ctf flag problem


(Warmonger) #1

Well, damn near done this map and first time I couldnt solve my problem here with a search. :slight_smile:

OK. It’s a ctf map, and I have all the necessary scripting and entities for the two flags. Everything works fine in a test map. Both flags are capturable, returnable, droppable, blah blah blah. ftw.

Now, when I drop them into MY map, the red one still works properly, but the blue one craps its pants as follows:

When an axis player grabs it, it disappears…says it was taken, but the player does NOT have it. No green obj thing over head (or in his HUD), he cant score, etc etc. He never possesses it…it never reappears. It is gone forever.

Again, the red one works fine…and the blue one works fine in test maps.

There are no structural brushes interfering with any of the relevant entities.

Thanks in advance for any thoughts!


(stealth6) #2

well if it works fine in testing then it should also work fine ingame, aslong as you put everything into the pk3


(Flippy) #3

What he means is that it works in a small test map, but it doesn’t work anymore when he copied them over to his real map.

Check the entities very carefully, you might have added a “1” to the scriptname/targetname/whatever, gtk radiant (1.5) can do that sometimes.

It would be best to save your entire test map as a prefab and import that prefab into your real map. Then delete all the brushes etc you don’t want.


(Warmonger) #4

stealth: No pk3…still devmapping.

Flippy: This is basically how I DID do it. Not the ‘entire’ test map, what’s the point of that? The only thing besides the flags in there is a hull box and a script_mp. But of course, the flag entity stuff is saved seperately, and imported.

I did check entity keys carefully after the import, and I am used to this by now, because I am using 1.5
1.5 does not add the 1 sometimes, it does it EVERY TIME. :stuck_out_tongue:

Import into testmap (box + script_mp)…Safe!
Import into MY map (full of stuff!)…YOU"RE OUT!

I use the exact same procedure on the red flag…but that works just dandy.

It’s got to be something quirky. I looked for ‘stray’ entities in my list (like an extra but actually non-existent toi or something, Ive had this problem too when importing entities and changing keys…but usually only with origins. I looked anyway, no dice.)

When you say ‘save as a prefab’ are you referring to some special way of saving? I see no such option in 1.5, although I vaguely remember such a thing from older versions…although I never noticed any difference between a ‘prefab’ (.map) and a ‘map’ (.map)

Two CP’s. Saved as maps. Imported. They work.
Two Buildable Ladders. Saved as maps. Imported. They work.
Ammo and Health. Same. Same. Works.
Spawnpoints. Wolfobjectives. No sweat.
Red flag…No problem.

Its just that blue sucka.

Thanks for help so far guys. :smiley:


(Warmonger) #5

Ok, nevermind guys. All is well. My script guru has gotten his PC back online. Yay!

Thanks anyway! :smiley:


(Flippy) #6

So what was the problem? The script?

And yeah, by save as prefab I meant just save, but keep in mind that it is a prefab :stuck_out_tongue: prefab .map files and normal .map files are the same thing.


(Warmonger) #7

Oh sorry. Been busy finishing it up.

We never did figure this out. I’m no good with the scripted entities and coding, but I had a crack at it while my partner was gone. When he got back, he could not see any reason it wouldn’t work either. He built new entities and rewrote the scripting from scratch (which was mostly my own cut and paste work, not quite sure what i was doing the whole time.)

His works fine. I’m assuming that it was some conflict between some of my entities / keys in the rest of the full map.