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
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 
// 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
}
}
People may be spawning at unexpected places if you do so.