I came across a bug today on my map, and I was wondering if anyone discovered this type of problem as well.
Here’s the situation: There’s a capturable forward spawn that becomes Allied permanently when the generator is blown with dynamite, just like Oasis, but with more electricity.
However, this time, the generator blew up, but the flag didn’t disappear, it was still capturable. Definitely made for an interesting change, but anywho… has anyone ever experienced this bug on Oasis, Radar, or any custom maps that use the permanent-spawn-once-something-is-blown thing?
Here’s my script concerning this, just in case anyone would want a looksee:
// Forward Spawn - Courtyard Spawn
courtyardflag
{
spawn
{
accum 6 set 0 // Who has the flag: 0-Axis, 1-Allied
}
trigger axis_capture // Flag has been touched by an Axis player
{
accum 6 abort_if_equal 0 // do Axis own flag?
accum 6 set 0 // Axis own the pole
wm_announce "Axis reclaim the Courtyard!"
// *----------------------------------- vo ------------------------------------------*
// Stuff removed to save space
// *---------------------------------------------------------------------------------*
wm_objective_status 3 0 1
wm_objective_status 3 1 2
alertentity courtyardflag_wobj
}
trigger allied_capture // Flag has been touched by an allied player
{
accum 6 abort_if_equal 1 // do Allies own flag?
accum 6 set 1 // Allied own the flag
wm_announce "Allies capture the Courtyard!"
// *----------------------------------- vo ------------------------------------------*
// Stuff removed to save space
// *---------------------------------------------------------------------------------*
wm_objective_status 3 0 2
wm_objective_status 3 1 1
alertentity courtyardflag_wobj
}
trigger check_obj
{
accum 6 abort_if_equal 1 // Do Allied own the flag?
wm_objective_status 3 0 2
wm_objective_status 3 1 1
}
trigger force_allied
{
wm_removeteamvoiceannounce 0 "chateau_axis_defend_bunker"
wm_removeteamvoiceannounce 1 "chateau_allies_capture_bunker"
accum 6 abort_if_equal 1 // Do Allied own the flag?
alertentity courtyardflag_wobj
alertentity forward_spawn_spawn
}
trigger kill
{
remove
}
}
----------------------
// Dynamite the Generator
generator
{
spawn
{
wait 200
constructible_class 3
}
death
{
setstate generatorhurt invisible
setstate doorbutton invisible
disablespeaker generator_noise
wm_announce "Allies have destroyed the Generator and secured the Courtyard Spawn!"
accum 0 bitset 11
trigger ventgrate open
trigger controls_door open
wm_objective_status 2 0 2
wm_objective_status 2 1 1
wm_objective_status 3 0 2
wm_objective_status 3 1 1
// *-------------vo-----------*
// Stuff removed to reduce space
// *-------------vo-----------*
//Setting the Courtyard spawn to allies only
trigger courtyardflag force_allied // Switch forward spawn to Allied ONLY
trigger courtyardflag check_obj
trigger courtyardflag kill
}
}
Any problems? Or just a fluke? I appreciate any assistance on this. 
