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
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.