Yoh,… scripting is really strange,…
first time I made a Forwardspawnpoint,… I tried to make it by my own,… I looked in examples tutorials and so on,… it doesnt worked,… later I copied a prefab of someone (posted here in the forum s. Sticky) and I changed only the name of the Spawnpoints,… Doesnt work. Do there have to be a Spawnpoint named “Axis Spawn” and “Allies Spawn” I changed the names and the flag worked again,… strange that,… Somedays ago I released my first version of the escaped. I wanted to fix the urgent probs,…
I want it like in Oasis,… But a bit more complex.
Axis have an Spawnpoint called “Axis Spawn”… If the Allies capture the flag,… Axis should lost their first Spawnpoint (“Axis Spawn”) und should get a new one (Axis Cave Spawn). If Axis capture the flag back they should start at the flag as normal,… THIS WORKS 
BUT
NOW i wanted to make it like in Oasis,… that if u blow up something (mainexit),… that the flag disapears and the allies spawn is forced to the flag. It works if noone gets the flag or if Allies have got the flag already
Strange I dont get the “trigger force_allied” working,… I AM GOING CRAZY HERE… I tried so many different ways
,… first way is like SD did in Oasis:
dynobj1
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Main Exit blown up”
wm_objective_status 6 0 2 //Main Cave Exit
wm_objective_status 6 1 1
setautospawn “Getarnte Festung” 0
trigger forward_spawn check_obj
trigger forward_spawn force_allied
trigger r_spawnc kill //this kills the Cavespawn
trigger forward_spawn kill
}
}
forward_spawn
{
spawn
{
globalaccum 3 set 0 // 0-Axis, 1-Allied was accum
}
trigger axis_capture
{
globalaccum 3 abort_if_equal 0 // do Axis own flag?
globalaccum 3 set 0 //Axis own flag
trigger game_manager axis_flag
alertentity t1081 //switch spawnentities
wait 1000
}
trigger allied_capture
{
globalaccum 3 abort_if_equal 1
globalaccum 3 set 1
trigger game_manager allies_flag
alertentity t1081
setautospawn "Forward Spawn" 1
wait 1000
trigger r_spawn kill //should remove the first Axispawn?
kill faxsp //should remove the Entity First Axispawn?
}
trigger check_obj
{
globalaccum 3 abort_if_equal 1 // Do Allied own the flag?
wm_objective_status 4 0 2
wm_objective_status 4 1 1
}
trigger force_allied
{
globalaccum 3 abort_if_equal 1 // Do Allied own the flag?
alertentity t1081
}
trigger kill
{
remove
}
}
It shows the message that allies capture the flag,… u can select the flag as allies. But u cant spawn there,… I am depressed I dont understand that,…
ah yes next thing… . why not this way
dynobj1
{
spawn
…
death
{
[b] trigger forward_spawn allied_capture [b]
wm_announce “Main Exit blown up”
wm_objective_status 6 0 2 //Main Cave Exit
wm_objective_status 6 1 1
setautospawn “Getarnte Festung” 0
trigger r_spawnc kill //this kills the Cavespawn
trigger forward_spawn kill
}
}
Do I have to alertentity the flag too?? but why SD didnt have too in oasis,… I dont check it aarhgh 
Then I shouldnt need the check_obj and force_allied.
Next thing I dont understand,… I switched on a sound entity the globalflag,… .the sound entity is triggered by a trigger once (is an alert). So why it is not globally to hear?? Next thing I dont understand. Why i make sound and it works not,… I copied it from a prefab,… working??? Same flags and absolutely the same sound entity,… the copied (from a prefab) is workin?? the other not??
AHHHH yes and was means that failure during the Compile,…
Entity leaked
Yes not map leaked,… it is everytime another entity and if look for fixing there isnt a lot to fix???
PLz help me,… Mapping now for 5 months,… and read reaallly every tut and help and so on (understanding is another question :-))
Milbo
