I’m trying to make a forward spawn point and I can’t figure out how to get the flag working so when you touch it, the flag rolls down and up accordingly. Thats all I need to know atm.
forward spawn flags?
:bump:
Can anyone help me or atleast point me in the right direction? I’m desperate.
As long as I’m here I have another problem that has done a good job of evading me. How do you get the little objectives in the limbo camera to scroll up and down? What do you all need? I have got limbo cameras with objectives numbered from 0-7. Should they be numbered from 1-8, 0-8? I have my objdata file completed so that shouldn’t be the problem. :???:
…can anybody help me out. Nevermind about my second problem I think I got that figured out.
Maybe Drakir could help us all out, since he made the forward spwn in Rhine2, so come on Drakir,share ur info on how u made the forward spawn 
Well i had a hell with the spawnpoints. So i am not sure if mine is correct either.
But the main thing is that u need to have to edit your .def file and add the team_WOLF_checkpoint entity to it.
Add this to the bottom of your et_entities.def file found in the “/scripts” dir.
/*QUAKED team_WOLF_checkpoint (.6 .9 .6) (-16 -16 0) (16 16 128) SPAWNPOINT CP_HOLD AXIS_ONLY ALLIED_ONLY
This is the flagpole players touch in Capture and Hold game scenarios.
It will call specific trigger funtions in the map script for this object.
When allies capture, it will call "allied_capture".
When axis capture, it will call "axis_capture".
// if spawnpoint flag is set, capture will turn on targeted spawnpoints
// for capture team and turn *off* targeted spawnpoints for opposing team
CP_HOLD spawnflag is possibly for unfinished Capture and Hold mode.
"model" model to use (will use same animations as flagpole however)
"scriptname" name of script which contains allied_capture and axis_capture triggers
*/
I have copied the stuff needed to a .map file so that u can add it as a prefab. Included in the file is also a .script file with all the stuff needed in the script. Get the file here: http://www.sikstrom.nu/rikard/files/forward_spawnpoint.zip
Hope this helps!
Is my sdradiant retarded or something. #@$@!%$#@!%
Ok. I followed your directions and now when I tried to add a team_WOLF_checkpoint it spits this out at me.
CreateEntityFromName: selection could not be grouped
wtf. I don’t get it does this happen to anybody else?
If i use the stuff from drakir, it says Setautospawn couldn,t find target when im just a few secs in my map. I don’t know what to do about it, someone know?
The setautospawn thingy you get an error from is that u need to have a normal spawnpoint set first. As you can see in the .scriptfile i supplied.
setautospawn “Axis Spawn” 0
setautospawn “Allies Spawn” 1
This is the default spawnareas, wich i have created team_WOLF_objective entitys for. So what u need is to put a team_WOLF_objective at your default spawnpoints and set the proper “description” so that the .script can target the right spawareas.
The flag is like a trigger, and when someone touches it, it calls upon the scriptfile and does what it says in there. So when an AXIS player touches the flag, it moves their default spawnarea to the “Forward Spawn” wich is the “description” of the team_WOLF_objective near the flag. But it also sets the Allied spawnarea to their defaultspawn so that they are pushed back to their startpos.
ok thx got it working, but i cant select that spawnpoint for any team. How can i make it work so yuo can select it from limbo?
I’m having the same trouble as lennyballa…
When I start the game it shows it as an Allies spawn point. (how do I make it Axis? I tried making it default_axis(spawnflag 1); that worked but it didn’t work when capturing it when Allies.)
Then when I capture it (any team) it can’t be selected from the command map.
Damn you know exactly what im talking about :P. I discovered that you automaticly spawn at the flag ones captured, and you cant select another. Sock, maybe you know the answer on this?
I’m assuming you are after an explaination of a forward spawn point which can be captured by either team. The best example is really OASIS and the old city forward spawn point for the Allied.
The first problem is getting the flag entity into the map. The standard ET entity definition file does not have the correct entity, so you will need to add the entity yourself. The good thing about the def files is that editor will read ALL DEF files in the SCRIPT directory. So you don’t need to edit the original file.
Create a new file in the SCRIPTS directory called “ET1_ENTITIES.DEF” with the following:
/*QUAKED team_WOLF_checkpoint (.6 .9 .6) (-16 -16 0) (16 16 128) SPAWNPOINT CP_HOLD AXIS_ONLY ALLIED_ONLY
This is the flagpole players touch in Capture and Hold game scenarios.
It will call specific trigger funtions in the map script for this object.
When allies capture, it will call "allied_capture".
When axis capture, it will call "axis_capture".
// if spawnpoint flag is set, capture will turn on targeted spawnpoints
// for capture team and turn *off* targeted spawnpoints for opposing team
CP_HOLD spawnflag is possibly for unfinished Capture and Hold mode.
"model" model to use (will use same animations as flagpole however)
"scriptname" name of script which contains allied_capture and axis_capture triggers
*/
Restart the editor and the new flagpole entity should exist under the entities menu. (Right-click in the 2d window) In the map oasis the flagpole in the old city has the following key/values.
classname, team_WOLF_checkpoint
targetname, oldcityflag
scriptname, oldcityflag
target, oldcityspawns (This is pointing at ALL entities around the flag Axis/Allied)
spawnflags, 1 (Specify this as an active spawnpoint)
All the spawnpoints around the flagpole have a “targetname” key of “oldcityspawns”. (This links the spawnpoints to the flagpole) Also all of the spawnpoints are setup with the correct spawnflags to specify which team is active at the forward spawn area.
Directly above the flagpole is a “team_WOLF_objective” entity which has the following key/values:
classname, team_WOLF_objective
targetname, old_city_wobj
scriptname, old_city_wobj
description, Old City (Referenced by the setautospawn script command)
spawnflags, 1 (Who owns the forward spawn point)
The script has a routine (Line 159-243) called “oldcityflag” which is the flagpole entity. It keeps track of who has the flagpole by using a local variable to this routine (accum 0)
The routine has two special functions (Line 166-220) called “trigger axis_capture” and “trigger allied_capture”. These are called by the engine everytime a player touches the flagpole. The game automatically switches the spawnpoints around because they are linked to the flagpoint entity. The script switches the state of the “team_WOLF_objective” entity manually. This entity is the correct spawn location on the command map. The flagpole entity does not appear on the map by its self.
The final functions (Line 222-237) “trigger check_obj” and “trigger force_allied” make sure the forward spawn is made into an allied spawnpoint when the old city wall is destroyed. The switch over is called from the death function of the oldcitywall routine (Line 245-288).
The script “setautospawn” feature is set at the beginning of the script, (Line 66-67) so both teams are always trying to spawn at the forward spawn area all of the time. If the team does not own the forward spawn point the game will choose the nearest spawn points. (Allied-Ruins, Axis-Garrison) Its a bit of trick but oasis does not have a complex set of spawn locations, just 2 permenant and one capture spawn point.
Sock
:moo:
does the “alertentity old_city_wobj” command actualize the command map???
because i have all the other tings in my script except “alertentity old_city_wobj” :???:

