Spawnpoints


(isbowhten) #1

hi,
I read through many tutorials… what i saw were dead links to downloadable examples… once i also could download one, but it didn’t work…
i would like to see here a clear answer without any links, plz.
IF Allies capture a flag they spawn on the flag and the Axis spawn on another place far away of their spawnpoint they had been spawned before. this axis spawnpoint couldnt be used if the allies hadnt captured their forward one AND after allies capture the axis mustnt spawn at there first spawn.
the flag isnt a axis spawnpoint… if axis capture the flag they will only tur off the allied one.

     before allies captured or if axis re-captured:

Allies ------------------------------------------------------------- Axis ----------------- Flag ------------------not useable axis spawn
after captureing:
Allies might still use this point ---------------not useable anymore Allies --------------------------------------- Axis

i targeted the wolfobj and the wolfchechpoint at the teamblue/redspawn entities.
setautospawn AlliedForwardSpawn 1 doesnt work… they dont spawn there.
But Allied Forward Spawn is the description key!
I really need help!


(newmapper1234) #2

Hey, try this out, Props to Wezelkrozum. I know you said no links, but they are the actual files needed, just rename stuff to your needs.

http://www.splashdamage.com/forums/showthread.php?t=16280


(Wezelkrozum) #3

Hehe. Lol. isbowhten you must use the search-button!! That’s the most important thing for making good maps and solve problems. So don’t post not-needed threads.


(isbowhten) #4

http://84.24.10.228/checkpoint_with_spawns.map
http://84.24.10.228/checkpoint_with_spawns.script
are these files still downloadable? i treid it 3 times… so you arent onlina or they arent doewnloadable anymore…


(Wezelkrozum) #5

The files are downloadable but by pc isn’t always online. I shall not remove the files, so you must try to download it an other time like now. I’m living in the netherlands.


(isbowhten) #6

hi ,
thanks :slight_smile: it nearly works xD
can you have a look on my script please? i didnt copy yours. i wanted to figure it out in myself after reading through your great tutorial… but there are still mistakes…
at first: axis can see both spawnpoints on the CM and they can spawn there… i didnt want it this way but it doesnt matter… the person who is as silly to spawn at this point before it is necessary should do it.
The Axis arent pushed back to another spawn after captuering… so they could spawn atz there default spawnpoint which must not this way.
allies: they see both flags on the CM at the beginning. After captuering the flag i see the older one but not the new spawn on the CM.

flag1
{
trigger allied_capture
{
accum 0 abort_if_equal 1
accum 0 set 1
wm_announce “Allies captured the ForwardSpawn”
alertentity flagwobj
alertentity spawn2
alertentity spawn3
setautospawn “ForwardSpawnAllies” 1
setautospawn “LastSpawnAxis” 0
}
trigger axis_capture
{
accum 0 abort_if_equal 0
accum 0 set 0
wm_announce “Axis recaptured the AlliedSpawn”
alertentity flagwobj
alertentity spawn2
alertentity spawn3
setautospawn “DefaultSpawnAllies” 1
setautospawn “DefaultSpawnAxis” 0
}

}


(Wezelkrozum) #7

can you give me the whole script. Because you must type something in the gamemanager.


(isbowhten) #8

game_manager //@Wezelkrozum: not everything wokrs. per haps you coul correct the rest too xD
{
spawn
{
wm_allied_respawntime 5
wm_axis_respawntime 15
wait 150
setautospawn DefaultSpawnAxis 0
setautospawn DefaultSpawnAllies 1
wait 350
wm_set_defending_team 0

wm_set_round_timelimit 50

}
}

speed // this is a invisible_user which should clear tha path to a obj.
the obj as you read in the other thread, should give someone the chance to be accelerated
{
activate axis
{
alertentity axisflag//func_static entity. so you can reach the obj
}
activate allies
{
alertentity alliedflag
}
}

fenster
{
pain
{
wm_setwinner 1
wm_endround
}

}

flag1
{
trigger allied_capture
{
accum 0 abort_if_equal 1
accum 0 set 1
wm_announce “Allies captured the ForwardSpawn”
alertentity flagwobj
alertentity spawn2
alertentity spawn3
setautospawn “ForwardSpawnAllies” 1
setautospawn “LastSpawnAxis” 0
}
trigger axis_capture
{
accum 0 abort_if_equal 0
accum 0 set 0
wm_announce “Axis recaptured the AlliedSpawn”
alertentity flagwobj
alertentity spawn2
alertentity spawn3
setautospawn “DefaultSpawnAllies” 1
setautospawn “DefaultSpawnAxis” 0
}

tuer // should be a door which can be destroyed by satel charge. since it didint work i tried soemthing out.
at the moment it has explosivesdamage only… i know it is wrong but it is a script_mover??
dont know anymore why i changed it to mover entity cause first the spawns should work
{
spawn
{
constructible_class 3
constructible_chargebarreq 1
constructible_weaponclass 2

}
death
{
wm_announce “Door destroyed”
}
}
schalter //func_button for the routine below
{
activate
{

}
}

besslein // script_mover… should move like a tank but not when staying near to it… it should move after
activating a func_button…
{
rebirth
{
followpath 1 path1 600
}
}


(kamikazee) #9

Just a tip: post scripts between [ code ][ /code ] tags (without the spaces) to keep the formatting.

Example:

yeah
    this layout stays the same
  really.

(isbowhten) #10

i changed my script. here only my gamemanager.

game_manager {
spawn
{
wm_allied_respawntime 5
wm_axis_respawntime 15
wait 150
setautospawn DefaultSpawnAxis 0
setautospawn DefaultSpawnAllies 1
wait 350
wm_set_defending_team 0
wm_set_round_timelimit 50
}
}


(isbowhten) #11

wezelkrozum?
you asked me to show you the whole script.


(Wezelkrozum) #12

yes, i shall look to it when I come home.


(isbowhten) #13

now both, allied spawn and allied wobj ahve the targetname twoallies; this is the spawn at the start…
the same is with the axis spawn… twoaxis…
the allied and axis new spawns have the targetname spawn2 and their wobj have the same name, too, flagwobj…
so the axis and allies spawn entities are … you could say if they would be geometrical shapes… symmetric.
i did this because the allies spawns work fine… but at the start axis can see both spawns… and after allies captured the flag axis see the flag they should see but spawn on the ´spawnpoint… after recapptuering they dont see both flags on the CM again… only the first one… and they spawn at this, too…
well … i thin´k that was bad englsich…
=>A=first spawn, B=second spawn
Start:
allies: see A; spawn A
axis: see A,B; spawn only possible at A
allies capture flag:
allies see B; spawn B
axis: see B; spawn A
axis recapture flag:
allies: see A; spawn A
axis: see A; spawn A

my script with comments in brackets: (twoallies,twoaxis - wobj : spawnflag :default axis/Allies)
flag1
{
spawn
{
accum 1 set 0
setstate flagwobj invisible(axis and allied 2nd wobj ahve this name)
}
trigger allied_capture
{
accum 1 abort_if_equal 1
accum 1 set 1
wm_announce “Allies captured the ForwardSpawn”
setstate flagwobj default
setstate twoaxis invisible (axis first spawn + wobj have this name)
setstate twoallies invisible (allied first spawn + wobj have this name)
alertentity spawn2 (axis and allied 2nd spawns ahe this name: remember… the wobj of this are called flagwobj)
setautospawn “ForwardSpawnAllies” 1 (2nd allied spawn)
setautospawn “LastSpawnAxis” 0 (2nd axis spawn)
}
trigger axis_capture
{
accum 1 abort_if_equal 0
accum 1 set 0
wm_announce “Axis recaptured the AlliedSpawn”
setstate flagwobj invisible
setstate twoaxis default
setstate twoallies default
alertentity spawn2
setautospawn “DefaultSpawnAllies” 1
setautospawn “DefaultSpawnAxis” 0
}

}


(Wezelkrozum) #14

try to find out what’s different between your spawns and the map i gave you.
Especially look to the keys you gave your spawn_masters.