Spawn bug in my map


(nAb.Death) #1

Hello lads! So i crated a map for the fearless-assassins community about 2 years ago called F|A Base and it was played on their servers for quite some time untill 1 guy discovered this bug which allowed ppl who were in spectator spawn in axis first spawn (which is allied 2nd spawn once they blow the first gate) as allies.

I never figured out how to get spawnpoints to work, so back then twt_thunder aka thunder_13th made the script for me… Everything works fine except this bug. Here is the topic from 2 years ago where thunder helped me get it working: http://forums.warchest.com/showthread.php/39773-Still-the-same-problem

Now after a long break from et and et mapping, i started playing et again and players on fa would really like this map back in the rotation of their servers… so i decided to try and fix this issue and republish the map. But i need your help ofc! :smiley:

Here is the problem explained in a video (excuse the ugly textures and no sky, my etconfig makes it look like that): https://www.youtube.com/watch?v=CJfC8BMH_Pg&feature=youtu.be

Here is the fabase.script file: https://www.mediafire.com/?udag6hutmt70co3

Here is the screenshot of the spawn in gtk: http://s29.postimg.org/ficr7mk7r/SPAWNSS.png

Please help! :smiley:
Thanks in advance!


(TomTom7777) #2

In general I would need to see all the team_WOLF_objective and team_CTF_redspawn pads in the bsp file.
In general
2 ways the axis can continue to spawn at that place if those team_CTF_redspawn are not made invisible or removed. (1) by having the trigger_objective_info still active giving the axis flag in the limbo map. (seems to be your case) and (2) by having more players/bots spawn on the axis side (in a single respawn cycle) than the number of available spawn pads closer to the team_WOLF_objective.origin.
Spawn pads are filled by a search for active ‘visible’ spawnpads moving out from the origin of the team_WOLF_objective whose description matches the setautospawn “description-string” <team> that typically activates it. Furthermore the pads are filled by a class order bias (like class of engineers first then class of…)


(nAb.Death) #3

its not the problem for the axis… its the problem for the allies… You see once the allies blow the first gate they get the 2nd spawn (which is axis 1st spawn) and axis are forced to their 2nd spawn which is at the 2nd part of the objective… This all works like it should… The only problem is that if you go allies from spectator, in the begining of the map, where the first gate hasn’t been blown yet… you can click on the 2nd spawn flag (which is still axis) and spawn there as allies.


(nAb.Death) #4

I fixed the bug.