the reason must be in the scriptfile i think…
in my map you have to reach the enemys side of the map… cross a “line” , then you get pulled to the enemys spawn and the enemies get pushed to your spawn… (like a map restart without the scores being lost)
if i reach the multiple which sets the multiples pushing the players around to default et closes itself…
game_manager
{
spawn
{
wait 1000
wm_setwinner 1
wm_set_round_timelimit 30
wm_allied_respawntime 10
wm_axis_respawntime 10
globalaccum 0 set 0 //0 means that both teams have the same score
wait 1000
setstate alliedspawn2 invisible // the "exchanged" spawns for the "map_restart"
setstate axisspawn2 invisible
setstate sal invisible // pushes players to the other spawns if allies scored
setstate sax invisible // same with axis
setstate tele invisible // pushes all players in the air first... then sax and sal pushes the players in the right direction
setstate siegallies invisible // only AXIS can score at first!
}
trigger timelimit_hit // dont know if taht works but i had it in there much time before ET closed itself
{
globalaccum 0 abort_if_not_equal 0
trigger self ax
trigger self al
wm_endround
}
trigger ax
{
globalaccum 0 abort_if_greater_than 0
wm_setwinner 0
}
trigger al
{
globalaccum 0 abort_if_less_than 0
wm_setwinner 1
}
}
siegaxis // if axis score
{
activate
{
setstate siegaxis invisible
setstate siegallies default // now only allies can score
setstate axisspawn2 default
setstate alliedspawn2 default
setstate axisspawn1 invisible
setstate alliedspawn1 invisible // the spawns "exchanged"
alertentity axisspawn1
alertentity axisspawn2
alertentity alliedspawn1
alertentity alliedspawn2
globalaccum 0 inc -1 // axis scores count negative, allied scores positive
setstate tele default // pushes all in the air
setstate sax default // acis scored => sax is set to default
setstate haus invisible // if you are in the house it loses its walls, so you can be pushed in the air, too
alertentity timer // a timer sets all the multiples invisible, that game can "restart" properly
wm_announce "Axis scored!"
}
}
siegallies // the same with allies
{
activate
{
setstate siegaxis default
setstate siegallies invisible
setstate axisspawn2 invisible
setstate alliedspawn2 invisible
setstate axisspawn1 default
setstate alliedspawn1 default
alertentity axisspawn1
alertentity axisspawn2
alertentity alliedspawn1
alertentity alliedspawn2
globalaccum 0 inc 1
setstate tele default
setstate sal default
setstate haus invisible
alertentity timer
wm_announce "Allies scored!"
}
}
timer // wait 20
{
trigger off
{
setstate tele invisible
setstate sal default // ye this should be invisible except of "haus" but it should not cause such a problem
setstate sax default
setstate haus default
alertentity timer // timer stops
}
}