I’m making a map with a timer, which is supposed to blow up a wall.
At first, I did a few counts in game_manager’s spawn, and it worked.
When I expended the amount of counts, I got an error G_MAX_SCRIPT_STACK_ITEMS overload or something.
After a few searches I found out I just had to add another block of scripts, but now it is not running.
This is my current script:
game_manager
{
spawn
{
wm_axis_respawntime 1
wm_allied_respawntime 1
wm_set_round_timelimit 20
// 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
trigger axisspawn_timer start
}
}
axisspawn_timer
{
trigger start
{
setstate s1n0 invisible
setstate s1n1 default
setstate s3n0 default
setstate s3n1 invisible
setstate s3n2 invisible
setstate s3n3 invisible
setstate s3n4 invisible
setstate s3n5 invisible
setstate s3n6 invisible
setstate s3n7 invisible
setstate s3n8 invisible
setstate s3n9 invisible
setstate s4n0 default
setstate s4n1 invisible
setstate s4n2 invisible
setstate s4n3 invisible
setstate s4n4 invisible
setstate s4n5 invisible
setstate s4n6 invisible
setstate s4n7 invisible
setstate s4n8 invisible
setstate s4n9 invisible
trigger axisspawn_timer auto1
}
trigger auto1
{
wait 1000
setstate s1n1 invisible
setstate s3n0 invisible
setstate s4n0 invisible
setstate s1n0 default
setstate s3n5 default
setstate s4n9 default
wait 1000
setstate s4n9 invisible
setstate s4n8 default
wait 1000
setstate s4n8 invisible
setstate s4n7 default
wait 1000
setstate s4n7 invisible
setstate s4n6 default
wait 1000
setstate s4n6 invisible
setstate s4n5 default
wait 1000
setstate s4n5 invisible
setstate s4n4 default
wait 1000
setstate s4n4 invisible
setstate s4n3 default
wait 1000
setstate s4n3 invisible
setstate s4n2 default
wait 1000
setstate s4n2 invisible
setstate s4n1 default
wait 1000
setstate s4n1 invisible
setstate s4n0 default
trigger axisspawn_timer auto2
}
trigger auto2
{
wait 1000
setstate s3n5 invisible
setstate s4n1 invisible
setstate s3n4 default
setstate s4n9 default
wait 1000
setstate s4n9 invisible
setstate s4n8 default
wait 1000
setstate s4n8 invisible
setstate s4n7 default
wait 1000
setstate s4n7 invisible
setstate s4n6 default
wait 1000
setstate s4n6 invisible
setstate s4n5 default
wait 1000
setstate s4n5 invisible
setstate s4n4 default
wait 1000
setstate s4n4 invisible
setstate s4n3 default
wait 1000
setstate s4n3 invisible
setstate s4n2 default
wait 1000
setstate s4n2 invisible
setstate s4n1 default
wait 1000
setstate s4n1 invisible
setstate s4n0 default
trigger axisspawn_timer auto3
}
trigger auto3
{
wait 1000
setstate s3n4 invisible
setstate s4n0 invisible
setstate s3n3 default
setstate s4n9 default
wait 1000
setstate s4n9 invisible
setstate s4n8 default
wait 1000
setstate s4n8 invisible
setstate s4n7 default
wait 1000
setstate s4n7 invisible
setstate s4n6 default
wait 1000
setstate s4n6 invisible
setstate s4n5 default
wait 1000
setstate s4n5 invisible
setstate s4n4 default
wait 1000
setstate s4n4 invisible
setstate s4n3 default
wait 1000
setstate s4n3 invisible
setstate s4n2 default
wait 1000
setstate s4n2 invisible
setstate s4n1 default
wait 1000
setstate s4n1 invisible
setstate s4n0 default
trigger axisspawn_timer auto4
}
trigger auto4
{
wait 1000
setstate s3n3 invisible
setstate s4n0 invisible
setstate s3n2 default
setstate s4n9 default
wait 1000
setstate s4n9 invisible
setstate s4n8 default
wait 1000
setstate s4n8 invisible
setstate s4n7 default
wait 1000
setstate s4n7 invisible
setstate s4n6 default
wait 1000
setstate s4n6 invisible
setstate s4n5 default
wait 1000
setstate s4n5 invisible
setstate s4n4 default
wait 1000
setstate s4n4 invisible
setstate s4n3 default
wait 1000
setstate s4n3 invisible
setstate s4n2 default
wait 1000
setstate s4n2 invisible
setstate s4n1 default
wait 1000
setstate s4n1 invisible
setstate s4n0 default
trigger axisspawn_timer auto5
}
trigger auto5
{
wait 1000
setstate s3n2 invisible
setstate s4n0 invisible
setstate s3n1 default
setstate s4n9 default
wait 1000
setstate s4n9 invisible
setstate s4n8 default
wait 1000
setstate s4n8 invisible
setstate s4n7 default
wait 1000
setstate s4n7 invisible
setstate s4n6 default
wait 1000
setstate s4n6 invisible
setstate s4n5 default
wait 1000
setstate s4n5 invisible
setstate s4n4 default
wait 1000
setstate s4n4 invisible
setstate s4n3 default
wait 1000
setstate s4n3 invisible
setstate s4n2 default
wait 1000
setstate s4n2 invisible
setstate s4n1 default
wait 1000
setstate s4n1 invisible
setstate s4n0 default
trigger axisspawn_timer auto6
}
trigger auto6
{
wait 1000
setstate s3n1 invisible
setstate s4n0 invisible
setstate s3n0 default
setstate s4n9 default
wait 1000
setstate s4n9 invisible
setstate s4n8 default
wait 1000
setstate s4n8 invisible
setstate s4n7 default
wait 1000
setstate s4n7 invisible
setstate s4n6 default
wait 1000
setstate s4n6 invisible
setstate s4n5 default
wait 1000
setstate s4n5 invisible
setstate s4n4 default
wait 1000
setstate s4n4 invisible
setstate s4n3 default
wait 1000
setstate s4n3 invisible
setstate s4n2 default
wait 1000
setstate s4n2 invisible
setstate s4n1 default
wait 1000
setstate s4n1 invisible
setstate s4n0 default
trigger axisspawn_timer final
}
trigger final
{
wait 1000
setstate s1n0 invisible
setstate s3n0 invisible
setstate s4n0 invisible
setstate timer_rest invisible
setstate dynamites invisible
alertentity brick_wall
alertentity dyna_explosion
wm_announce "Axis spawn has been opened!"
}
}
I have different func_static entities with targetname s#n# (slot#number#). These entitybrushes have number-textures on them. None of them have a scriptname appointed, idk if that is necessary.
REMEMBER this script worked when I was working in game_manager/spawn with it.
Can anybody tell me what I’m doing wrong?