script help spawnfight


(twt_thunder) #1

hey folx got a problem…the 3rd spawn and 5th spawn wont work… well they do change but there is no announce. it seems like no of the teams can win…

and i can’t find anything in the script:(do you)

game_manager
{
	spawn
	{
		wait 50
		wm_axis_respawntime 20		// Axis respawn time
		wm_allied_respawntime 20	// Allied respawn time
		wm_set_round_timelimit 15	// Map timelimit
	    accum 1 set 0
        
       
        
		// Stopwatch mode defending team (0=Axis, 1=Allies)
		wm_set_defending_team 0
		
		// Winner on expiration of round timer (0=Axis, 1=Allies)
		wm_setwinner 0
	}
}
// ===================ALLIED CP===================
allied_cp_open
{
	spawn
	{
		wait 100
		accum 0 set 0			// 0=CP Closed, 1=CP Damaged
		constructible_class 2			// Dyno+Satchel

		trigger self disable_cp_features		// Default charge bar times
		setstate allied_cp_damaged invisible	// Hide damaged CP clipbrush+model
		setstate allied_cp_damaged_model invisible

		wait 1000

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}

	trigger disable_cp_features
	{
		setstate allied_cp_open_model invisible	// Hide Open CP model

		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1

		sethqstatus 1 0			// Landmines team warning message
		disablespeaker speaker_allied_cp		// Disable morse code sound
	}

	trigger enable_cp_features
	{
		setstate allied_cp_open_model default	// Show open CP model

		setchargetimefactor 1 soldier 0.75
		setchargetimefactor 1 lieutenant 0.75
		setchargetimefactor 1 medic 0.75
		setchargetimefactor 1 engineer 0.75
		setchargetimefactor 1 covertops 0.75

		sethqstatus 1 1			// Landmines team warning message
		enablespeaker speaker_allied_cp		// Enable morse code sound
	}

	buildstart final
	{
		setstate allied_cp_closed invisible		// Hide closed CP clipbrush+model
		setstate allied_cp_closed_model invisible
		setstate allied_cp_damaged invisible	// Hide damaged CP clipbrush+model
		setstate allied_cp_damaged_model invisible
	}

	built final
	{
		accum 0 set 1			// Only show the damaged CP model
		trigger self enable_cp_features		// Increase charge bar times

		wm_announce "Allied Command Post constructed. Charge speed increased!"
		// *----------------------------------- vo ------------------------------------------*
		wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
		wm_teamvoiceannounce 1 "allies_hq_compost_constructed"

		wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
		wm_addteamvoiceannounce 0 "axis_hq_compost_constructed_allies"
		// *----------------------------------- vo ------------------------------------------*
	}

	decayed final
	{
		setstate allied_cp_open_model invisible	// Hide Open CP model
		trigger self show_damaged_cabinet	// Show previous cabinet state
		trigger self show_closed_cabinet
	}

	death
	{
		trigger self show_damaged_cabinet	// Show damaged CP model
		trigger self disable_cp_features		// Default charge bar times

		wm_announce "Axis team has destroyed the Allied Command Post!"
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_removeteamvoiceannounce 0 "axis_hq_compost_constructed_allies"
		// *----------------------------------- vo ------------------------------------------*
	}

	trigger show_closed_cabinet
	{
		accum 0 abort_if_equal 1		// Closed cabinet active yet?
		setstate allied_cp_closed default
		setstate allied_cp_closed_model default
	}

	trigger show_damaged_cabinet
	{
		accum 0 abort_if_equal 0		// Damaged cabinet active yet?
		setstate allied_cp_damaged default
		setstate allied_cp_damaged_model default
	}
}
//____________________________________________________________-
//_____________________AXIS CP________________________________
// ================================================
axis_cp_open
{
	spawn
	{
		wait 100
		accum 0 set 0			// 0=CP Closed, 1=CP Damaged
		constructible_class 2			// Dyno+Satchel

		trigger self disable_cp_features		// Default charge bar times
		setstate axis_cp_damaged invisible	// Hide damaged CP clipbrush+model
		setstate axis_cp_damaged_model invisible

		wait 1000
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_construct"
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}

	trigger disable_cp_features
	{
		setstate axis_cp_open_model invisible	// Hide Open CP model

		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1

		sethqstatus 0 0			// Landmines team warning message
		disablespeaker speaker_axis_cp		// Disable morse code sound
	}

	trigger enable_cp_features
	{
		setstate axis_cp_open_model default	// Show open CP model

		setchargetimefactor 0 soldier 0.75
		setchargetimefactor 0 lieutenant 0.75
		setchargetimefactor 0 medic 0.75
		setchargetimefactor 0 engineer 0.75
		setchargetimefactor 0 covertops 0.75

		sethqstatus 0 1			// Landmines team warning message
		enablespeaker speaker_axis_cp		// Enable morse code sound
	}

	buildstart final
	{
		setstate axis_cp_closed invisible		// Hide closed CP clipbrush+model
		setstate axis_cp_closed_model invisible
		setstate axis_cp_damaged invisible	// Hide damaged CP clipbrush+model
		setstate axis_cp_damaged_model invisible
	}

	built final
	{
		accum 0 set 1			// Only show the damaged CP model
		trigger self enable_cp_features		// Increase charge bar times

		wm_announce "Axis Command Post constructed. Charge speed increased!"
		// *----------------------------------- vo ------------------------------------------*
		wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed"

		wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"
		wm_addteamvoiceannounce 1 "allies_hq_compost_constructed_axis"
		// *----------------------------------- vo ------------------------------------------*
	}

	decayed final
	{
		setstate axis_cp_open_model invisible	// Hide Open CP model
		trigger self show_damaged_cabinet	// Show previous cabinet state
		trigger self show_closed_cabinet
	}

	death
	{
		trigger self show_damaged_cabinet	// Show damaged CP model
		trigger self disable_cp_features		// Default charge bar times

		wm_announce "Allied team has destroyed the Axis Command Post!"
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_removeteamvoiceannounce 1 "allies_hq_compost_constructed_axis"
		// *----------------------------------- vo ------------------------------------------*
	}

	trigger show_closed_cabinet
	{
		accum 0 abort_if_equal 1		// Closed cabinet active yet?
		setstate axis_cp_closed default
		setstate axis_cp_closed_model default
	}

	trigger show_damaged_cabinet
	{
		accum 0 abort_if_equal 0		// Damaged cabinet active yet?
		setstate axis_cp_damaged default
		setstate axis_cp_damaged_model default
	}
}
//------------------------------------------------------------
//now for the spawnfight//
//------------------------------------------------------------
spawn1stspawn
{
	trigger remove
	{
		remove
	}
}
//team_WOLF_objective
// accum 0: team	(0=axis, 1=allies, -1=none)
spawnpoint1stspawn
{
	spawn
	{
		wait 100
		accum 0 set 1
	}
	trigger show
	{
		setstate spawnpoint1stspawn default
		setstate spawn1stspawn default
		setstate spawnflag1stspawn default
	}
	trigger hide
	{
		setstate spawnpoint1stspawn invisible
		setstate spawn1stspawn invisible
		setstate spawnflag1stspawn invisible
	}
	trigger force_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^51stspawn is forced Axis.."
		alertentity spawnpoint1stspawn		//commandmap
		alertentity spawn1stspawn				//swap spawning team
		setautospawn "1stspawn" 0			//use the spawnpoint
        accum 1 inc 1
        trigger checkaxiswin
        
        	}
	trigger force_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^51stspawn is forced Allied.."
		alertentity spawnpoint1stspawn		//commandmap
		alertentity spawn1stspawn				//swap spawning team
		setautospawn "1stspawn" 1			//use the spawnpoint
        accum 1 inc -1
        trigger checkalliedwin
	}
	trigger set_none
	{
		accum 0 set -1
	}
	trigger set_axis
	{
		accum 0 set 0
	}
	trigger set_allied
	{
		accum 0 set 1
	}
	trigger remove
	{
		trigger spawn1stspawn remove
		trigger spawnflag1stspawn remove
		setstate spawnpoint1stspawn invisible
		remove
	}
}
//team_WOLF_checkpoint
// accum 0: team	(0=axis, 1=allies, -1=none)
spawnflag1stspawn
{
	spawn
	{
		wait 100
		accum 0 set 1
	}
	trigger axis_capture
	{
		trigger self first_touch
		trigger self touch_axis
	}
	trigger allied_capture
	{
		trigger self first_touch
		trigger self touch_allied
	}
	trigger touch_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^5The flag at \'1stspawn\' is touched by Axis.."
		trigger spawnpoint1stspawn set_axis
	}
	trigger touch_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^5The flag at \'1stspawn\' is touched by Allies.."
		trigger spawnpoint1stspawn set_allied
	}
	trigger first_touch
	{
		accum 0 abort_if_equal -1
		trigger spawnpoint1stspawn show
	}
	trigger show
	{
		setstate spawnflag1stspawn default
	}
	trigger hide
	{
		setstate spawnflag1stspawn invisible
	}
	trigger remove
	{
		setstate spawnflag1stspawn invisible
		remove
	}
}
//-----------2-----------------
spawn2spawn
{
	trigger remove
	{
		remove
	}
}
//team_WOLF_objective
// accum 0: team	(0=axis, 1=allies, -1=none)
spawnpoint2spawn
{
	spawn
	{
		wait 100
		accum 0 set -1
	}
	trigger show
	{
		setstate spawnpoint2spawn default
		setstate spawn2spawn default
		setstate spawnflag2spawn default
	}
	trigger hide
	{
		setstate spawnpoint2spawn invisible
		setstate spawn2spawn invisible
		setstate spawnflag2spawn invisible
	}
	trigger force_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^52spawn is forced Axis.."
		alertentity spawnpoint2spawn		//commandmap
		alertentity spawn2spawn				//swap spawning team
		setautospawn "2spawn" 0			//use the spawnpoint
        accum 1 inc 1
        trigger checkaxiswin
	}
	trigger force_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^52spawn is forced Allied.."
		alertentity spawnpoint2spawn		//commandmap
		alertentity spawn2spawn				//swap spawning team
		setautospawn "2spawn" 1			//use the spawnpoint
         accum 1 inc -1
        trigger checkalliedwin
	}
	trigger set_none
	{
		accum 0 set -1
	}
	trigger set_axis
	{
		accum 0 set 0
	}
	trigger set_allied
	{
		accum 0 set 1
	}
	trigger remove
	{
		trigger spawn2spawn remove
		trigger spawnflag2spawn remove
		setstate spawnpoint2spawn invisible
		remove
	}
}
//team_WOLF_checkpoint
// accum 0: team	(0=axis, 1=allies, -1=none)
spawnflag2spawn
{
	spawn
	{
		wait 100
		accum 0 set -1
	}
	trigger axis_capture
	{
		trigger self first_touch
		trigger self touch_axis
	}
	trigger allied_capture
	{
		trigger self first_touch
		trigger self touch_allied
	}
	trigger touch_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^5The flag at \'2spawn\' is touched by Axis.."
		trigger spawnpoint2spawn set_axis
	}
	trigger touch_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^5The flag at \'2spawn\' is touched by Allies.."
		trigger spawnpoint2spawn set_allied
	}
	trigger first_touch
	{
		accum 0 abort_if_equal -1
		trigger spawnpoint2spawn show
	}
	trigger show
	{
		setstate spawnflag2spawn default
	}
	trigger hide
	{
		setstate spawnflag2spawn invisible
	}
	trigger remove
	{
		setstate spawnflag2spawn invisible
		remove
	}
}
//------------------------------
//-----------3------------------
spawn3spawn
{
	trigger remove
	{
		remove
	}
}
//team_WOLF_objective
// accum 0: team	(0=axis, 1=allies, -1=none)
spawnpoint3spawn
{
	spawn
	{
		wait 100
		accum 0 set -1
	}
	trigger show
	{
		setstate spawnpoint3spawn default
		setstate spawn3spawn default
		setstate spawnflag3spawn default
	}
	trigger hide
	{
		setstate spawnpoint3spawn invisible
		setstate spawn3spawn invisible
		setstate spawnflag3spawn invisible
	}
	trigger force_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^53spawn is forced Axis.."
		alertentity spawnpoint3spawn		//commandmap
		alertentity spawn3spawn				//swap spawning team
		setautospawn "3spawn" 0			//use the spawnpoint
        accum 1 inc 1
        trigger checkaxiswin
	}
	trigger force_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^53spawn is forced Allied.."
		alertentity spawnpoint3spawn		//commandmap
		alertentity spawn3spawn				//swap spawning team
		setautospawn "3spawn" 1			//use the spawnpoint
        accum 1 inc -1
        trigger checkalliedwin
	}
	trigger set_none
	{
		accum 0 set -1
	}
	trigger set_axis
	{
		accum 0 set 0
	}
	trigger set_allied
	{
		accum 0 set 1
	}
	trigger remove
	{
		trigger spawn3spawn remove
		trigger spawnflag3spawn remove
		setstate spawnpoint3spawn invisible
		remove
	}
}
//team_WOLF_checkpoint
// accum 0: team	(0=axis, 1=allies, -1=none)
spawnflag3spawn
{
	spawn
	{
		wait 100
		accum 0 set -1
	}
	trigger axis_capture
	{
		trigger self first_touch
		trigger self touch_axis
	}
	trigger allied_capture
	{
		trigger self first_touch
		trigger self touch_allied
	}
	trigger touch_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^5The flag at \'3spawn\' is touched by Axis.."
		trigger spawnpoint3spawn set_axis
	}
	trigger touch_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^5The flag at \'3spawn\' is touched by Allies.."
		trigger spawnpoint3spawn set_allied
	}
	trigger first_touch
	{
		accum 0 abort_if_equal -1
		trigger spawnpoint3spawn show
	}
	trigger show
	{
		setstate spawnflag3spawn default
	}
	trigger hide
	{
		setstate spawnflag3spawn invisible
	}
	trigger remove
	{
		setstate spawnflag3spawn invisible
		remove
	}
}
//------------------------------------------
//----------------4-------------------------
spawn4spawn
{
	trigger remove
	{
		remove
	}
}
//team_WOLF_objective
// accum 0: team	(0=axis, 1=allies, -1=none)
spawnpoint4spawn
{
	spawn
	{
		wait 100
		accum 0 set -1
	}
	trigger show
	{
		setstate spawnpoint4spawn default
		setstate spawn4spawn default
		setstate spawnflag4spawn default
	}
	trigger hide
	{
		setstate spawnpoint4spawn invisible
		setstate spawn4spawn invisible
		setstate spawnflag4spawn invisible
	}
	trigger force_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^54spawn is forced Axis.."
		alertentity spawnpoint4spawn		//commandmap
		alertentity spawn4spawn				//swap spawning team
		setautospawn "4spawn" 0			//use the spawnpoint
        accum 1 inc 1
        trigger checkaxiswin
	}
	trigger force_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^54spawn is forced Allied.."
		alertentity spawnpoint4spawn		//commandmap
		alertentity spawn4spawn				//swap spawning team
		setautospawn "4spawn" 1			//use the spawnpoint
        accum 1 inc -1
        trigger checkalliedwin
	}
	trigger set_none
	{
		accum 0 set -1
	}
	trigger set_axis
	{
		accum 0 set 0
	}
	trigger set_allied
	{
		accum 0 set 1
	}
	trigger remove
	{
		trigger spawn4spawn remove
		trigger spawnflag4spawn remove
		setstate spawnpoint4spawn invisible
		remove
	}
}
//team_WOLF_checkpoint
// accum 0: team	(0=axis, 1=allies, -1=none)
spawnflag4spawn
{
	spawn
	{
		wait 100
		accum 0 set -1
	}
	trigger axis_capture
	{
		trigger self first_touch
		trigger self touch_axis
	}
	trigger allied_capture
	{
		trigger self first_touch
		trigger self touch_allied
	}
	trigger touch_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^5The flag at \'4spawn\' is touched by Axis.."
		trigger spawnpoint4spawn set_axis
	}
	trigger touch_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^5The flag at \'4spawn\' is touched by Allies.."
		trigger spawnpoint4spawn set_allied
	}
	trigger first_touch
	{
		accum 0 abort_if_equal -1
		trigger spawnpoint4spawn show
	}
	trigger show
	{
		setstate spawnflag4spawn default
	}
	trigger hide
	{
		setstate spawnflag4spawn invisible
	}
	trigger remove
	{
		setstate spawnflag4spawn invisible
		remove
	}
}
//--------------5------------
spawn5spawn
{
	trigger remove
	{
		remove
	}
}
//team_WOLF_objective
// accum 0: team	(0=axis, 1=allies, -1=none)
spawnpoint5spawn
{
	spawn
	{
		wait 100
		accum 0 set 0
	}
	trigger show
	{
		setstate spawnpoint5spawn default
		setstate spawn5spawn default
		setstate spawnflag5spawn default
	}
	trigger hide
	{
		setstate spawnpoint5spawn invisible
		setstate spawn5spawn invisible
		setstate spawnflag5spawn invisible
	}
	trigger force_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^55spawn is forced Axis.."
		alertentity spawnpoint5spawn		//commandmap
		alertentity spawn5spawn				//swap spawning team
		setautospawn "5spawn" 0			//use the spawnpoint
        accum 1 inc 1
        trigger checkaxiswin
	}
	trigger force_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^55spawn is forced Allied.."
		alertentity spawnpoint5spawn		//commandmap
		alertentity spawn5spawn				//swap spawning team
		setautospawn "5spawn" 1			//use the spawnpoint
        accum 1 inc -1
        trigger checkalliedwin
	}
	trigger set_none
	{
		accum 0 set -1
	}
	trigger set_axis
	{
		accum 0 set 0
	}
	trigger set_allied
	{
		accum 0 set 1
	}
	trigger remove
	{
		trigger spawn5spawn remove
		trigger spawnflag5spawn remove
		setstate spawnpoint5spawn invisible
		remove
	}
}
//team_WOLF_checkpoint
// accum 0: team	(0=axis, 1=allies, -1=none)
spawnflag5spawn
{
	spawn
	{
		wait 100
		accum 0 set 0
	}
	trigger axis_capture
	{
		trigger self first_touch
		trigger self touch_axis
	}
	trigger allied_capture
	{
		trigger self first_touch
		trigger self touch_allied
	}
	trigger touch_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^5The flag at \'5spawn\' is touched by Axis.."
		trigger spawnpoint5spawn set_axis
	}
	trigger touch_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^5The flag at \'5spawn\' is touched by Allies.."
		trigger spawnpoint5spawn set_allied
	}
	trigger first_touch
	{
		accum 0 abort_if_equal -1
		trigger spawnpoint5spawn show
	}
	trigger show
	{
		setstate spawnflag5spawn default
	}
	trigger hide
	{
		setstate spawnflag5spawn invisible
	}
	trigger remove
	{
		setstate spawnflag5spawn invisible
		remove
	}

trigger checkalliedwin
	{
		accum 1 abort_if_not_equal -5
	

		// Set the round winner:  0 == AXIS, 1 == ALLIED
		wm_setwinner 1
                wm_announce"allied wins the territorium"
		wait 1500

		// End the round
		wm_endround
     }
trigger checkaxiswin
	{
		accum 1 abort_if_not_equal 5
		wm_announce"axis wins the territorium"
		wm_setwinner 0
		wait 1500
		wm_endround
	}
}


(ailmanki) #2

accum’s are only valid in their local scope, else you would need to use globalaccum. E.g. only valid for one entity. I changed the script so, that it counts the flags in game_manager,
you did call in the script ‘trigger checkaxiswin’, I am amazed that did not crash. I could not find a particular reason for spawn 3 or 5 not working, but that no team could win is because accums had only been local, the accum which was checked - if that trigger was ever triggered… then it was the local one of spawnflag5spawn.
Check if spawnflags and all is correct if it does not work… but I guess all the problems you had could result due to buggy mapscript… I hope I made no error, but I guess it could work fine.
I also add a commented code for when the map hits the timelimit.
Basically the script is correct, just the checkgame routine and accums are at wrong place.

//2010 Mars, ailmanki, for Thunderpwn based on his script.

game_manager
{
	spawn
	{
		wm_axis_respawntime 20		// Axis respawn time
		wm_allied_respawntime 20	// Allied respawn time
		wm_set_round_timelimit 15	// Map timelimit
		
		wait 100
		
		//reset counter for flags we do this all in game_manager
		accum 1 set 0
       
		// Stopwatch mode defending team (0=Axis, 1=Allies)
		wm_set_defending_team 0
		
		// Winner on expiration of round timer (0=Axis, 1=Allies) 
		wm_setwinner 0		
	}
	
	trigger checkalliedwin
	{
		//count the flags here, so that the accum of game_manager is used
		accum 1 inc -1
		accum 1 abort_if_not_equal -5
		// Set the round winner:  0 == AXIS, 1 == ALLIED
		wm_setwinner 1
		wm_announce "allied wins the territorium"
		wait 1500
		
		// End the round
		wm_endround
	}
	
	trigger checkaxiswin
	{
		accum 1 inc 1
		accum 1 abort_if_not_equal 5
		wm_announce "axis wins the territorium"
		wm_setwinner 0
		wait 1500
		wm_endround
	}
	//Draw if none has won when map ends
	trigger timelimit_hit
	{
		wm_setwinner -1
		
		////uncomment if you want the team with more flags to win
		//trigger game_manager findwinner_axis
		//trigger game_manager findwinner_allied
		
		wait 1500
		wm_endround
	}
	
	trigger findwinner_axis
	{
		accum 1 abort_if_less_than 1
		wm_announce "axis wins the territorium"
		wm_setwinner 0
	}
	
	trigger findwinner_allied
	{
		accum 1 abort_if_greater_than -1
		wm_announce "allied wins the territorium"
		wm_setwinner 1 
	}
}


//____________________________________________________________
//____________________ 1 SPAWN  ______________________________
// accum 0: team	(0=axis, 1=allies, -1=none)
//Allies start spawn
spawn1stspawn
{
	spawn
	{
	}
	
	trigger remove
	{
		remove
	}
}

spawnpoint1stspawn
{
	spawn
	{
		wait 100
		accum 0 set 1
	}
	trigger show
	{
		setstate spawnpoint1stspawn default
		setstate spawn1stspawn default
		setstate spawnflag1stspawn default
	}
	trigger hide
	{
		setstate spawnpoint1stspawn invisible
		setstate spawn1stspawn invisible
		setstate spawnflag1stspawn invisible
	}
	trigger force_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^51stspawn is forced Axis.."
		alertentity spawnpoint1stspawn		//commandmap
		alertentity spawn1stspawn				//swap spawning team
		setautospawn "1stspawn" 0			//use the spawnpoint
		trigger game_manager checkaxiswin
	}
	trigger force_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^51stspawn is forced Allied.."
		alertentity spawnpoint1stspawn		//commandmap
		alertentity spawn1stspawn				//swap spawning team
		setautospawn "1stspawn" 1			//use the spawnpoint
		trigger game_manager checkalliedwin
	}
	
	trigger set_none
	{
		accum 0 set -1
	}
	trigger set_axis
	{
		accum 0 set 0
	}
	trigger set_allied
	{
		accum 0 set 1
	}
	trigger remove
	{
		trigger spawn1stspawn remove
		trigger spawnflag1stspawn remove
		setstate spawnpoint1stspawn invisible
		remove
	}
}

spawnflag1stspawn
{
	spawn
	{
		wait 100
		accum 0 set 1
	}
	trigger axis_capture
	{
		trigger self first_touch
		trigger self touch_axis
	}
	trigger allied_capture
	{
		trigger self first_touch
		trigger self touch_allied
	}
	trigger touch_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^5The flag at \'1stspawn\' is touched by Axis.."
		trigger spawnpoint1stspawn set_axis
	}
	trigger touch_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^5The flag at \'1stspawn\' is touched by Allies.."
		trigger spawnpoint1stspawn set_allied
	}
	trigger first_touch
	{
		accum 0 abort_if_equal -1
		trigger spawnpoint1stspawn show
	}
	trigger show
	{
		setstate spawnflag1stspawn default
	}
	trigger hide
	{
		setstate spawnflag1stspawn invisible
	}
	trigger remove
	{
		setstate spawnflag1stspawn invisible
		remove
	}
}

//____________________________________________________________
//____________________ 2 SPAWN  ______________________________
// accum 0: team	(0=axis, 1=allies, -1=none)
spawn2spawn
{
	spawn
	{
	}
	trigger remove
	{
		remove
	}
}

spawnpoint2spawn
{
	spawn
	{
		wait 100
		accum 0 set -1
	}
	trigger show
	{
		setstate spawnpoint2spawn default
		setstate spawn2spawn default
		setstate spawnflag2spawn default
	}
	trigger hide
	{
		setstate spawnpoint2spawn invisible
		setstate spawn2spawn invisible
		setstate spawnflag2spawn invisible
	}
	trigger force_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^52spawn is forced Axis.."
		alertentity spawnpoint2spawn		//commandmap
		alertentity spawn2spawn				//swap spawning team
		setautospawn "2spawn" 0			//use the spawnpoint
		trigger game_manager checkaxiswin
	}
	trigger force_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^52spawn is forced Allied.."
		alertentity spawnpoint2spawn		//commandmap
		alertentity spawn2spawn				//swap spawning team
		setautospawn "2spawn" 1			//use the spawnpoint
		trigger game_manager checkalliedwin
	}
	trigger set_none
	{
		accum 0 set -1
	}
	trigger set_axis
	{
		accum 0 set 0
	}
	trigger set_allied
	{
		accum 0 set 1
	}
	trigger remove
	{
		trigger spawn2spawn remove
		trigger spawnflag2spawn remove
		setstate spawnpoint2spawn invisible
		remove
	}
}

spawnflag2spawn
{
	spawn
	{
		wait 100
		accum 0 set -1
	}
	trigger axis_capture
	{
		trigger self first_touch
		trigger self touch_axis
	}
	trigger allied_capture
	{
		trigger self first_touch
		trigger self touch_allied
	}
	trigger touch_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^5The flag at \'2spawn\' is touched by Axis.."
		trigger spawnpoint2spawn set_axis
	}
	trigger touch_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^5The flag at \'2spawn\' is touched by Allies.."
		trigger spawnpoint2spawn set_allied
	}
	trigger first_touch
	{
		accum 0 abort_if_equal -1
		trigger spawnpoint2spawn show
	}
	trigger show
	{
		setstate spawnflag2spawn default
	}
	trigger hide
	{
		setstate spawnflag2spawn invisible
	}
	trigger remove
	{
		setstate spawnflag2spawn invisible
		remove
	}
}

//____________________________________________________________
//____________________ 3 SPAWN  ______________________________
// accum 0: team	(0=axis, 1=allies, -1=none)
spawn3spawn
{
	spawn
	{
	}
	trigger remove
	{
		remove
	}
}

spawnpoint3spawn
{
	spawn
	{
		wait 100
		accum 0 set -1
	}
	trigger show
	{
		setstate spawnpoint3spawn default
		setstate spawn3spawn default
		setstate spawnflag3spawn default
	}
	trigger hide
	{
		setstate spawnpoint3spawn invisible
		setstate spawn3spawn invisible
		setstate spawnflag3spawn invisible
	}
	trigger force_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^53spawn is forced Axis.."
		alertentity spawnpoint3spawn		//commandmap
		alertentity spawn3spawn				//swap spawning team
		setautospawn "3spawn" 0			//use the spawnpoint
		trigger game_manager checkaxiswin
	}
	trigger force_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^53spawn is forced Allied.."
		alertentity spawnpoint3spawn		//commandmap
		alertentity spawn3spawn				//swap spawning team
		setautospawn "3spawn" 1			//use the spawnpoint
		trigger game_manager checkalliedwin
	}
	trigger set_none
	{
		accum 0 set -1
	}
	trigger set_axis
	{
		accum 0 set 0
	}
	trigger set_allied
	{
		accum 0 set 1
	}
	trigger remove
	{
		trigger spawn3spawn remove
		trigger spawnflag3spawn remove
		setstate spawnpoint3spawn invisible
		remove
	}
}

spawnflag3spawn
{
	spawn
	{
		wait 100
		accum 0 set -1
	}
	trigger axis_capture
	{
		trigger self first_touch
		trigger self touch_axis
	}
	trigger allied_capture
	{
		trigger self first_touch
		trigger self touch_allied
	}
	trigger touch_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^5The flag at \'3spawn\' is touched by Axis.."
		trigger spawnpoint3spawn set_axis
	}
	trigger touch_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^5The flag at \'3spawn\' is touched by Allies.."
		trigger spawnpoint3spawn set_allied
	}
	trigger first_touch
	{
		accum 0 abort_if_equal -1
		trigger spawnpoint3spawn show
	}
	trigger show
	{
		setstate spawnflag3spawn default
	}
	trigger hide
	{
		setstate spawnflag3spawn invisible
	}
	trigger remove
	{
		setstate spawnflag3spawn invisible
		remove
	}
}

//____________________________________________________________
//____________________ 4 SPAWN  ______________________________
// accum 0: team	(0=axis, 1=allies, -1=none)
spawn4spawn
{
	spawn
	{
	}
	
	trigger remove
	{
		remove
	}
}

spawnpoint4spawn
{
	spawn
	{
		wait 100
		accum 0 set -1
	}
	trigger show
	{
		setstate spawnpoint4spawn default
		setstate spawn4spawn default
		setstate spawnflag4spawn default
	}
	trigger hide
	{
		setstate spawnpoint4spawn invisible
		setstate spawn4spawn invisible
		setstate spawnflag4spawn invisible
	}
	trigger force_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^54spawn is forced Axis.."
		alertentity spawnpoint4spawn		//commandmap
		alertentity spawn4spawn				//swap spawning team
		setautospawn "4spawn" 0			//use the spawnpoint
		trigger game_manager checkaxiswin
	}
	trigger force_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^54spawn is forced Allied.."
		alertentity spawnpoint4spawn		//commandmap
		alertentity spawn4spawn				//swap spawning team
		setautospawn "4spawn" 1			//use the spawnpoint
		trigger game_manager checkalliedwin
	}
	trigger set_none
	{
		accum 0 set -1
	}
	trigger set_axis
	{
		accum 0 set 0
	}
	trigger set_allied
	{
		accum 0 set 1
	}
	trigger remove
	{
		trigger spawn4spawn remove
		trigger spawnflag4spawn remove
		setstate spawnpoint4spawn invisible
		remove
	}
}

spawnflag4spawn
{
	spawn
	{
		wait 100
		accum 0 set -1
	}
	trigger axis_capture
	{
		trigger self first_touch
		trigger self touch_axis
	}
	trigger allied_capture
	{
		trigger self first_touch
		trigger self touch_allied
	}
	trigger touch_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^5The flag at \'4spawn\' is touched by Axis.."
		trigger spawnpoint4spawn set_axis
	}
	trigger touch_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^5The flag at \'4spawn\' is touched by Allies.."
		trigger spawnpoint4spawn set_allied
	}
	trigger first_touch
	{
		accum 0 abort_if_equal -1
		trigger spawnpoint4spawn show
	}
	trigger show
	{
		setstate spawnflag4spawn default
	}
	trigger hide
	{
		setstate spawnflag4spawn invisible
	}
	trigger remove
	{
		setstate spawnflag4spawn invisible
		remove
	}
}

//____________________________________________________________
//____________________ 5 SPAWN  ______________________________
// accum 0: team	(0=axis, 1=allies, -1=none)
//Axis side
spawn5spawn
{
	spawn
	{
	}
	
	trigger remove
	{
		remove
	}
}

spawnpoint5spawn
{
	spawn
	{
		wait 100
		accum 0 set 0
	}
	trigger show
	{
		setstate spawnpoint5spawn default
		setstate spawn5spawn default
		setstate spawnflag5spawn default
	}
	trigger hide
	{
		setstate spawnpoint5spawn invisible
		setstate spawn5spawn invisible
		setstate spawnflag5spawn invisible
	}
	trigger force_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^55spawn is forced Axis.."
		alertentity spawnpoint5spawn		//commandmap
		alertentity spawn5spawn				//swap spawning team
		setautospawn "5spawn" 0			//use the spawnpoint
		trigger game_manager checkaxiswin
	}
	trigger force_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^55spawn is forced Allied.."
		alertentity spawnpoint5spawn		//commandmap
		alertentity spawn5spawn				//swap spawning team
		setautospawn "5spawn" 1			//use the spawnpoint
		trigger game_manager checkalliedwin
	}
	trigger set_none
	{
		accum 0 set -1
	}
	trigger set_axis
	{
		accum 0 set 0
	}
	trigger set_allied
	{
		accum 0 set 1
	}
	trigger remove
	{
		trigger spawn5spawn remove
		trigger spawnflag5spawn remove
		setstate spawnpoint5spawn invisible
		remove
	}
}

spawnflag5spawn
{
	spawn
	{
		wait 100
		accum 0 set 0
	}
	trigger axis_capture
	{
		trigger self first_touch
		trigger self touch_axis
	}
	trigger allied_capture
	{
		trigger self first_touch
		trigger self touch_allied
	}
	trigger touch_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^5The flag at \'5spawn\' is touched by Axis.."
		trigger spawnpoint5spawn set_axis
	}
	trigger touch_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "^5The flag at \'5spawn\' is touched by Allies.."
		trigger spawnpoint5spawn set_allied
	}
	trigger first_touch
	{
		accum 0 abort_if_equal -1
		trigger spawnpoint5spawn show
	}
	trigger show
	{
		setstate spawnflag5spawn default
	}
	trigger hide
	{
		setstate spawnflag5spawn invisible
	}
	trigger remove
	{
		setstate spawnflag5spawn invisible
		remove
	}
}

//____________________________________________________________
//____________________ALLIED CP_______________________________
allied_cp_open
{
	spawn
	{
		wait 100
		accum 0 set 0			// 0=CP Closed, 1=CP Damaged
		constructible_class 2			// Dyno+Satchel

		trigger self disable_cp_features		// Default charge bar times
		setstate allied_cp_damaged invisible	// Hide damaged CP clipbrush+model
		setstate allied_cp_damaged_model invisible

		wait 1000

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}

	trigger disable_cp_features
	{
		setstate allied_cp_open_model invisible	// Hide Open CP model

		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1

		sethqstatus 1 0			// Landmines team warning message
		disablespeaker speaker_allied_cp		// Disable morse code sound
	}

	trigger enable_cp_features
	{
		setstate allied_cp_open_model default	// Show open CP model

		setchargetimefactor 1 soldier 0.75
		setchargetimefactor 1 lieutenant 0.75
		setchargetimefactor 1 medic 0.75
		setchargetimefactor 1 engineer 0.75
		setchargetimefactor 1 covertops 0.75

		sethqstatus 1 1			// Landmines team warning message
		enablespeaker speaker_allied_cp		// Enable morse code sound
	}

	buildstart final
	{
		setstate allied_cp_closed invisible		// Hide closed CP clipbrush+model
		setstate allied_cp_closed_model invisible
		setstate allied_cp_damaged invisible	// Hide damaged CP clipbrush+model
		setstate allied_cp_damaged_model invisible
	}

	built final
	{
		accum 0 set 1			// Only show the damaged CP model
		trigger self enable_cp_features		// Increase charge bar times

		wm_announce "Allied Command Post constructed. Charge speed increased!"
		// *----------------------------------- vo ------------------------------------------*
		wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
		wm_teamvoiceannounce 1 "allies_hq_compost_constructed"

		wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
		wm_addteamvoiceannounce 0 "axis_hq_compost_constructed_allies"
		// *----------------------------------- vo ------------------------------------------*
	}

	decayed final
	{
		setstate allied_cp_open_model invisible	// Hide Open CP model
		trigger self show_damaged_cabinet	// Show previous cabinet state
		trigger self show_closed_cabinet
	}

	death
	{
		trigger self show_damaged_cabinet	// Show damaged CP model
		trigger self disable_cp_features		// Default charge bar times

		wm_announce "Axis team has destroyed the Allied Command Post!"
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_removeteamvoiceannounce 0 "axis_hq_compost_constructed_allies"
		// *----------------------------------- vo ------------------------------------------*
	}

	trigger show_closed_cabinet
	{
		accum 0 abort_if_equal 1		// Closed cabinet active yet?
		setstate allied_cp_closed default
		setstate allied_cp_closed_model default
	}

	trigger show_damaged_cabinet
	{
		accum 0 abort_if_equal 0		// Damaged cabinet active yet?
		setstate allied_cp_damaged default
		setstate allied_cp_damaged_model default
	}
}
//____________________________________________________________
//_____________________AXIS CP________________________________
axis_cp_open
{
	spawn
	{
		wait 100
		accum 0 set 0			// 0=CP Closed, 1=CP Damaged
		constructible_class 2			// Dyno+Satchel

		trigger self disable_cp_features		// Default charge bar times
		setstate axis_cp_damaged invisible	// Hide damaged CP clipbrush+model
		setstate axis_cp_damaged_model invisible

		wait 1000
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_construct"
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}

	trigger disable_cp_features
	{
		setstate axis_cp_open_model invisible	// Hide Open CP model

		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1

		sethqstatus 0 0			// Landmines team warning message
		disablespeaker speaker_axis_cp		// Disable morse code sound
	}

	trigger enable_cp_features
	{
		setstate axis_cp_open_model default	// Show open CP model

		setchargetimefactor 0 soldier 0.75
		setchargetimefactor 0 lieutenant 0.75
		setchargetimefactor 0 medic 0.75
		setchargetimefactor 0 engineer 0.75
		setchargetimefactor 0 covertops 0.75

		sethqstatus 0 1			// Landmines team warning message
		enablespeaker speaker_axis_cp		// Enable morse code sound
	}

	buildstart final
	{
		setstate axis_cp_closed invisible		// Hide closed CP clipbrush+model
		setstate axis_cp_closed_model invisible
		setstate axis_cp_damaged invisible	// Hide damaged CP clipbrush+model
		setstate axis_cp_damaged_model invisible
	}

	built final
	{
		accum 0 set 1			// Only show the damaged CP model
		trigger self enable_cp_features		// Increase charge bar times

		wm_announce "Axis Command Post constructed. Charge speed increased!"
		// *----------------------------------- vo ------------------------------------------*
		wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed"

		wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"
		wm_addteamvoiceannounce 1 "allies_hq_compost_constructed_axis"
		// *----------------------------------- vo ------------------------------------------*
	}

	decayed final
	{
		setstate axis_cp_open_model invisible	// Hide Open CP model
		trigger self show_damaged_cabinet	// Show previous cabinet state
		trigger self show_closed_cabinet
	}

	death
	{
		trigger self show_damaged_cabinet	// Show damaged CP model
		trigger self disable_cp_features		// Default charge bar times

		wm_announce "Allied team has destroyed the Axis Command Post!"
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_removeteamvoiceannounce 1 "allies_hq_compost_constructed_axis"
		// *----------------------------------- vo ------------------------------------------*
	}

	trigger show_closed_cabinet
	{
		accum 0 abort_if_equal 1		// Closed cabinet active yet?
		setstate axis_cp_closed default
		setstate axis_cp_closed_model default
	}

	trigger show_damaged_cabinet
	{
		accum 0 abort_if_equal 0		// Damaged cabinet active yet?
		setstate axis_cp_damaged default
		setstate axis_cp_damaged_model default
	}
}

(twt_thunder) #3

@ailmanki, thanks for helping me out…
tried your script…
still the same with spawn3 on both teams
and it seems like allied can’t get spawn 1 either…:confused::confused:

i will try this…
i will delete spawn 3 and remake it ( it’s a C prefab anyway so it is not so hard)

save it and compile it again then i’ll see

EDIT: No didn’t help…wtf…should i do… could i upload the map and script and pm you a link so you could take a look @ailmanki??


(UJERebel) #4

If you send me your .map and .script( or whole pk3) i will have a look if you want.
I did it for some other guys to, fixing spawns, not sure if ill find it, but i’m willing to try.
pm or msn me when you need me xD

Grtz


(twt_thunder) #5

thanx, sending a pm now :smiley:


(nUllSkillZ) #6

My guess:
These two flag entities don’t have the appropriate scriptnames.


(twt_thunder) #7

[QUOTE=nUllSkillZ;216396]My guess:
These two flag entities don’t have the appropriate scriptnames.[/QUOTE]

it is prefab script and spawn from C’s prefab site… why should the other work then… i will have a look…


(nUllSkillZ) #8

Only the “team_WOLF_objective”'s and the “team_WOLF_checkpoint”'s:


// entity 161
{
"classname" "team_WOLF_objective"
"origin" "1704 -1680 340"
"description" "1stspawn"
"spawnflags" "2"
"scriptname" "spawnpoint1stspawn"
"targetname" "spawnpoint1stspawn"
}
// entity 162
{
"classname" "team_WOLF_checkpoint"
"origin" "1704 -1680 184"
"scriptname" "spawnflag1stspawn"
"targetname" "spawnflag1stspawn"
"target" "spawn1stspawn"
"spawnflags" "1"
}
// entity 107
{
"targetname" "spawnpoint2spawn"
"scriptname" "spawnpoint2spawn"
"spawnflags" "1"
"description" "templespawn"
"origin" "-456 -1040 276"
"classname" "team_WOLF_objective"
}
// entity 108
{
"spawnflags" "1"
"target" "spawn2spawn"
"targetname" "spawnflag2spawn"
"scriptname" "spawnflag2spawn"
"origin" "-456 -1040 120"
"classname" "team_WOLF_checkpoint"
}
// entity 239
{
"spawnflags" "1"
"targetname" "spawnpoint3spawn"
"scriptname" "spawnpoint3spawn"
"description" "3spawn"
"origin" "1024 1560 324"
"classname" "team_WOLF_objective"
}
// entity 240
{
"spawnflags" "1"
"target" "spawn3spawn"
"targetname" "spawnflag3spawn"
"scriptname" "spawnflag3spawn"
"origin" "1024 1560 168"
"classname" "team_WOLF_checkpoint"
}
// entity 125
{
"targetname" "spawnpoint4spawn"
"scriptname" "spawnpoint4spawn"
"spawnflags" "1"
"description" "topbunkerspawn"
"origin" "-1560 -96 642"
"classname" "team_WOLF_objective"
}
// entity 126
{
"spawnflags" "1"
"target" "spawn4spawn"
"targetname" "spawnflag4spawn"
"scriptname" "spawnflag4spawn"
"origin" "-1560 -96 486"
"classname" "team_WOLF_checkpoint"
}
// entity 143
{
"spawnflags" "1"
"targetname" "spawnpoint5spawn"
"scriptname" "spawnpoint5spawn"
"description" "tunnelspawn"
"origin" "-1422 -28 -16"
"classname" "team_WOLF_objective"
}
// entity 144
{
"spawnflags" "1"
"target" "spawn5spawn"
"targetname" "spawnflag5spawn"
"scriptname" "spawnflag5spawn"
"origin" "-1422 -28 -172"
"classname" "team_WOLF_checkpoint"
}

As far as I remember also the description is important.


(twt_thunder) #9

@nUllSkillZ:

sorry,i am probably stupid…but i dont get your point :frowning:


(twt_thunder) #10

ok… now i tried a lot…and suddenly discover something wierd…
i made it like drakirs map alleys, but when saving map file using bsp meta…
THE MAP WORKS THE SAME WAY…

i deleted all Ia_drang files and saved again the map file… tried to bsp it again… and btw i have changed the script…

but it STILL WORKS THE SAME WAY … W T F …

it doesnt seem to read the script…


(twt_thunder) #11

LOL! shame on me :o… forgot the pk3 with the map in etmain folder… now the map actually works with the flags, used the drakir map script to see…
and now i have an idea how to connect it to the spawns
i will update this if it works :smiley: