Well thanks so much for your swift responses, obviously not working or not in the mood for working properly.
Serpico i know what you mean the health key set at 0 is what i think your on about and i have done that.
This is my script ( i have added an all new dynamitable objective to test things out and thats all messed up too) i followed Andi Tyler tutorial for the dynamite. Everything has been working fine then all of a sudden this time its all gone funky and i keep checking it again and again always the same result. all dyna obj turn to command post icons on map after warm up time has finished and teh game begins proper.
game_manager
{
spawn
{
remapshaderflush
// Game rules
wm_axis_respawntime 20
wm_allied_respawntime 20
wm_number_of_objectives 4
wm_set_round_timelimit 30
// Objectives
//1 Blow up Harbour Wall
//2 Blow up South Winding House Door
//3 Blow up South Winding Mechanism
//4 Blow up North Winding Mechanism
// Current main objectives for each team (0=Axis, 1=Allies)
wm_objective_status 1 0 0
wm_objective_status 1 1 0
wm_objective_status 2 0 0
wm_objective_status 2 1 0
wm_objective_status 3 0 0
wm_objective_status 3 1 0
wm_objective_status 4 0 0
wm_objective_status 4 1 0
//Accum values
accum 1 set 0 //Overall Allied status
accum 2 set 2 //set 2 = null value
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 1
// Winner on expiration of round timer (0=Axis, 1=Allies, -1=no winner at expiration)
wm_setwinner 0 //Assumes axis defending
wait 2000
}
trigger objective_counter //Counts Allied objectives completed
{
accum 1 inc 1
trigger game_manager checkgame
}
trigger checkgame
{
accum 1 abort_if_not_equal 2
wm_setwinner 0
wait 4000
wm_endround
}
}
dynatest
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have blown up the Dynamite test”
}
}
harbourwall
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have blown up the Harbour Wall”
}
}
winddoorsouth
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have blown up the South Winding House Door”
}
}
windmechsouth
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have blown up the South Winding Mechanism”
trigger game_manager objective_counter
}
}
windmechnorth
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have blown up the North Winding Mechanism”
trigger game_manager objective_counter
}
}
construction_script
{
spawn
{
wait 200
constructible_class 2
trigger self startup
}
buildstart final
{
}
built final
{
setstate construction_extra default
setstate construction_mg42 default
setstate construction_materials invisible
// Some kind of UI pop-up to alert players
wm_announce "Axis team has built the construction!"
}
decayed final
{
trigger self startup
}
death
{
trigger self startup
// Some kind of UI pop-up to alert players
wm_announce "Allied team has destroyed the construction!"
}
trigger startup
{
setstate construction_extra invisible
setstate construction_mg42 invisible
setstate construction_materials default
repairmg42 construction_mg42
}
}
One additional piece of info is that i recently added the .arena and .objdata files to the map and i didn’t know if these might of affected something, i have tried deleting them out and re-compiling and still the same problem occurs. There must be an easy solution to this, in warm up is there no script or a different script running why would my script change when the game starts for real.