team_WOLF_checkpoint missing from et_entities.def


(SCDS_reyalP) #1

Gerbil pointed this out over at rtcw.co.uk. :moo:


(lennyballa) #2

??? what do you mean ???


(SCDS_reyalP) #3

The respawn flags, as used in radar, oasis, battery and railgun railgun are this entity. If it is not in the et_entities.def file, you cannot place it using radiant. As a workaround, you can use the definition from RTCW, by adding the following to your et_entities.def



/*QUAKED team_WOLF_checkpoint (.6 .9 .6) (-16 -16 0) (16 16 128) SPAWNPOINT CP_HOLD AXIS_ONLY ALLIED_ONLY
This is the flagpole players touch in Capture and Hold game scenarios.

It will call specific trigger funtions in the map script for this object.
When allies capture, it will call "allied_capture".
When axis capture, it will call "axis_capture".

// if spawnpoint flag is set, capture will turn on targeted spawnpoints
// for capture team and turn *off* targeted spawnpoints for opposing team

"model"		model to use (will use same animations as flagpole however)
"scriptname" name of script which contains allied_capture and axis_capture triggers
*/


Howerver, it is quite likely that splash changed some things about these entities, so I was hoping they would post the definition that they used.


(Drakir) #4

I was just about to ask the same thing…
Has anyone tested the RTCW settings?


(swaggers) #5

You can do all of this with the scripting now. Check out Lanz’ sillyCTF map for an example of a working capture the flag set-up.


(Lanz) #6

No, it’s not the same, my map uses team_CTF_xxxflags with trigger_flagonly_multiples. This is about checkpoint flags for forward spawns etc.


(tubbie) #7

I checked the Bsp’s from Railgun, Battery, Oasis and Radar :
From what I’ve seen, I don’t think Splash damage changed much about this Entity, same thing as it was in Wolf. However I noticed that all four maps (except Railgun) had a ‘‘objflags’’ key with a value “4”, but I have no idea whatsoever what this means :???:

Perhaps someone from SD could clear this matter?


(Drakir) #8

I am using the RTCW type in my .def file and i have tried it and it works fine. So i dont think they have changed anything about hte entity only forgot to add it to the et_entities.def found in:
C:\Program Files\Wolfenstein - Enemy Territory\etmain\scripts

Open the file using Notepad or any other editor used for editing textfiles.
add this at the bottom.

/*QUAKED team_WOLF_checkpoint (.6 .9 .6) (-16 -16 0) (16 16 128) SPAWNPOINT CP_HOLD AXIS_ONLY ALLIED_ONLY
This is the flagpole players touch in Capture and Hold game scenarios.

It will call specific trigger funtions in the map script for this object.
When allies capture, it will call "allied_capture".
When axis capture, it will call "axis_capture".

// if spawnpoint flag is set, capture will turn on targeted spawnpoints
// for capture team and turn *off* targeted spawnpoints for opposing team
CP_HOLD spawnflag is possibly for unfinished Capture and Hold mode.

"model"		model to use (will use same animations as flagpole however)
"scriptname" name of script which contains allied_capture and axis_capture triggers
*/

and it should work just fine!