I want to spawn a flag after blowing up an entrance. All is working. I put the flag within a big rock (blowing up with the entrance) so it is like spawning,… but i am looking for the opposite command of remove?
Spawning of entities
To hide a forward spawn point in your map use the “setstate” script command and change the state of the relevant entities from “default” to “invisible”. (To show, use the opposite direction, inv -> def.)
Use the “setstate” scirpt command on the following entities: “team_WOLF_objective” and “team_WOLF_checkpoint”. Once these entities are removed from the map the spawn point will not function anymore. This technique was often used for LMS gameplay as not all spawn locations are needed.
If any “autospawn” script commands are used then they will need to be adjusted as well so players default to the correct spawn location while the forward spawn point is hidden.
Sock
:moo:
Speaking of autospawns, when are they used?
Only in my map I set them, you spawn there fine.
If you capture a flag (sets auto to there) and then lose it (sets auto back to original) I quite often don’t spawn at the auto, but at a third set of points.
Will do some checks to make sure that I haven’t got spawns between the two TWOs, but I don’t think it’s that.
Thank u very much,… we just discussed about this possibility in a other forum, but good to know it for shure that u can use the setstate for all entities (thought only for constructables).
The autospawn thing is no problem because if no spawnentity is activated the engine looks for another (or I didnt understand the point of the advice)
Milbo
