[QUOTE=Micha;535461]Download: fueldump script.zip (12.9 KB)
The origin in the script describes the position. You need to go to the map and into the place where you want to add the spawnpoint. Type “/viewpos” in the console to get the coordinates (x, y, z). The spawnflags is to set the spawn for axis (1), allies (2), all/dynamic (3). Classname should be “team_CTF_bluespawn” for allies or “team_CTF_redspawn” for axis.
Example fueldump:
create
{
scriptName "fueldumphq_obj"
classname "team_WOLF_objective"
targetname "fueldumphq_obj"
origin "-10853 -2036 6" // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4)
spawnflags 2 // TEAM_ALLIES(2)
}
This is the “main spawn”.
create
{
scriptName "fueldumphq_spawn1"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
origin "11072 -2448 512"
spawnflags 2 // TEAM_ALLIES
}
create
{
scriptName "fueldumphq_spawn2"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
origin "-10995 -2448 512"
spawnflags 2 // TEAM_ALLIES
}
create
{
scriptName "fueldumphq_spawn3"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
origin "-10918 -2448 512"
spawnflags 2 // TEAM_ALLIES
}
create
{
scriptName "fueldumphq_spawn4"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
origin "-10841 -2448 512"
spawnflags 2 // TEAM_ALLIES
}
create
{
scriptName "fueldumphq_spawn5"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
origin "11072 -2288 512"
spawnflags 2 // TEAM_ALLIES
}
create
{
scriptName "fueldumphq_spawn6"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
origin "-10995 -2288 512"
spawnflags 2 // TEAM_ALLIES
}
create
{
scriptName "fueldumphq_spawn7"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
origin "-10918 -2288 512"
spawnflags 2 // TEAM_ALLIES
}
create
{
scriptName "fueldumphq_spawn8"
classname "team_CTF_bluespawn"
targetname "fueldumphq_spawn"
origin "-10841 -2288 512"
spawnflags 2 // TEAM_ALLIES
}
These are the single spawnpoints. You always should add enough so players do not spawn in each other. You need to write this under
game_manager
{
spawn
{
//bani
fueldumphq_obj
{
spawn
{
set
{
//these have to be set inside the spawn{} function, not create{}
description "Garage HQ"
message "Garage HQ"
}
wait 50
setstate fueldumphq_obj invisible
setstate fueldumphq_spawn invisible
}
trigger on
{
setstate fueldumphq_obj default
setstate fueldumphq_spawn default
}
trigger off
{
setstate fueldumphq_obj invisible
setstate fueldumphq_spawn invisible
}
}
This is the script part for the spawn to be able to activate/deactivate it in the script. You can put this in the end of a existing script.
You can trigger the spawn point anywhere in the script now with “trigger fueldumphq_obj on” or “trigger fueldumphq_obj off”.
Example:
allied_radio_built
{
spawn
{
wait 400
constructible_class 2
trigger allied_radio_built setup
}
trigger setup
{
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus 1 0
trigger alliedhqradio_toi disable_hacabs
}
buildstart final
{
trigger allied_radio_built_model trans
trigger allied_radio_destroyed hide
trigger allied_radio_closed hide
}
decayed final
{
trigger allied_radio_built_model hide
trigger allied_radio_closed show
}
built final
{
trigger allied_radio_built_model show
trigger allied_radio_closed hide
trigger allied_radio_destroyed hide
trigger allied_radio_built_model enable_allied_features
enablespeaker alliedhq_sound
//bani
trigger fueldumphq_obj on
}
death
{
trigger allied_radio_built_model hide
trigger allied_radio_destroyed show
trigger allied_radio_built_model disable_allied_features
disablespeaker alliedhq_sound
//bani
trigger fueldumphq_obj off
}
}
[/QUOTE]
It really worked :d ! Thanks for the tip mate !
However, we made spawnpoints for this map, the_station
But somehow i have one problem, I tried making another spawnpoint script for another map, it was called Tournement_dm or something,
I edited its .script file and added some brackets and spawnpoint coordinates and stuff,
So after finished doing it, i uploaded the map on my FTP, added the .script file in the Jaymod --> Mapscript folder inside FTP,
The server was running jaymod so after the map upload finished, i voted the map but then it crashed the server, i was wondering why but hopefully i got everything OK, i mean i am not sure if i did any typo mistakes in the .script file but it should suppose to work.
Heres the script for the map that im havin problem with it --> http://pastebin.com/GcNBnEXW
any solutions?