You need to alertentity your flag(s) at map start when setting a targetname in a cft_flag, i just re-tested this code from months ago(after finding in an old archive):
battery_2 // targetname/sctriptname battery_2
{
spawn
{
wait 500
alertentity battery_2
wait 500
setstate battery_2 invisible
wait 500
setstate battery_2 default
}
trigger stolen //from remote location
{
wm_announce "battery stolen"
}
trigger returned //to remote location
{
wm_announce "battery returned to start"
}
trigger captured //battery delivered to radar, so "power" up
{
setstate battery_trans_2 invisible
setstate battery_solid_2 default
trigger radar_dish_3 up //enable radar
}
}
Even putting the altertentity commands in the bottom your game_manager does the trick, just try to add a wait 250-500 for your 10(20) flags to keep from trying to do everything at once. If its not working, up the wait time between commands.
That should do the trick for that flag prob, was Stealth’s prefab handy? (sry, haven’t checked it out, too busy)
-I think, the animated flags are in models/mapobjects/flag/(they are here)
If you want to understand .tags a little more, check out this tutorial I made a while back, its about mounting a gun to anything using tags, there’s alot of good info for a basic understanding of how they work:
Mount an MG to Anything (sample files too, that’s where I found the model path from that tute, knew I had used a flag somewhere, lol)
gl.