script question: object moved to location when truck have arrived


(twt_thunder) #1

Ok guys, for the very first time I work on a ww2 map, I call it the shrine and the shrine is in a pyramid…
Axis has to blow a door and get the objective out on a truck and escort it to a little city.
But when truck comes to the city I want the obj to be moved down to ground behind the truck and becoming an pickable obj again… as the axis have to bring it to a boat…
How do I do this?


(twt_thunder) #2

nvm… think I can use an globalaccum to make the second object invisible until set…


#3

I got a mad idea that can work,

When the truck arrives, the stuff on it becoming invisible

Then a script mover becoming visisible on it instead
Then it moves on a single curved spline down
Becoming invisible
And the blueflag there becoming visible :slight_smile:


(Mateos) #4

^ this

10 chars


#5

[QUOTE=Mateos;491277]^ this

10 chars[/QUOTE]

What do you mean?


(Mateos) #6

When you post a message on this board, on need to have at least 10 characters in your message to be able to post:
“^ this” is 6 chars long, thus not enough :slight_smile:


#7

" ^ this " = ???


(Mateos) #8

Ah this part ^^’

Well usually online the single ^ points the post right above, and “this” in this case means “Nothing to add, I think the same” :slight_smile:


(twt_thunder) #9

you guys are so funny… cant even get the game to not show stage 2 of the object…
So you can actually just run to marketplace … pickup the obj and then win the game without first getting it from pyramid…

what the heck am I doing wrong?

heres my second script for the object on the ground:

// ===========shrine 2nd stage ================================
shrine2
{
	spawn
	{
	globalaccum 1 abort_if_not_equal 1
	setstate shrine_full invisible
	}

	trigger stolen
	{
	
	}

	trigger returned
	{
		wm_announce "^1Allied have brought the shrine back"
	}

	trigger captured
	{
		wm_announce "Axis have loaded the Shrine on to boat and are escaping"
		trigger shrine2_full show
		trigger shrine2_trans hide
		wm_setwinner 1
		wait 500
		wm_endround
	
	}
}


shrine2_full
{
	spawn
	{
	    globalaccum 1 abort_if_not_equal 1
		wait 500
		 globalaccum 1 abort_if_less_than 1
            setstate shrine2_full invisible
	}

	trigger show
	{
	      globalaccum 1 abort_if_less_than 1
		setstate shrine2_full default
	}
}


shrine2_trans
{
	spawn
	{
	   globalaccum 1 abort_if_not_equal 1
		wait 500
	}

	trigger hide
	{
	       
		setstate shrine_trans invisible
		
	}
}

(twt_thunder) #10

ok… fixed a bit on script and got the first script make the second enities invisble… but it doesnt seem I can make the ctf_blueflag vissible again…
alertenity gives error that ctf_blueflag doesnt have a “use” function and setstate default doesnt seem to work either…pretty wierd since I can make it invisible…


(twt_thunder) #11

I give up on this… Tweaked my head and read all about entities on chrucker… But this cant be solved it seems…

I will post the whole script as it is today to see if anybody can come up with something usefull…

game_manager
{
	spawn
	{
		wait 50
		wm_axis_respawntime 5		// Axis respawn time
		wm_allied_respawntime 5	// Allied respawn time
		wm_set_round_timelimit 15	// Map timelimit
		
		// Stopwatch mode defending team (0=Axis, 1=Allies)
		wm_set_defending_team 1 //defending team allied
		
		// Winner on expiration of round timer (0=Axis, 1=Allies)
		wm_setwinner 1 // set allied to winners if objective is not loaded on boat within round limit
		
		setautospawn pyramid 1 //set allied to spawn by pyramid
		setautospawn boat 0 //set axis spawn to boat
		accum 5 set 0 // set objective on truck to 0
		accum 3 bitset 1 // set truck stuck so objective will release it
		
	}
}

// ================================================
pyramid_gate
{
	spawn
	{
		wait 50
		trigger self setup
		constructible_class	3	// 2=Satchel 3=Dyna
		constructible_constructxpbonus 10
		constructible_destructxpbonus 10
	}

	trigger setup
	{
		setstate pyramid_gate_materials default	// Crate Models
		setstate pyramid_gate_clip default		// Clip brushes
		setstate pyramid_gate_flag default
	}

	built final
	{
		setstate pyramid_gate_materials invisible	// Crate Models
		setstate pyramid_gate_clip invisible	// Clip brushes
		setstate pyramid_gate_flag invisible

		wm_announce "Allied Team have built the pyramid gate!"
	}

	decayed final
	{
		trigger self setup
	}

	death
	{
		trigger self setup
		wm_announce "Axis have destroyed the pyramid gate!" 
	}
}
//============================================================================

//=============================================================================
//=== Truck Mapscript
//=============================================================================
truck_smoke
{
	spawn
	{
		wait 300
		attachtotag truck tag_wfront
		setstate truck_smoke invisible
	}
}

// sound "thread"
truck_engine
{
	spawn
	{
		wait 200
		attachtotag truck tag_wfront
		trigger truck_engine sound_idle
	}
	trigger start
	{
		trigger truck_engine sound_start
		wait 950
		trigger truck_engine sound_move
	}
	trigger stop
	{
		trigger truck_engine sound_stop
		wait 950
		trigger truck_engine sound_idle
	}

	// ========================================
	// sound events
	trigger sound_idle
	{
		playsound sound/vehicles/truck/truck_idle.wav looping
	}
	trigger sound_start
	{
		stopsound
		playsound sound/vehicles/truck/truck_revup.wav volume 96
	}
	trigger sound_move
	{
		playsound sound/vehicles/truck/truck_move.wav looping
	}
	trigger sound_stop
	{
		stopsound
		playsound sound/vehicles/truck/truck_revdown.wav volume 96
	}
	trigger sound_death
	{
		stopsound
		playsound sound/vehicles/truck/truck_stop.wav volume 96
	}
	// ========================================
}

truck_build
{
	spawn
	{
		wait 500
		attachtotag truck tag_wback
	}
}

truck_construct
{
	spawn
	{
		constructible_class 2
		constructible_health 1050
		constructible_constructxpbonus 10
		constructible_destructxpbonus 10
	}
	built final
	{
		alertentity truck
		wm_announce "The truck has been repaired!"
	}
}

// script_mover
//=============================================================================
//	accum 0, script lock
//	accum 1, current movement path position
//	accum 2, track state
//	accum 3, bit 0	death status		(0=dead, 1=alive)
//		 bit 1	stuck status		(0=not stuck, 1=stuck)
//		 bit 2	players nearby		(0=no players, 1=players)
//		 bit 3	moving status		(0=not moving, 1=moving)
//		 bit 4	temp register
//		 bit 5	message-flag		(0=no message, 1=message)
//		 bit 6	visible state		(0=alive, 1=dead)
//		 bit 7	barricade #1		(0=not built, 1=built)
//		 bit 8	barricade #2		(0=not built, 1=built)
//		 bit 9	barricade #3		(0=not built, 1=built)
//		 bit 10	barricade #4		(0=not built, 1=built)
//	accum 4, stop counter
//    acumm 5 shrine
truck
{
	spawn
	{
		wait 50
		constructible_chargebarreq 1.0
		constructible_constructxpbonus 10
		constructible_destructxpbonus 10
		followspline 0 path_00 10000 wait length -64
		trigger self barricade1_destroyed
		trigger self barricade2_destroyed
		accum 5 set 0
		accum 0 set 1
	}
	// ========================================
	trigger script_lock
	{
		accum 0 inc 1
	}
	trigger script_unlock
	{
		accum 0 inc -1
	}
	// ========================================
	trigger wheels_forward
	{
		trigger truck_bwheel2 forward
		trigger truck_fwheel forward
	}
	trigger wheels_backward
	{
		trigger truck_bwheel2 backward
		trigger truck_fwheel backward
	}
	trigger wheels_stop
	{
		trigger truck_bwheel2 stop
		trigger truck_fwheel stop
	}
	// ========================================
	trigger truck_enable
	{
		trigger self stuck_check
		accum 3 abort_if_bitset 1 		// stuck check
		accum 4 set 0				// reset stop counter
		accum 3 bitreset 2			// reset player check
		accum 3 abort_if_bitset 3 		// already following spline
		accum 0 abort_if_not_equal 0		// are we not in a script lockout?
		accum 3 abort_if_bitset 0 		// death check

		trigger self script_lock
		trigger truck_engine start
		trigger self wheels_forward
		trigger self script_unlock

		trigger self move
	}
	trigger truck_disable
	{
		accum 4 inc 1				// up the stop counter
		accum 4 abort_if_less_than 2		// 2 second ride
		accum 3 bitset 2			// set player check
		trigger self deathcheck
	}
	// ========================================
	trigger stuck_check
	{
		accum 3 bitreset 1			// accum 3, bit 1	stuck status	(0=not stuck, 1=stuck)
		trigger self stuck_check_scriptlockout
		trigger self stuck_check_finished

		trigger self stuck_check_barrier1_built
		trigger self stuck_check_barrier2_built
		trigger self stuck_check_objectives_loaded// check if shrine is loaded,or else truck stands
	}

	trigger stuck_check_barrier1_built
	{
		accum 1 abort_if_not_equal 7
		accum 3 abort_if_not_bitset 7
		accum 3 bitset 1	// stuck
	}

	trigger stuck_check_barrier2_built
	{
		accum 1 abort_if_not_equal 14
		accum 3 abort_if_not_bitset 8
		accum 3 bitset 1	// stuck
	}

	trigger stuck_check_finished
	{
		accum 1 abort_if_less_than 19
		accum 3 bitset 1
	}

	trigger stuck_check_scriptlockout
	{
		accum 0 abort_if_equal 0
		accum 3 bitset 1
	}
	trigger stuck_check_objectives_loaded
	{
		accum 1 abort_if_not_equal 00// spline 0?
		accum 5 abort_if_equal 1 //one object?
		accum 3 bitset 1	// stuck
	}
	trigger add_shrine
	{
		accum 5 inc 1
		accum 0 set 0
		
		//trigger self truck_escape_msg

		wm_announce "Allied team is escaping with the Shrine!"

		//wm_objective_status 4 0 2
		//wm_objective_status 4 1 1

		//wm_set_main_objective 5 0
		//wm_set_main_objective 5 1

		//setstate shrine_toi invisible
		//setstate shrine_cm_marker invisible
	}
	// ========================================
	trigger stopcheck_setup
	{
		accum 3 bitset 4			// stop if we're stuck/no-one's pushing :)
		accum 3 abort_if_bitset 2		// no one in the trigger, abort
		trigger self stuck_check		// call the stop check function
		accum 3 abort_if_bitset 1		// we're stuck so break out
		accum 3 bitreset 4			// we're free to move
	}

	trigger stopcheck
	{
		trigger self stopcheck_setup
		accum 3 abort_if_not_bitset 4
		trigger self script_lock
		trigger truck_engine stop
		trigger self wheels_stop
		trigger self script_unlock
		resetscript
	}
	// ========================================
	trigger deathcheck
	{
		accum 3 abort_if_not_bitset 0		// are we dead?
		accum 3 abort_if_bitset 6		// are we not already visibly dead?
		accum 3 abort_if_bitset 3		// are we not following a spline?
		accum 0 abort_if_not_equal 0		// are we not in a script lockout?
		accum 3 bitset 6			// we're now visibly dead
		accum 3 bitset 5
		wm_announce "^5The truck has been damaged"
		changemodel models/mapobjects/blitz_sd/blitzbody_damaged.md3
		setstate truck_smoke default
		kill truck_construct
		trigger truck_engine sound_death
		trigger self wheels_stop
		resetscript
	}
	rebirth
	{
		accum 3 bitreset 6 			// we're visibly alive
		accum 3 bitreset 0 			// we're alive again
		changemodel models/mapobjects/blitz_sd/blitzbody.md3
		setstate truck_smoke invisible
		trigger truck_engine sound_idle
	}
	death
	{
		accum 3 bitset 0
	}
	// ========================================
	trigger run_continue
	{
		accum 1 inc 1
		trigger self deathcheck
		trigger self stopcheck
		trigger self move
	}
	trigger move
	{
		trigger self move_check
		wait 500
		trigger self move
	}
	trigger move_check
	{
		trigger self stuck_check
		accum 3 abort_if_bitset 1
		accum 1 trigger_if_equal 0 truck move_to_0
		accum 1 trigger_if_equal 1 truck move_to_1
		accum 1 trigger_if_equal 2 truck move_to_2
		accum 1 trigger_if_equal 3 truck move_to_3
		accum 1 trigger_if_equal 4 truck move_to_4
		accum 1 trigger_if_equal 5 truck move_to_5
		accum 1 trigger_if_equal 6 truck move_to_6
		accum 1 trigger_if_equal 7 truck move_to_7
		accum 1 trigger_if_equal 8 truck move_to_8
		accum 1 trigger_if_equal 9 truck move_to_9
		accum 1 trigger_if_equal 10 truck move_to_10
		accum 1 trigger_if_equal 11 truck move_to_11
		accum 1 trigger_if_equal 12 truck move_to_12
		accum 1 trigger_if_equal 13 truck move_to_13
		accum 1 trigger_if_equal 14 truck move_to_14
		accum 1 trigger_if_equal 15 truck move_to_15
		accum 1 trigger_if_equal 16 truck move_to_16
		accum 1 trigger_if_equal 17 truck move_to_17
		accum 1 trigger_if_equal 18 truck move_to_18
		accum 1 trigger_if_equal 19 truck move_to_19
		accum 1 trigger_if_equal 20 truck move_to_20
		accum 1 trigger_if_equal 21 truck move_to_21
	}

	trigger move_to_0
	{
		trigger self run_continue
	}

	trigger move_to_1
	{
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_0 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	}

	trigger move_to_2
	{
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_1 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	}

	trigger move_to_3
	{
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_2 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	}

	trigger move_to_4
	{
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_3 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	}

	trigger move_to_5
	{
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_4 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	}

	trigger move_to_6
	{
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_5 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	}

	trigger move_to_7
	{
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_6 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	}

	trigger move_to_8
	{
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_7 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	}

	trigger move_to_9
	{
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_8 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	}

	trigger move_to_10
	{
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_9 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	}

	trigger move_to_11
	{
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_10 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	}

	trigger move_to_12
	{
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_11 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	}

	trigger move_to_13
	{
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_12 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	}

	trigger move_to_14
	{
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_13 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	}

	trigger move_to_15
	{
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_14 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	}

	trigger move_to_16
	{
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_15 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	}

	trigger move_to_17
	{
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_16 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	  
	}

	trigger move_to_18
	{
	  
		accum 3 bitset 3
		followspline 0 path_17 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
	
	}

	trigger move_to_19
	{
	    setstate shrine_full invisible
		setstate shrine2_trans default
		activate shrine2ctf 
		wm_announce "Axis have brought the Shrine to the market"
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_18 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self run_continue
		
	}
	trigger move_to_20
	{
	    
		trigger self wheels_forward
		accum 3 bitset 3
		followspline 0 path_19 100 wait length -64
		accum 3 bitreset 3
		trigger self wheels_stop
		trigger self sound_stop
		
	}

	trigger barricade1_constructed
	{
		accum 3 bitset 7
	}
	trigger barricade1_destroyed
	{
		accum 3 bitreset 7
	}

	trigger barricade2_constructed
	{
		accum 3 bitset 8
	}
	trigger barricade2_destroyed
	{
		accum 3 bitreset 8
	}

}

truck_bwheel2
{
	spawn
	{
		wait 500
		attachtotag truck tag_wback
	}
	trigger forward
	{
		setrotation 130 0 0
	}
	trigger backward
	{
		setrotation -130 0 0
	}
	trigger stop
	{
		stoprotation
	}
}
truck_fwheel
{
	spawn
	{
		wait 500
		attachtotag truck tag_wfront
	}
	trigger forward
	{
		setrotation 130 0 0
	}
	trigger backward
	{
		setrotation -130 0 0
	}
	trigger stop
	{
		stoprotation
	}
}

truck_trigger
{
	spawn
	{
		wait 500
		attachtotag truck tag_wback
	}
}

truck_disabler
{
	trigger run
	{
		trigger truck truck_disable
	}
}

truck_enabler
{
	trigger run
	{
		trigger truck truck_enable
	}
}
//=============================================================================
//=== Barricade 1 Mapscript
//=============================================================================
defense1
{
	spawn
	{
		wait 400
		setstate defense1_materials default
		setstate defense1_materials_clip default
		setstate defense1_flag default
		constructible_class 3
		constructible_chargebarreq 1.0
		constructible_constructxpbonus 10
		constructible_destructxpbonus 10
	}
	buildstart final
	{
		setstate defense1_materials default
		setstate defense1_materials_clip default
		setstate defense1_flag default
	}
	built final
	{
		setstate defense1_materials invisible
		setstate defense1_materials_clip invisible
		setstate defense1_flag invisible
		//inform the truck that this barricade has been built
		trigger truck barricade1_constructed
		wm_announce "Barricade 1 has been constructed."
	}
	decayed final
	{
		setstate defense1_materials default
		setstate defense1_materials_clip default
		setstate defense1_flag default
	}
	death
	{
		setstate defense1_materials default
		setstate defense1_materials_clip default
		setstate defense1_flag default
		trigger truck barricade1_destroyed
	}
	trigger remove
	{
		setstate defense1_toi invisible
		setstate defense1_materials invisible
		setstate defense1_materials_clip invisible
		setstate defense1_flag invisible
		remove
	}
}
//=============================================================================
//=== Barricade 2 Mapscript
//=============================================================================
defense2
{
	spawn
	{
		wait 400
		setstate defense2_materials default
		setstate defense2_materials_clip default
		setstate defense2_flag default
		constructible_class 3
		constructible_chargebarreq 1.0
		constructible_constructxpbonus 10
		constructible_destructxpbonus 10
	}
	buildstart final
	{
		setstate defense2_materials default
		setstate defense2_materials_clip default
		setstate defense2_flag default
	}
	built final
	{
		setstate defense2_materials invisible
		setstate defense2_materials_clip invisible
		setstate defense2_flag invisible
		//inform the truck that this barricade has been built
		trigger truck barricade2_constructed
		wm_announce "Barricade 2 has been constructed."
	}
	decayed final
	{
		setstate defense2_materials default
		setstate defense2_materials_clip default
		setstate defense2_flag default
	}
	death
	{
		setstate defense2_materials default
		setstate defense2_materials_clip default
		setstate defense2_flag default
		trigger truck barricade2_destroyed
	}
	trigger remove
	{
		setstate defense2_toi invisible
		setstate defense2_materials invisible
		setstate defense2_materials_clip invisible
		setstate defense2_flag invisible
		remove
	}
}
// ===========shrine 1st stage ================================
shrine
{
	spawn
	{
	wait 50
	setstate shrine2ctf invisible
	setstate shrine2_full invisible
	setstate shrine2_trans invisible
	}

	trigger stolen
	{
	
	}

	trigger returned
	{
		wm_announce "^1Allied have brought the shrine back"
	}

	trigger captured
	{
		wm_announce "Axis have loaded the Shrine on to truck"
		trigger shrine_full show
		trigger shrine_trans hide
		trigger truck add_shrine
	}
}


shrine_full
{
	spawn
	{
		wait 500
		attachtotag truck tag_obj1
		faceangles 0 90 0 50

		setstate shrine_full invisible
	}

	trigger show
	{
		setstate shrine_full default
	}
}


shrine_trans
{
	spawn
	{
		wait 500
		attachtotag truck tag_obj1
		faceangles 0 90 0 50
	}

	trigger hide
	{
		setstate shrine_trans invisible
	}
}

// ===========shrine 2nd stage ================================
shrine2
{
	spawn
	{
	
	}

	trigger stolen
	{
	
	}

	trigger returned
	{
		wm_announce "^1Allied have brought the shrine back"
	}

	trigger captured
	{
		wm_announce "Axis have loaded the Shrine on to boat and are escaping"
		trigger shrine2_full show
		trigger shrine2_trans hide
		wm_setwinner 0
		wait 500
		wm_endround
	
	}
}


shrine2_full
{
	spawn
	{
	    
		wait 500
            setstate shrine2_full invisible
	}

	trigger show
	{
	  
		setstate shrine2_full default
	}
}


shrine2_trans
{
	spawn
	{
	   
		wait 500
	}

	trigger hide
	{
	       
		setstate shrine_trans invisible
		
	}
}
//==================spawn stuff======================
spawnpyramid
{
	trigger remove
	{
		remove
	}
}
//team_WOLF_objective
spawnpointpyramid
{
	trigger show
	{
		setstate spawnpointpyramid default
		setstate spawnpyramid default
		setstate spawnflagpyramid default
	}
	trigger hide
	{
		setstate spawnpointpyramid invisible
		setstate spawnpyramid invisible
		setstate spawnflagpyramid invisible
	}
	trigger set_none
	{
		accum 0 set -1
	}
	trigger set_axis
	{
		accum 0 set 0
	}
	trigger set_allied
	{
		accum 0 set 1
	}
	trigger remove
	{
		trigger spawnpyramid remove
		trigger spawnflagpyramid remove
		setstate spawnpointpyramid invisible
		remove
	}
}
//team_WOLF_checkpoint
// accum 0: team	(0=axis, 1=allies, -1=none)
spawnflagpyramid
{
	spawn
	{
		wait 100
		accum 0 set 1
	}
	trigger axis_capture
	{
		trigger self touch_axis
	}
	trigger allied_capture
	{
		trigger self touch_allied
	}
	trigger touch_axis
	{
		accum 0 abort_if_equal 0
		accum 0 set 0
		wm_announce "^2axis captured the pyramid spawn..."
		trigger spawnpointpyramid set_axis
		trigger spawnpointpyramid hide
		setautospawn pyramid 0
		setautospawn house 1
	}
	trigger touch_allied
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		//wm_announce "^4Allied captured the pyramid spawn.."
		trigger spawnpointpyramid set_allied
		trigger spawnpointpyramid show
		setautospawn pyramid 1
		setautospawn boat 0
	}
	trigger show
	{
		setstate spawnflagpyramid default
	}
	trigger hide
	{
		setstate spawnflagpyramid invisible
	}
	trigger remove
	{
		setstate spawnflagpyramid invisible
		remove
	}
}



#12

But if everything works but not invisible + visible on the secod blueflag
Make a func_static clip around it and use changemodel

Okey, ive never do something like this but i think a command for changing model exists

But you can also create the blueflag from script i think :slight_smile:


#13

Andchangemodel - you should make a empty model
Without any tris or stuff in, a invisible/empty


(twt_thunder) #14

an empty model still would be picked up by a player if he runs there…
and creating it from script wont work I think… nvm I will do without it, Just making the truck go nearer the boat and finnish it there…
But thx anyway :smiley:


#15

Oops - didnt think about that :o that a empty model can be picked…