er…
- idk if its really endless or just too much. game exits after warmup is over and map really should start, with “a reliable command cycled out”. and scriptdebug is on so i can see that beforebridge and the called triggers have run many times, at least 40-80, idk…
2)the script contains remarks but just ignore/skip those they re just for me. it is the verbatim copy of my script file, sry for thme making reading hard.
3)the script contains wm_announce stuff at the end of all triggers to see whats happening. only there for helping me the debugging. its helpful and scriptdebug dont make up for it.
4)when i noticed first the “infinite” runs they werent really infinite just about a few ten times. then later as script evolved it reached a state where would run so many times that it kicks from game. first i have inspected the script but didnt notice any semantic error which would cause this. (maybe i didnt noticed). then checked again and again, but when still didnt found anything i decided to add a new accum to dont let beforebridge run more than 1. but omg it also didnt work! very strange however it somehow reduced the loops to such an extent that it dont kick from the game anymore but still 15-20 times it runs. its totally mysterious for me :S
5)so pls help me in a) why this infinite or just too much looping occurs and why even my anti loop dont works; b) i have another problem, disabling and enabling team_ctf_xxxspawns are a complete mess in my script, i guess im doing it totally wrong. how to do it correctly? i.e. how to disable and enable spawning at certain spawn points? i done this after several tutorials n scripting references and examining stock maps and a spawn exchange example map.
edit: additional info. in the map file there is a flagpole but the spawns are NOT LINKED (ctrl-k) to it coz i wanted to manually control the enabling and disabling of the spawns. some fo the spawns are startactive and others are not, it is somewhere in the remarks in the long version which which.
here comes the script, in two version, bottom a simple easy read stripped version, and above it a full version as it is. edit: ok i divide it into 2 posts, simple version is in 2nd post. (10k char limit.)
full script, verbatim copy:
//==================================================================//
// AAA - DANUBIUS MAP - MAP SCRIPT FILE //
//==================================================================//
game_manager
{
spawn
{
wait 512
//wm_axis_respawntime 5 //a bridge lespawnolása megcsinálja a spawnokat
//wm_allied_respawntime 5
wm_set_round_timelimit 35
wm_number_of_objectives 8 //######meglátjuk a map infót...
wm_set_defending_team 0 //stopwatch, defending team (0=Axis, 1=Allies)
wm_setwinner 0 //if timer expired (-1=Nobody)
//setautospawn "Axis Valley Spawn" 0
//setautospawn "Allied Mountain Pass Spawn" 1
wm_objective_status 1 0 0 // <objective team status> 0 default, 1 succd 2 failed
wm_objective_status 1 1 0 //repair bridge
wm_objective_status 2 0 0 //hold a bridgehead for 5 min
wm_objective_status 2 1 0
accum 0 set 0 //indicates that do allies holding the flag? (1=Allies 0=Axis)(or yes/no:))
accum 1 set 0 //stores that since how long r they having continuously the flag? (timer)
//globalacc 0 - indicates that do allies have the bridge built? (yes=1, no=0)
accum 2 set 1 //indicates if valley twobj allied (-1) or axis (1)? coz of fuking alerting the twobjs must made this new accum :S :( //and later made it use also for ctfrs
accum 3 set 0 //indicates if bridgehead spawns are active? (1=Yes, 0=No)
accum 4 set 0 //anti endless loop, temporarily added but dont really work :S
}
trigger beforebridge
{
globalaccum 0 abort_if_equal 1
accum 4 abort_if_equal 1
accum 4 set 1
wm_axis_respawntime 3
wm_allied_respawntime 3
trigger self axis_two_1_makeaxis //(alert) fukk it was at afterbridge bottom but must made it a separate trigger to make the lots of "abort if equal" stuff nice (and actually possible xD). //setstate axis_two_1 default //ez amúgy se kell a 3adik allied spawn miatt!
trigger self ctfrs_ena //alertentity ctfrs_1 //setstate ctfrs_1 default
setautospawn "Axis Valley Spawn" 0
setstate allied_two_2 invisible //######majd ha timer akkor itt hiányok lehetnek...
trigger self ctfbs2_disa //alertentity ctfbs_2 //setstate ctfbs_2 invisible
setautospawn "Allied Mountain Pass Spawn" 1
//accum 4 set 1
wm_announce "beforeb"
}
trigger afterbridge
{
globalaccum 0 abort_if_equal 0
wm_axis_respawntime 4
wm_allied_respawntime 4
trigger self ctfrs_disa //must preceed makeallied coz of shared accums //alertentity ctfrs_1 //setstate ctfrs_1 invisible //original not working stuff in REMs, if multiple, feeding new to left ...
trigger self axis_two_1_makeallied //nn invis... ld beforeb...
setautospawn "Axis Back Spawn" 0
setstate allied_two_2 default
trigger self ctfbs2_ena //alertentity ctfbs_2 //setstate ctfbs_2 default //coz dont start active, and anyway, uniform solution...
setautospawn "Allied Bridge-head Spawn" 1
wm_announce "afterb"
}
trigger allied_capture
{
globalaccum 0 abort_if_equal 0
accum 0 abort_if_equal 1
setstate allied_two_2 default
trigger self ctfbs2_ena //alertentity ctfbs_2 //setstate ctfbs_2 default
setautospawn "Allied Bridge-head Spawn" 1
wm_axis_respawntime 7
wm_allied_respawntime 7
accum 0 inc 1 //not "set 1" ^^, just because
wm_announce "Allied forces have set up a bridgehead!"
wm_announce "al cap"
}
trigger axis_capture
{
accum 0 abort_if_equal 0
setstate allied_two_2 invisible
trigger self ctfbs2_disa //alertentity ctfbs_2 //setstate ctfbs_2 invisible
//alertentity ctfbs_3 //no need to alert it in ... er... **** :S i cant use this now. must have to set startactive :S :( (coz i dont want they to lost it when getting back "2"...) hope they will not spawn there anyways when shouldnt... //setstate ctfbs_3 default
trigger self axis_two_1_makeallied //alertentity axis_two_1 //just for cm flag appearance to change to allied
setautospawn "Axis Valley Spawn" 1
wm_axis_respawntime 6
wm_allied_respawntime 6
accum 0 inc -1
wm_announce "Axis forces have repelled the Allies from the right River bank..."
wm_announce "ax cap"
}
//important that ctfrs_1 spawns are starting active (this is set
//at map and bsp) while ctfbs_2s doesnt and bs_3s again does.
//also important the order in which the toggling commands of the redspawns
//and the valley spawn command map icons are executing because
//of the shared accum.
trigger ctfrs_disa
{
accum 2 abort_if_equal -1
alertentity ctfrs_1
wm_announce "rs dis"
}
trigger ctfrs_ena
{
accum 2 abort_if_equal 1
accum 4 abort_if_equal 1
alertentity ctfrs_1
wm_announce "rs en"
}
trigger ctfbs2_disa
{
accum 3 abort_if_equal 0
//először a globalaccumhoz akartam kötni de az nagy képtelenség. ennek muszáj külön accum mert sokminden változtathatja nem olyan egyszerű mint a red valley spawnok.
alertentity ctfbs_2
accum 3 inc -1
wm_announce "bs2 dis"
}
trigger ctfbs2_ena
{
accum 3 abort_if_equal 1
alertentity ctfbs_2
accum 3 inc 1
wm_announce "bs2 en"
}
trigger axis_two_1_makeallied
{
accum 2 abort_if_equal -1
alertentity axis_two_1
accum 2 inc -2
wm_announce "valley made allied"
}
trigger axis_two_1_makeaxis
{
accum 2 abort_if_equal 1
accum 4 abort_if_equal 1
alertentity axis_two_1
accum 2 inc 2
wm_announce "valley made axis"
}
trigger checkgame
{
//later
}
}
allied_bridge //based on 2bit's allied constructible prefab
{
spawn
{
wait 512
globalaccum 0 set 0
trigger self setup
constructible_class 3 // 2=Satchel 3=Dyna
wm_announce "b spawned"
}
trigger setup
{
setstate allied_bridge_materials default // Crate Models
setstate allied_bridge_clip default // Clip brushes
setstate allied_bridge_flag default
trigger game_manager beforebridge
wm_announce "b set up"
}
built final
{
setstate allied_bridge_materials invisible // Crate Models
setstate allied_bridge_clip invisible // Clip brushes
setstate allied_bridge_flag invisible
wm_objective_status 1 0 2
wm_objective_status 1 1 1
globalaccum 0 inc 1
trigger game_manager afterbridge
wm_announce "Allied Team have repaired the Bridge."
}
decayed final
{
trigger self setup
}
death
{
wm_objective_status 1 0 1
wm_objective_status 1 1 2
globalaccum 0 inc -1
trigger self setup
wm_announce "Axis Team have destroyed the Bridge."
}
}

all i had had to do is to add a “wait 64” to the first line of the trigger axis_two_1_makeaxis, nothing else had to changed; inspiration was by your post
[QUOTE=isbowhten;176961]if it is 