the flag on the compass doesn’t raise and players have to still actually tell the game via limbo menu that the want to spawn there. looked around the forum and didn’t see anyone address this, could anyone tell me what to do to this script?
//
// Map: Ponza Isle by neotic @ last2exit@hotmail.com/neotic@planetquake.com/wtbuser@ilstu.edu or www.planetquake.com/bkp/
// BSP: islegame_manager
{
spawn
{
// Game rules
wm_axis_respawntime 25
wm_allied_respawntime 20
wm_number_of_objectives 5
wm_set_round_timelimit 25// Objectives // Primary: // 1: Destroy Helipad / Defend Helipad // Secondary: // 2: Capture Aqueduct House / Prevent Capture of Aqueduct // 3: Protect Aqueduct / Destroy Aqueduct // 4: Repair Bridge / Prevent Bridge repair // 5: Destroy Well Gates / Defend Well Gates // Objective overview status indicators //wm_objective_status <objective> <team (0=Axis, 1=Allies)> <status (0=neutral 1=complete 2=failed)> 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_objective_status 4 1 0 wm_objective_status 4 0 0 wm_objective_status 5 1 0 wm_objective_status 5 0 0 // Current main objectives for each team (0=Axis, 1=Allies) wm_set_main_objective 1 0 wm_set_main_objective 1 1 // Stopwatch mode defending team (0=Axis, 1=Allies) wm_set_defending_team 0 // If the round timer expires, the Axis have won, so set the current winning team // Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 0 // Set autospawn markers <team (0 = axis, 1 = allies)> <message key of marker> // Spawns on isle: // Allied Dock // Allied Tower // Axis Balcony // Axis Church // Aqueduct House wait 2000 setautospawn "Aqueduct House" 0 setautospawn "Aqueduct House" 1}
trigger axis_flag { wm_objective_status 2 0 1 wm_objective_status 2 1 0 wm_announce "Axis capture the Aqueduct House!" } trigger allies_flag { wm_objective_status 2 1 1 wm_objective_status 2 0 0 wm_announce "Allies capture the Aqueduct House!" } trigger objective_counter //Counts allied objectives completed { accum 1 inc 1 trigger game_manager checkgame } trigger checkgame { accum 1 abort_if_not_equal 1 wm_setwinner 1 wait 1500 wm_endround }}
// ================================================ // =========== SPAWN POINT CONTROLS =============== // ================================================ // description : team_wolf_objectives : spawns // Allied Tower : towerspawn : towerspawn_spawns // Allied Dock : dockspawn : dockspawn_spawns // Aqueduct House : aqueductflag : aqueductflag_spawns // Axis Church : churchspawn : churchspawn_spawns // Axis Balcony : balconyspawn : balconyspawn_spawns// ================================================
// ============ FORWARD SPAWN ==============
// ================================================forward_spawn
{
spawn
{
// accum 3 set 2 // 0-Axis, 1-Allied
}trigger axis_capture
{accum 3 abort_if_not_equal 1 accum 3 set 0 trigger game_manager axis_flag setautospawn "Aqueduct House" 0 setautospawn "Allies Tower" 1 setautospawn "Allies Dock" 1 wait 1000 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_bunker_stop" wm_teamvoiceannounce 1 "radar_allies_bunker_capture" wm_addteamvoiceannounce 0 "radar_axis_bunker_stop" wm_addteamvoiceannounce 1 "radar_allies_bunker_capture" // *---------------------------------------------------------------------------------*}
trigger allied_capture
{accum 3 abort_if_not_equal 0 accum 3 set 1 trigger game_manager allies_flag setautospawn "Axis Balcony" 0 setautospawn "Axis Church" 0 setautospawn "Aqueduct House" 1 wait 1000 // *----------------------------------- vo ------------------------------------------* wm_teamvoiceannounce 0 "radar_axis_bunker_captured" wm_teamvoiceannounce 1 "radar_allies_bunker_captured" wm_addteamvoiceannounce 0 "radar_axis_bunker_captured" wm_addteamvoiceannounce 1 "radar_allies_bunker_captured" // *---------------------------------------------------------------------------------*}
}