OK I dunno if the 3rd problem is solved by using etpro yet, but I changed the map and the floating objects don’t work properly anymore.
Looks like the alertentity doesn’t work, but I think everything is right, but obviously something isn’t otherwise it would work…
new dl link:
http://rapidshare.com/files/66903630/tjmaptest2.map.html
script:
game_manager
{
spawn
{
wm_axis_respawntime 2
wm_allied_respawntime 2
wm_set_round_timelimit 90
// Speed up Medic charge times for the needles
setchargetimefactor 0 medic 0.1
setchargetimefactor 1 medic 0.1
// 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
wait 500
// now since we gave the item_health a targetname, it will not appear in the game
// to start off with, so we need to alertentity it at the start to get it all working,
// so we do that in the game_manager spawn
alertentity hb_trigger6
alertentity hb_trigger7
alertentity hb_trigger8
alertentity hb_trigger9
alertentity hb_trigger10
alertentity ab_trigger6
alertentity ab_trigger7
alertentity ab_trigger8
alertentity ab_trigger9
alertentity ab_trigger10
// maybe you see now why i gave it the targetname of health_bobber_trigger, even though its
// an item, it has the functionality of activating any targets its pointed at.. so in essence
// its more of a health trigger, that gives you health.. but fires off a target you set once taken.
}
}
hbs1 // script block
{
spawn
{
wait 25 // now that this bobs up and down, we can
setrotation 0 150 0 // rotate it for effect.. a bobbing and rotating powerup model.
}
trigger activate // if this healthbox gets taken ( used ) , we then...
{
setstate hb6 invisible // hide the bobber ( model ),
wait 1000 // we wait.. oh... 5 seconds for this test
setstate hb6 default // then we reveal the healthbox again ( were respawning )
alertentity hb_trigger6 // and we bring back the item_health so its ready
// to use again.
// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
// of 5 seconds in this test.
}
}
hbs2 // script block
{
spawn
{
wait 25 // now that this bobs up and down, we can
setrotation 0 150 0 // rotate it for effect.. a bobbing and rotating powerup model.
}
trigger activate // if this healthbox gets taken ( used ) , we then...
{
setstate hb7 invisible // hide the bobber ( model ),
wait 1000 // we wait.. oh... 5 seconds for this test
setstate hb7 default // then we reveal the healthbox again ( were respawning )
alertentity hb_trigger7 // and we bring back the item_health so its ready
// to use again.
// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
// of 5 seconds in this test.
}
}
hbs3 // script block
{
spawn
{
wait 25 // now that this bobs up and down, we can
setrotation 0 150 0 // rotate it for effect.. a bobbing and rotating powerup model.
}
trigger activate // if this healthbox gets taken ( used ) , we then...
{
setstate hb8 invisible // hide the bobber ( model ),
wait 1000 // we wait.. oh... 5 seconds for this test
setstate hb8 default // then we reveal the healthbox again ( were respawning )
alertentity hb_trigger8 // and we bring back the item_health so its ready
// to use again.
// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
// of 5 seconds in this test.
}
}
hbs4 // script block
{
spawn
{
wait 25 // now that this bobs up and down, we can
setrotation 0 150 0 // rotate it for effect.. a bobbing and rotating powerup model.
}
trigger activate // if this healthbox gets taken ( used ) , we then...
{
setstate hb9 invisible // hide the bobber ( model ),
wait 1000 // we wait.. oh... 5 seconds for this test
setstate hb9 default // then we reveal the healthbox again ( were respawning )
alertentity hb_trigger9 // and we bring back the item_health so its ready
// to use again.
// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
// of 5 seconds in this test.
}
}
hbs5 // script block
{
spawn
{
wait 25 // now that this bobs up and down, we can
setrotation 0 150 0 // rotate it for effect.. a bobbing and rotating powerup model.
}
trigger activate // if this healthbox gets taken ( used ) , we then...
{
setstate hb10 invisible // hide the bobber ( model ),
wait 1000 // we wait.. oh... 5 seconds for this test
setstate hb10 default // then we reveal the healthbox again ( were respawning )
alertentity hb_trigge10 // and we bring back the item_health so its ready
// to use again.
// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
// of 5 seconds in this test.
}
}
abs1 // script block
{
spawn
{
wait 25 // now that this bobs up and down, we can
setrotation 0 150 0 // rotate it for effect.. a bobbing and rotating powerup model.
}
trigger activate // if this healthbox gets taken ( used ) , we then...
{
setstate ab6 invisible // hide the bobber ( model ),
wait 1000 // we wait.. oh... 5 seconds for this test
setstate ab6 default // then we reveal the healthbox again ( were respawning )
alertentity ab_trigger6 // and we bring back the item_health so its ready
// to use again.
// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
// of 5 seconds in this test.
}
}
abs2 // script block
{
spawn
{
wait 25 // now that this bobs up and down, we can
setrotation 0 150 0 // rotate it for effect.. a bobbing and rotating powerup model.
}
trigger activate // if this healthbox gets taken ( used ) , we then...
{
setstate ab7 invisible // hide the bobber ( model ),
wait 1000 // we wait.. oh... 5 seconds for this test
setstate ab7 default // then we reveal the healthbox again ( were respawning )
alertentity ab_trigger7 // and we bring back the item_health so its ready
// to use again.
// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
// of 5 seconds in this test.
}
}
abs3 // script block
{
spawn
{
wait 25 // now that this bobs up and down, we can
setrotation 0 150 0 // rotate it for effect.. a bobbing and rotating powerup model.
}
trigger activate // if this healthbox gets taken ( used ) , we then...
{
setstate ab8 invisible // hide the bobber ( model ),
wait 1000 // we wait.. oh... 5 seconds for this test
setstate ab8 default // then we reveal the healthbox again ( were respawning )
alertentity ab_trigger8 // and we bring back the item_health so its ready
// to use again.
// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
// of 5 seconds in this test.
}
}
abs4 // script block
{
spawn
{
wait 25 // now that this bobs up and down, we can
setrotation 0 150 0 // rotate it for effect.. a bobbing and rotating powerup model.
}
trigger activate // if this healthbox gets taken ( used ) , we then...
{
setstate ab9 invisible // hide the bobber ( model ),
wait 1000 // we wait.. oh... 5 seconds for this test
setstate ab9 default // then we reveal the healthbox again ( were respawning )
alertentity ab_trigger9 // and we bring back the item_health so its ready
// to use again.
// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
// of 5 seconds in this test.
}
}
abs5 // script block
{
spawn
{
wait 25 // now that this bobs up and down, we can
setrotation 0 150 0 // rotate it for effect.. a bobbing and rotating powerup model.
}
trigger activate // if this healthbox gets taken ( used ) , we then...
{
setstate ab10 invisible // hide the bobber ( model ),
wait 1000 // we wait.. oh... 5 seconds for this test
setstate ab10 default // then we reveal the healthbox again ( were respawning )
alertentity ab_trigger10 // and we bring back the item_health so its ready
// to use again.
// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
// of 5 seconds in this test.
}
}
You can take 1 ammo and 1 health, but then it doesn’t “activate” so it oesn’t become invisible and it thus doesn’t reappear…
but I can’t find the problem…
Hope somebody can help me
PS: changed the topic title since spawnpoint problem was solved a while ago