Yeah, I fixed the Supplydepot 1 and 2 scripts by merely setting the autospawns prior to players actually spawning into the match. But there were issues with other entities in the map as well, notably the setstates on the gold bars would occasionally get f’ed up. And they apparently forgot to missileclip the roof of the depot, because you could mortar and grenade the stairwell, and the projectiles would fall through the ceiling. Maybe they were Bunker Buster munitions? 
As for the bug on radar: If an Axis soldier caps the bunker flag while the main gate script block is running (due to it being dynamited/destroyed by the allies), you can end up with a wacky situation where the Axis own the bunker, the flag is removed, the main gate is blown and the allies cannot capture the bunker again. I didn’t see anything errant in the script blocks themselves, but I suppose I could have turned off/removed those axis spawn points after the wall is destroyed, and added in some spare allies ones just in case. it’s a fairly rare bug, so I never lost much sleep over it, but it does happen…
Ah, some good old fashioned coad!
trigger maindoor1_destroyed
{
wm_objective_status 1 1 1
wm_objective_status 1 0 2
wm_set_main_objective 2 0
wm_set_main_objective 2 1
// spawns:
// Abandoned Villa
// Forward Bunker
// Lower Warehouse
setautospawn "Forward Bunker" 1
setautospawn "Lower Warehouse" 0
trigger roadbunker kill // Switch forward spawn to Allied ONLY
wm_announce "Allies have breached the Main Entrance and secured the Forward Bunker!"
wait 1000
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "radar_axis_radars_defend"
wm_addteamvoiceannounce 1 "radar_allies_radars_steal"
wm_teamvoiceannounce 0 "radar_axis_entrance1_destroyed"
wm_teamvoiceannounce 0 "radar_axis_radars_defend"
wm_teamvoiceannounce 1 "radar_allies_entrance1_destroyed"
wm_teamvoiceannounce 1 "radar_allies_radars_steal"
wm_removeteamvoiceannounce 0 "radar_axis_entrances_defend"
wm_removeteamvoiceannounce 0 "radar_axis_entrance1_defend"
wm_removeteamvoiceannounce 0 "radar_axis_bunker_stop"
wm_removeteamvoiceannounce 1 "radar_allies_entrances_destroy"
wm_removeteamvoiceannounce 1 "radar_allies_entrance1_destroy"
wm_removeteamvoiceannounce 1 "radar_allies_bunker_capture"
// *---------------------------------------------------------------------------------*
}