel Lingg
+ *   Co-authors:
+ *      ...
+ *
+ */
+
+#ifndef _StoryModeController_H__
+#define _StoryModeController_H__
+
+#include "OrxonoxPrereqs.h"
+#include "core/EventIncludes.h"
+#include "core/command/Executor.h"
+#include "core/config/ConfigValueIncludes.h"
+#include "core/XMLPort.h"
+#include <vector>
+#include "tools/interfaces/Tickable.h"
+#include "worldentities/ControllableEntity.h"
+#include "worldentities/pawns/SpaceShip.h"
+
+
+#include "core/CoreIncludes.h"
+
+#include "graphics/Camera.h"
+#include "SMCoord.h"
+//#include "core/XMLPort.h"
+//#include "gamestates/GSLevel.h"
+
+//#include <gtest/gtest.h>
+#include "core/class/Identifier.h"
+#include "core/class/IdentifierManager.h"
+//#include "core/command/ConsoleCommandIncludes.h"
+#include "core/command/CommandExecutor.h"
+#include "core/object/Destroyable.h"
+#include "core/module/ModuleInstance.h"
+
+namespace orxonox
+{
+    class _OrxonoxExport StoryModeController : public SpaceShip
+    {
+        public:
+            // Implementation of a Controller needs the two following lines
+            StoryModeController(Context* context);
+            virtual ~StoryModeController();
+            //  As we extend SpaceShip but just are interested in the moment of function 
+            // calling, we mark all the functions of spaceship to be override
+            virtual void tick(float dt) override;            
+            virtual void moveFrontBack(const Vector2& value) override;
+            virtual void moveRightLeft(const Vector2& value) override;
+            virtual void rotateYaw(const Vector2& value) override;
+            virtual void rotatePitch(const Vector2& value) override;
+            virtual void rotateRoll(const Vector2& value) override;
+            void fire(unsigned int firemode);
+            virtual void fired(unsigned int firemode) override;
+            virtual void boost(bool bBoost) override;
+            
+
+            
+        private:
+            //Add to function to set and update the Position. As setPosition isn't available, we used setLocation
+            virtual void setLocation(int index);
+            virtual void updatePosition();  
+
+            //According to the position, this function starts the game.
+            virtual void chooseGame();
+
+             SMCoord* selectedPos_; 
+
+             //Variables to keep track of time
+            float time_;
+            int dtime_;
+
+            //Bools which get true as soon as the event they are named after has occured
+            bool moveRight_ ;
+            bool moveLeft_ ;                                        
+            bool moveForward_;
+            bool moveBackward_;                     
+            bool boostPressed_;
+            bool init_;
+            
+
+    };
+}
+
+#endif /* _WaypointController_H__ */
