Forward Spawn and CP Spawn problem


(.Chris.) #1

after looking everywhere for some soultion i decided to ask here so…

i have a capturable flag in map allies own it and axis take it, when main entrance is blown axis take premanent controll, also in map on other side theres a nuetral cammand post when axis build this they can spawn here, everything works ok apart from one thing, if i choose to spawn at the CP iam unable to spawn at the flag area anymore :frowning: but still can spawn at first spawn and CP, the flag icon is still visable for this spawn but i spawn at CP area, any ideas whats gone wrong here? heres my script if it helps:


game_manager
{
	spawn
	{


		setautospawn "Forward Spawn"	1
                setautospawn "Island Entrance"  0
		// Game rules
		wm_axis_respawntime	20
		wm_allied_respawntime	10
		wm_number_of_objectives 3
		wm_set_round_timelimit	20

		wm_set_main_objective		1	0
		wm_set_main_objective		1	1

		wm_objective_status 1 1 0
		wm_objective_status 1 0 0
		wm_objective_status 2 1 0
		wm_objective_status 2 0 0
		wm_objective_status 3 1 0
		wm_objective_status 3 0 0



		wm_set_defending_team	1
		wm_setwinner	1

                accum 1 set 0
        }


trigger stolen_objective
	{
		accum 1 inc 1				
		trigger game_manager checkgame		
	}

trigger checkgame
	{
		accum 1 abort_if_not_equal 2
		wm_setwinner 0
		wait 1500
		wm_endround
	}

}

// ============================================================================
// Fuel cans and documents
// ============================================================================


fuel_can
{
	spawn
	{
	}

	trigger stolen
	{

                wm_announce "The Axis have stolen the documents!"

      		wm_objective_status 1 1 2
		wm_objective_status 1 0 1		
		

	}

	trigger dropped
	{
	}

	trigger returned
	{
		
                wm_announce "The Allies have returned the fuel!" 

      		wm_objective_status 1 1 1
		wm_objective_status 1 0 2		
		
	}

	trigger captured
	{

                wm_announce "The Axis have refueled the plane!"


                trigger game_manager stolen_objective
	}
}

documents
{
	spawn
	{
	}

	trigger stolen
	{

                wm_announce "The Axis have stolen the documents!"

      		wm_objective_status 2 1 2
		wm_objective_status 2 0 1		
		
	}

	trigger dropped
	{
	}

	trigger returned
	{
	
                wm_announce "The Allies have returned the documents" 

      		wm_objective_status 2 1 1
		wm_objective_status 2 0 2	

	}

	trigger captured
	{

                wm_announce "The Axis have secured the documents!" 


                trigger game_manager stolen_objective
	}
}

objective_holder
{
   death
   {
      wm_objective_status 3 0 1
      wm_objective_status 3 1 2

      trigger game_manager stolen_objective

   }
}

// ============================================================================
// Forward Spawn point - Initially owned by Allies
// ============================================================================
forwardspawn1_flag
{
	spawn
	{
		accum 0 set 1			// Who owns flag: 0-Axis, 1-Allied
	}

	trigger axis_capture				
	{
		accum 0 abort_if_equal 0 		

		accum 0 set 0 			
		wm_announce "Axis have captured the Forward Spawn!"

		alertentity forwardspawn1_wobj		
		setautospawn "Forward Spawn"	0	
	}

	trigger allied_capture				
	{
		accum 0 abort_if_equal 1 		

		accum 0 set 1 			
		wm_announce "Allies reclaim the Forward Spawn!"

		alertentity forwardspawn1_wobj		
		setautospawn "Forward Spawn"	1	
	}

	trigger force_axis
	{
		accum 0 abort_if_equal 0 		
		alertentity forwardspawn1_wobj		
		alertentity forwardspawn1_spawns		
		setautospawn "Forward Spawn"	0	
	}
	trigger kill
	{
		remove				
	}
}

main_entrance
{
	spawn
	{
		wait 100				
		constructible_class 3			
	}

	death
	{
		trigger forwardspawn1_flag force_axis 	
		trigger forwardspawn1_flag kill		
		setstate forwardspawn1_base invisible	

		wm_announce "Axis have destroyed the main entrance!"
	}
}

side_entrance
{
        spawn
        {
                wait 100
                constructible_class 3
        }

        death
        {
                
                wm_announce "AXis have destroyed the side entrance!"

        }
}

// ============================================================================
// Command Post
// ============================================================================

neutral_cp_toi
{
	spawn
	{
		wait 50
		accum 0 set 0	// 0=Neutral Closed, 1=Allied Damaged, 2=Axis Damaged

		trigger self show_previous_cabinet		// Setup teamdoors and correct cabinet
	}

	trigger set_alliedcabinet
	{
		accum 0 set 1			// Allied has been cabinet built
	}

	trigger set_axiscabinet
	{
		accum 0 set 2			// Axis has been cabinet built
	}

	trigger show_previous_cabinet			// Show correct CP state
	{
		accum 0 trigger_if_equal 0 neutral_cp_toi show_neutral_cabinet
		accum 0 trigger_if_equal 1 neutral_cp_toi show_allied_cabinet
		accum 0 trigger_if_equal 2 neutral_cp_toi show_axis_cabinet
	}

	trigger show_neutral_cabinet			// Neutral Closed CP
	{
		setstate neutral_cp_closed default
		setstate neutral_cp_closed_model default
	}

	trigger show_allied_cabinet			// Allied damaged CP
	{
		setstate allied_cp_damaged default
		setstate allied_cp_damaged_model default
	}

	trigger show_axis_cabinet			// Axis damaged CP
	{
		setstate axis_cp_damaged default
		setstate axis_cp_damaged_model default
	}

	trigger hide_all_cabinet			// Hide all previous CP states
	{
		setstate neutral_cp_closed invisible
		setstate neutral_cp_closed_model invisible
		setstate allied_cp_damaged invisible
		setstate allied_cp_damaged_model invisible
		setstate axis_cp_damaged invisible
		setstate axis_cp_damaged_model invisible
	}
}

// ================================================
allied_cp_open
{
	spawn
	{
		wait 100
		constructible_class 2			// Dyno+Satchel

		setstate allied_cp_damaged invisible	// Hide damaged CP model+clip
		setstate allied_cp_damaged_model invisible
		trigger self disable_cp_features		// Default charge bar times
	}

	trigger disable_cp_features
	{
		setstate allied_cp_open_model invisible	// Hide Open CP model

		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1

		sethqstatus 1 0			// Landmines team warning message
		disablespeaker allied_cp_sound		// Disable morse code sound
	}

	trigger enable_cp_features
	{
		setstate allied_cp_open_model default	// Show open CP model

		setchargetimefactor 1 soldier 0.75
		setchargetimefactor 1 lieutenant 0.75
		setchargetimefactor 1 medic 0.75
		setchargetimefactor 1 engineer 0.75
		setchargetimefactor 1 covertops 0.75

		sethqstatus 1 1			// Landmines team warning message
		enablespeaker allied_cp_sound		// Enable morse code sound
	}

	buildstart final
	{
		trigger neutral_cp_toi hide_all_cabinet	// Hide all previous cabinet states
	}

	built final
	{
		trigger neutral_cp_toi set_alliedcabinet	// Allied cabinet has been built
		trigger self enable_cp_features		// Increase charge bar times

		wm_announce "Allied Command Post constructed. Charge speed increased!"
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
		wm_teamvoiceannounce 1 "allies_hq_compost_constructed"
		wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}

	decayed final
	{
		setstate allied_cp_open_model invisible	// Hide Open CP model
		trigger neutral_cp_toi show_previous_cabinet	// Show previous cabinet state
	}

	death
	{
		trigger neutral_cp_toi show_previous_cabinet	// Show damaged cabinet state
		trigger self disable_cp_features		// Default charge bar times

		wm_announce "Axis team has destroyed the Allied Command Post!"
		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		wm_teamvoiceannounce 0 "axis_hq_compost_construct"
		wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
		// *----------------------------------- vo ------------------------------------------*
	}
}

// ================================================
axis_cp_open
{
	spawn
	{
		wait 100
		constructible_class 2			// Dyno+Satchel

		setstate axis_cp_damaged invisible	// Hide damaged CP model+clip
		setstate axis_cp_damaged_model invisible
		trigger self disable_cp_features		// Default charge bar times
	}

	trigger disable_cp_features
	{
		setstate axis_cp_open_model invisible	// Hide Open CP model

		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1

		sethqstatus 0 0			// Landmines team warning message
		disablespeaker axis_cp_sound		// Disable morse code sound
	}

	trigger enable_cp_features
	{
		setstate axis_cp_open_model default	// Show open CP model

		setchargetimefactor 0 soldier 0.75
		setchargetimefactor 0 lieutenant 0.75
		setchargetimefactor 0 medic 0.75
		setchargetimefactor 0 engineer 0.75
		setchargetimefactor 0 covertops 0.75

		sethqstatus 0 1			// Landmines team warning message
		enablespeaker axis_cp_sound		// Enable morse code sound
	}

	buildstart final
	{
		trigger neutral_cp_toi hide_all_cabinet	// Hide all previous cabinet states
	}

	built final
	{
		trigger neutral_cp_toi set_axiscabinet	// Allied cabinet built
		trigger self enable_cp_features		// Increase charge bar times

		trigger axiscpspawns_obj on

		wm_announce "Axis Command Post constructed. Charge speed increased!"
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed"
		wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"
		wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}

	decayed final
	{
		setstate axis_cp_open_model invisible	// Hide Open CP model
		trigger neutral_cp_toi show_previous_cabinet	// Show previous cabinet state
	}

	death
	{
		trigger neutral_cp_toi show_previous_cabinet	// Show damaged cabinet state
		trigger self disable_cp_features		// Default charge bar times

		trigger axiscpspawns_obj off

		wm_announce "Allied team has destroyed the Axis Command Post!"
		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}
}

axiscpspawns_obj
{
	spawn
	{
		wait 50
		setstate axiscpspawns_obj invisible
		setstate axiscpspawns invisible
	}

	trigger on
	{
		setstate axiscpspawns_obj default
		setstate axiscpspawns default
	}

	trigger off
	{
		setstate axiscpspawns_obj invisible
		setstate axiscpspawns invisible
	}
}

axiscpspawns
{
	spawn
	{
		wait 50
		setstate axiscpspawns invisible
	}
}

the CP was taken from a prefab i just added some bits to the script to make the spawns appear/disapear, used radar script as a guide, all help is welcome, if you require .map just ask, ill send stripped down version.