no need to make it complicated. there is a certain event which will be triggered by the script_multiplayer at the end. i dunno remember it though, but it belongs to that entity for sure. search for it
[QUOTE=Destroy666;224271]You need to add your triggers behind wm_endround in script.
Add into map info_player_intermission in place where the action happens.[/QUOTE]
yea i understand how to make a script event for the winning team, that is just after the last objective has been destroyed.
but how to make it get triggerd when the map time runs out, but the objective for that attacking team has not been done,
in that case a “wm_endround” does not get triggerd
** edit **
searching for “wm_endround” in the splashdamage wiki has not even a result
just somewhere inside the game_manager.
so i understand no i dont need to call it at a certain other part in my script.
i always get called at the end of the map
this i dont understand what and how you mean this. =)
looking at that code i see nothing to check for scores or such ?
i needed that timelimit_hit so i can make a event happen in the background when the map has ended. so i dont think that is a other way that this timelimit hit
It is not a valid command. The one I marked /////////////////////… The trigger gets executed automatically if wm_setwinner is 0 or 1. You have to write the rest of the script yourself. Depends on what you need. For example you can play with accums, and in the timelimit_hit check the result and trigger the winner/intermission action by that.
Just some quick tips on wait states in the initial and engame script blocks. Autospawns need to be set within the first three server frames (150ms) or else bad things can happen based on the active TWOs (think Supplydepot without my script fix). A lot of the stock maps (fuel dump comes to mind) had excessively long wait states in the final script block…this resulted in wacky things like the console printout and the screen displaying different winners (aka one might say “Axis” and the other “allied” depending on how much of the script block was slow to execute) if the dynamite was placed with around 30 seconds remaining.