Hi,
Can someone tell me, or give me a link of a tutorial that tells how to make it so you spawn at a differnt place after an object is exploded? Just like how you spawn at the second location after the tank blows the tunnel doors on fuel dump?
Thanks,
Ben
Spawn Question?
Ok I hate to say it but… I looked over both the script and the map file. Dont want to sound dumb but all I could figure out is, I need a team_ctf_bluespawn in the second place I want to spawn and I need the script to tell the game to make me spawn there when a certin object is exploded. Can somone please tell me the rest? Or are there any tutorials about that? Please someone.
Thanks,
Ben
Have you searched the forums yet?
This has been discussed 8*10^234 times already.
Look for “forward spawn”. Good luck.
Goldrush Map + Script as example
There are three “team_WOLF_objective”-entities:
[ol]
[li]Allied 1st Spawn
[/li][list:bb1e84c3a8]
[li]classname: team_WOLF_objective
[/li][li]targetname: alliedspawnblob
[/li][li]scriptname: alliedspawnblob
[/li][li]spawnflags: 2 ( = default_allies)
[/li][li]description: Allied Spawn
[/li][/ol]
[li]Axis 1st Spawn = Allied 2nd Spawn
[/li][ul]
[li]classname: team_WOLF_objective
[/li][li]targetname: tankdepotblob
[/li][li]scriptname: tankdepotblob
[/li][li]spawnflags: 1 ( = default_axis)
[/li][li]description: Tank Depot
[/li][/ul]
[li]Axis 2nd Spawn
[/li][ul]
[li]classname: team_WOLF_objective
[/li][li]targetname: axisspawnblob
[/li][li]scriptname: axisspawnblob
[/li][li]spawnflags: 1 ( = default_axis)
[/li][li]description: Axis Spawn
[/li][/ul]
[/list:o:bb1e84c3a8]
The “Tank Depot”-spawn is the one that will change on a certain event.
All the “team_CTF_bluespawn”-entites at the “Tank Depot”-spawn have the following key/value-pairs:
[ul]
[li]classname: team_CTF_bluespawn
[/li][li]spawnflags: 1 ( = invulnerable)
[/li][li]targetname: tankdepot_allied_spawns
[/li][li]sriptname: tankdepot_allied_spawns
[/li][/ul]
All the “team_CTF_redspawn”-entites at the “Tank Depot”-spawn have the following key/value-pairs:
[ul]
[li]classname: team_CTF_redspawn
[/li][li]spawnflags: 3 ( = invulnerable + startactive)
[/li][li]targetname: tankdepot_axis_spawns
[/li][li]sriptname: tankdepot_axis_spawns
[/li][/ul]
“team_CTF_bluespawn”-entities at allied 1st spawn:
[ul]
[li]classname: team_CTF_bluespawn
[/li][li]spawnflags: 3 ( = invulnerable + startactive)
[/li][li]targetname: alliedspawn
[/li][li]sriptname: alliedspawn
[/li][/ul]
“team_CTF_redspawn”-entities at axis 2nd spawn:
[ul]
[li]classname: team_CTF_redspawn
[/li][li]spawnflags: 3 ( = invulnerable + startactive)
[/li][li]targetname: axisspawn
[/li][li]sriptname: axisspawn
[/li][/ul]
First you set the spawns as they should be at the beginning:
game_manager
{
spawn
{
// ...
// syntax: setautospawn <target spawn> <team>
// with <targetspawn> = value of the description key
setautospawn "Tank Depot" 0
setautospawn "Allied Spawn" 1
// ...
}
// ...
}
If a certain event takes place a trigger within the “game_manager”-scriptblock is called (in this case “allies_steal_tank”).
Within this trigger-scriptblock the spawns are changed:
game_manager
{
// ...
trigger allies_steal_tank
{
// ...
alertentity tankdepot_axis_spawns
alertentity tankdepot_allied_spawns
alertentity tankdepotblob // Tank Depot team_WOLF_objective
setautospawn "Axis Spawn" 0
setautospawn "Tank Depot" 1
// ...
}
// ...
}
I think thats all you need.
Yes that will do it I think. Thanks so much for explaining that in depth.
Thanks again,
Ben
The last thing I do not understand is, how do you make is so you spawn there when somthing is blown up instead of when the tank is stolen?
Thanks,
Ben
Just call the trigger “allies_steal_tank” from the death-event of the “func_explosive”-entity.
hey can u tell me how do u lookup a fueldump.map ? is there a way to de-bsp the map ?

I just got around to working on my map. Now I am getting this error? Can you please tell me what I did wrong?
Thanks,
Ben
game_manager
{
spawn
{
// ...
// syntax: setautospawn <target spawn> <team>
// with <targetspawn> = value of the description key
setautospawn "Tank Depot" 0
setautospawn "Allied Spawn" 1
// ...
}
// ...
}
game_manager
{
// ...
trigger allies_steal_tank
{
// ...
alertentity tankdepot_axis_spawns
alertentity tankdepot_allied_spawns
alertentity tankdepotblob // Tank Depot team_WOLF_objective
setautospawn "Axis Spawn" 0
setautospawn "Tank Depot" 1
// ...
}
// ...
}
depotgate
{
spawn
{
wait 200
constructible_class 3
}
death
{
allies_steal_tank
}
}
antenna
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_endround
}
}
bridge
{
spawn
{
wait 200
constructible_class 2
constructible_constructxpbonus 1
constructible_destructxpbonus 1
setstate bridge default
setstate crates invisible
}
buildstart final
{
setstate bridge underconstruction
setstate crates default
}
built final
{
setstate bridge default
setstate crates invisible
wm_announce "They have repaired the bridge!"
}
decayed final
{
setstate bridge invisible
setstate crates default
}
death
{
setstate bridge invisible
setstate crates default
wm_announce "We've destroyed the bridge!"
}
}
gate
{
spawn
{
wait 200
constructible_class 2
constructible_constructxpbonus 1
constructible_destructxpbonus 1
setstate gate invisible
setstate crates2 default
}
buildstart final
{
setstate gate underconstruction
setstate crates2 default
}
built final
{
setstate gate default
setstate crates2 invisible
wm_announce "Built the antinam defence!"
}
decayed final
{
setstate gate invisible
setstate crates2 default
}
death
{
setstate gate invisible
setstate crates2 default
wm_announce "Destroyed the Antina Defence!"
}
}
Do the team_WOLF_objective-entites have the right description?
key: description
value: Tank Depot (without “”)
…
I added “wait 500” to the script and it worked!
Thanks so much for your help nULLSkillZ,
Ben
Just call the trigger “allies_steal_tank” from the death-event of the “func_explosive”-entity.
One other thing do you mean just add this to my script? Or do I need to do more?
depotgate
{
spawn
{
wait 200
constructible_class 3
}
death
{
trigger allies_steal_tank <------------
}
}
I’ve just seen that you have two game_manager-scriptblocks.
Should be like that:
game_manager
{
spawn
{
// ...
// syntax: setautospawn <target spawn> <team>
// with <targetspawn> = value of the description key
setautospawn "Tank Depot" 0
setautospawn "Allied Spawn" 1
// ...
}
trigger allies_steal_tank
{
// ...
alertentity tankdepot_axis_spawns
alertentity tankdepot_allied_spawns
alertentity tankdepotblob // Tank Depot team_WOLF_objective
setautospawn "Axis Spawn" 0
setautospawn "Tank Depot" 1
// ...
}
// ...
}
Must be:
trigger game_manager allies_steal_tank
Yes thanks. I did that, but when I blow the depot gate I dont spawn at the tank depot.
This is my script now:
game_manager
{
spawn
{
// ...
// syntax: setautospawn <target spawn> <team>
// with <targetspawn> = value of the description key
wait 500
setautospawn "Tank Depot" 0
setautospawn "Allied Spawn" 1
// ...
}
// ...
}
trigger allies_steal_tank
{
setautospawn "Axis Spawn" 0
setautospawn "Tank Depot" 1
}
}
depotgate
{
spawn
{
wait 200
constructible_class 3
}
death
{
trigger game_manager allies_steal_tank
}
}
antenna
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_endround
}
}
bridge
{
spawn
{
wait 200
constructible_class 2
constructible_constructxpbonus 1
constructible_destructxpbonus 1
setstate bridge default
setstate crates invisible
}
buildstart final
{
setstate bridge underconstruction
setstate crates default
}
built final
{
setstate bridge default
setstate crates invisible
wm_announce "They have repaired the bridge!"
}
decayed final
{
setstate bridge invisible
setstate crates default
}
death
{
setstate bridge invisible
setstate crates default
wm_announce "We've destroyed the bridge!"
}
}
gate
{
spawn
{
wait 200
constructible_class 2
constructible_constructxpbonus 1
constructible_destructxpbonus 1
setstate gate invisible
setstate crates2 default
}
buildstart final
{
setstate gate underconstruction
setstate crates2 default
}
built final
{
setstate gate default
setstate crates2 invisible
wm_announce "Built the antinam defence!"
}
decayed final
{
setstate gate invisible
setstate crates2 default
}
death
{
setstate gate invisible
setstate crates2 default
wm_announce "Destroyed the Antina Defence!"
}
}
