Spawn Problem


(Oxygen - o2) #1

hey all

i got a spawn problem, when i move to spawn somewhere else when an objective is completed in my script i tell the team_wolf_objective to change from axis to allied (which happens) then i tell it to autospawn me there (which happens) but then i dont spawn there :confused: in limbo it says 1 player spawning there but i always spawn at this ONE spawn point at the start (same for both teams) ive tried removing them and replacing them but i get the same problem, whats going wrong here???

thanks Oxygen

BTW here is my script incase it helps, my map file is huge so i wont post that whole, all the spelling is correct and it says i should spawn there

also you should know i have a flag after one of the objectives, when allies capture that they spawn there and when axis capture it they spawn there, but when it belongs to the enemy you go back to the start :frowning:

// Santa's Grotto by Oxygen and Dr. Medic
// Version 0.3 BETA

game_manager
{
	spawn
	{
	//spawn
	setautospawn "Lancaster Bomber Deployment" 1
	setautospawn "Fishing House" 0

	//Defenders
	wm_setwinner 0
	wm_set_defending_team 0

	//Objectives
	//1. Dynamite First Gate
	//2. Steal Gate key to open the Second Gate
	//3. Open the Second Gate
	//4. Fix fusebox to Third Gate
	//5. Steal Santas Sack
	//6. Get Santas Sack to the grotto
	//7. Capture the North Pole

	wm_set_main_objective 6 0
	wm_set_main_objective 6 1

	//wm_objective_status <objective> <team (0=Axis, 1=Allies)> <status (0=neutral 1=complete 2=failed)>

	wm_objective_status 1 0 0
	wm_objective_status 1 1 0

	wm_objective_status 2 0 0
	wm_objective_status 2 1 0

	wm_objective_status 3 0 0
	wm_objective_status 3 1 0

	wm_objective_status 4 0 0
	wm_objective_status 4 1 0

	wm_objective_status 5 0 0
	wm_objective_status 5 1 0

	wm_objective_status 6 0 0
	wm_objective_status 6 1 0

	wm_objective_status 7 0 0
	wm_objective_status 7 1 0

	// Misc

	setstate gate_key_model invisible
	setstate gate_key_fake default
	}
}

//**************************************************
//************* > First Gate - Dynamite - Allied < *
//**************************************************

gate1
{
	spawn
	{
	wait 300
	constructible_class 3
	}

	death
	{
	wm_objective_status 1 0 2
	wm_objective_status 1 1 1

	wm_announce "^1Allies have blown the First Gate!"
	alertentity fishing_house
	setautospawn "Fishing House" 1
	setautospawn "Workshop" 0
	setstate fishhouse_axis_spawns invisible
	}
}

//**************************************************
//********** > Gate Key - Stealable OBJ - Allied < *
//**************************************************

gate_key
{
	trigger stolen
	{
	wm_announce "^1Key for the Second Gate has been stolen by Allies!"
	}

	trigger dropped
	{
	wm_announce "^1Key for the Second Gate has been dropped!"
	}

	trigger returned
	{
	wm_announce "^1Key for the Second Gate has been returned to the House!"
	}

	trigger captured
	{
	wm_objective_status 2 0 2
	wm_objective_status 2 1 1

	wm_announce "^1Second Gate Key has been secured, Second Gate opening!"
	trigger gate2 open
	setstate gate_key_model default
	setstate gate_key_fake invisible
	trigger gate_key_return die
	alertentity workshop
	setautospawn "Workshop" 1
	setautospawn "North Pole" 0
	}
}

//**************************************************
//********** > Fuse Box - Constructable - Allied < *
//**************************************************

fuse_box
{
	spawn
	{
	wait 600
	constructible_class 3
	setstate fuse_box invisible
	setstate fuse_box_builder default
	}

	buildstart final
	{
	wm_announce "^1Allies are fixing the Fuse Box!"
	setstate fuse_box underconstruction
	}

	built final
	{
	wm_objective_status 4 0 2
	wm_objective_status 4 1 1

	setstate fuse_box default
	setstate fuse_box_builder invisible
	wm_announce "^1Fuse Box has been repaired" Third Gate is opening!"
	trigger gate3 open
	}

	decayed final
	{
	trigger self spawn
	}
}

//**************************************************
//********* > North Pole - Spawn Point - Neutral < *
//**************************************************

north_pole_flag
{
	spawn
	{
	wait 1000
	accum 0 set 0
	}

	trigger axis_capture
	{
	wm_objective_status 1 0 1
	wm_objective_status 1 1 2

	accum 0 abort_if_equal 0
	accum 0 set 0
	alertentity north_pole
	setautospawn "North Pole" 0
	setautospawn "Workshop" 1
	wm_announce "^1Axis have captured the North Pole!"
	}

	trigger allied_capture
	{
	wm_objective_status 1 0 2
	wm_objective_status 1 1 1

	accum 0 abort_if_equal 1
	accum 0 set 1
	alertentity north_pole
	setautospawn "Factory" 0
	setautospawn "North Pole" 1
	wm_announce "^1Allies have Captured the North Pole!"
	}

	trigger lock	// fuse box repaired, lock to allies
	{
	accum 0 trigger_if_equal 0 north_pole_flag alert

	wm_objective_status 1 0 2
	wm_objective_status 1 1 1

	wm_announce "^1North Pole flag locked. It now permenently belongs to Allies!"
	trigger self death
	}

	trigger alert
	{
	alertentity north_pole
	setautospawn "Factory" 1
	setautospawn "North Pole" 0
	}
}

//**************************************************
//****** > Santa's Sack - Stealable OBJ - Allied < *
//**************************************************

sack
{
	trigger stolen
	{
	wm_objective_status 5 0 2
	wm_objective_status 5 1 1

	wm_announce "^1Allies have got Santa's Sack!"
	}

	trigger dropped
	{
	wm_objective_status 5 0 2
	wm_objective_status 5 1 0

	wm_announce "^1Santa's Sack has been Dropped!"
	}

	trigger returned
	{
	wm_objective_status 5 0 1
	wm_objective_status 5 1 2

	wm_announce "^1Santa's Sack has been taken back to the Factory!"
	}

	trigger captured
	{
	wait 10
	wm_objective_status 5 0 2
	wm_objective_status 5 1 1

	wm_objective_status 6 0 2
	wm_objective_status 6 1 1

	wm_announce "^1Santa's Sack has been returned to Santa, Christmas can continue! :D"
	wait 4000
	wm_announce "^1Allies win! Merry Christmas and Happy new year from Oxygen and Dr. Medic"
	wait 4000
	wm_announce "^3Oxygen says: ^1Have a good christmas and happy new year, don't get too pissed! :D"
	wait 4000
	wm_announce "^3Dr. Medic says: ^1Have a merry xmas and a happy new year, with some nice frags in ET ;)"

	wm_setwinner 1
	wait 8000
	wm_endround
	}
}

//**************************************************
//******************************** > Second Gate < *
//**************************************************

gate2
{
	trigger open
	{
	playsound sound/movers/motors/motor_start_01.wav volume 700
	wait 50
	playsound sound/movers/motors/motor_loop_01.wav looping volume 700
	gotomarker gate2_mark 30 wait
	stopsound
	playsound sound/movers/motors/motor_end_01.wav volume 700
	wait 50
	wm_announce "^1Second Gate open!"

	wm_objective_status 3 0 2
	wm_objective_status 3 1 1
	}
}

//**************************************************
//********************************* > Third Gate < *
//**************************************************

gate3
{
	trigger open
	{
	playsound sound/movers/motors/motor_start_01.wav volume 700
	wait 50
	playsound sound/movers/motors/motor_loop_01.wav looping volume 700
	gotomarker gate3_mark 30 wait
	stopsound
	playsound sound/movers/motors/motor_end_01.wav volume 700
	wait 50
	wm_announce "^1Third Gate open!"
	}
}

//***************************************************************************
//* > Script Tid Bits - Parts that are for game but not actual objectives < *
//***************************************************************************

gate_key_return
{
	trigger die
	{
	wait 50
	trigger self death
	}
}

(Malverik) #2

since your team_ctf_bluespawns don’t have the “start_active” checked and there isn’t a flag pole to automatically turn them on, i think you have to do an “alertentity” on your team_ctf_blueflag (im trying to figure out my spawns too!)

Oh by the way, don’t go check the “start_active” flag on all your spawn points in case you tought that was an easy way out :stuck_out_tongue: People may be spawning at unexpected places if you do so.


(Oxygen - o2) #3

none of them are start_active, they are all just spawn points, can you do alertentity on spawns??? what happpens when you do?


(Oxygen - o2) #4

:bump:

please help, i need this fixing so i can release it

BTW i deleted the offending spawns and it never worked, now i just spawn in a different spawn


(Malverik) #5

if you alertentity on a spawn (team_ctf_bluespawn) it turns it on if it it was off or off if it was on.
If you alertentity on a team_wolf_objective it makes it visible to allies if it was for axis or it makes it visible for axis if it was for allies!


(Oxygen - o2) #6

yeah, i went to The Deep today, the biggest aquarium in Europe/The world, its all the way down south so i had alot of time to think about this (especially since there was a trafic jam on the M1 which took forever to sort out, then i needed a piss badly!) anyway

ill try alerting the spawns


(Oxygen - o2) #7

IT WORKS

thanks man :smiley:

everything is in fully working order :smiley:

you my friend are going in the credits


(Matt-J) #8

haah mine 2, u solved my problem 2 … haha sweet