i have made a gate in my map and i want that if the allies has blown up the gate they spawn automatically to the second spawn. the axis have to spawn back automatically to their second spawn too ofcource.
maybe something with the death trigger i thought. but i’ve no idea
plz help
the gate have been blown up and then..?
For example in the death event you can setstate the spawns and team_wolf_objectives.
If your gate is working and your spawnpoints have startactive box ticked on, no.
And the spawns + wobjs are setstated invisible in the spawn if needed (those that aren’t available in the round start).
invulnerable startacive are ticked.
the gate works fine.
ok so i must in my script put in the spawn part, setstate allied_wobj2 invisible
and if they blow up the gate it’s become visible or what else do i have to do
Yeah the spawns and wobj becomes “visibile” (setstated default) when the gate is blown (death-event).
hello me again
i understand the default and invisble now but the spawn doesn’t work really
if i blew up the gate the first axis spawn become invisble the second and the thirth allied spawn become default in the command map
but when i spawn again, i spawn still at the first axis spawn. after click in command map the second or thirth spawn from axis and then i can’t spawn at the first one cuz it’s invisble so the command map works but not ingame
is it possible that the axis spawn back to the second and thirth spawn automatically. and the allies automatically start at the second spawn and if they want to thirth allied spawn
if you doesn’t understand all this first second and thirth maybe helps this
i’ve 6 spawn flags total 3 axis 3 allied
called:
allied_wobj1
allied_wobj2
allied_wobj3
axis_wobj1
axis_wobj2
axis_wobj3
they start both at 1 if allied blow up the gate axis must automatically start at 2 and 3
allied must start automatically at 2 and 3
the axis 1 becomes invisble.
look at the script for making it more clearly
game_manager
{
spawn
{
wm_axis_respawntime 14
wm_allied_respawntime 11
wm_set_round_timelimit 20
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
// Winner on expiration of round timer (0=Axis, 1=Allies, -1=Nobody)
wm_setwinner 0
wait 500
setstate forward_wobj invisible
setstate allied_wobj2 invisible
setstate allied_wobj3 invisible
setautospawn "axis cave" 0
setautospawn "allied cave" 1
}
trigger allies_win
{
wm_announce “The Allies blew up the computer!”
wm_setwinner 1
wait 2000
wm_endround
}
}
// ================================================
firstgate
{
spawn
{
wait 300
constructible_class 3 // 2=satchel 3=dyna
}
death
{
alertentity firstgate_bits2
trigger firstgate_toi remove
trigger allied_wobj2 force_allied
trigger allied_wobj3 force_allied
trigger axis_wobj1 force_allied
wm_announce "The Allies have destroyed firstgate!"
setstate axis_wobj1 invisible
setstate allied_wobj2 default
setstate allied_wobj3 default
}
}
firstgate_toi
{
trigger remove
{
remove
}
}
the only possibility i think could be that 1. autospawn is missing, but i think you did not past the whole script, so i am not sure if you forgot it, (setautospawn “description of wobj” “team”)
or … you can only spawn at spawnentities if they are active, or if ALL are inactive any entity is selected as spawn.
so you might have forgot to set the startactive flag for the forward spawns , but
you should not set it there you can toggle its active-status with script -> alertentity targetname
[QUOTE=isbowhten;187749]
or … you can only spawn at spawnentities if they are active, or if ALL are inactive any entity is selected as spawn.
so you might have forgot to set the startactive flag for the forward spawns , but
you should not set it there you can toggle its active-status with script -> alertentity targetname[/QUOTE]
I personally prefer having every of them startactive and setstate them, if everything is set up properly there are no real difference, but if not, on the other choice there can be disadvantages. Anyway I haven’t had time to read the script etc. but I noticed you only setstated the wobjs, you should setstate the spawnentities also.
i still don’t get it
my whole map is ready everything works
exept the spawnpoints
the spawn points on the comand map are working.
but if i click on a flag i won’t spawn there en spawn back to the first spawn
my script looks like this now
game_manager
{
spawn
{
wm_axis_respawntime 14
wm_allied_respawntime 11
wm_set_round_timelimit 20// Stopwatch mode defending team (0=Axis, 1=Allies) wm_set_defending_team 0 // Winner on expiration of round timer (0=Axis, 1=Allies, -1=Nobody) wm_setwinner 0 wait 500 setstate forward_wobj invisible setstate allied_wobj2 invisible setstate allied_wobj3 invisible setautospawn "axiscave" 0 setautospawn "alliedcave" 1}
trigger allies_win
{
wm_announce “The Allies blew up the computer!”
wm_setwinner 1wait 2000
wm_endround
}
}
// ============================================================================================
maingate_1
{
spawn
{
wait 50
trigger self setup
constructible_class 3 // 2=Satchel 3=Dyna
}trigger setup
{
setstate maingate_1_materials default // Crate Models
setstate maingate_1_clip default // Clip brushes
setstate maingate_1_flag default
}built final
{
setstate maingate_1_materials invisible // Crate Models
setstate maingate_1_clip invisible // Clip brushes
setstate maingate_1_flag invisiblewm_announce "Allied Team have built the maingate!"}
decayed final
{
trigger self setup
}death
{
trigger self setup
wm_announce “Axis have destroyed the maingate!”
}
}// ============================================================================================
bars_2
{
spawn
{
wait 50
trigger self setup
constructible_class 2 // 2=Satchel 3=Dyna
}trigger setup
{
setstate bars_2_materials default // Crate Models
setstate bars_2_clip default // Clip brushes
setstate bars_2_flag default
}built final
{
setstate bars_2_materials invisible // Crate Models
setstate bars_2_clip invisible // Clip brushes
setstate bars_2_flag invisiblewm_announce "Axis Team have built the bars!"}
decayed final
{
trigger self setup
}death
{
trigger self setup
wm_announce “allies have destroyed the bars!”
}
}// ============================================================================================
computer
{
spawn
{
wait 300
constructible_class 3 // 2=satchel 3=dyna
}death
{
trigger computer_toi removewm_announce "The Allies have destroyed computer!"trigger game_manager allies_win
}
}computer_toi
{
trigger remove
{
remove
}
}// ============================================================================================
back_bunker
{
spawn
{
wait 300
constructible_class 3 // 2=satchel 3=dyna
}death
{
trigger back_bunker_toi removewm_announce "The Allies have destroyed the back_bunker!"}
}back_bunker_toi
{
trigger remove
{
remove
}
}// ============================================================================================
firstgate
{
spawn
{
wait 300
constructible_class 3 // 2=satchel 3=dyna
}death
{
alertentity firstgate_bits2
trigger firstgate_toi removetrigger allied_wobj2 force_allied trigger allied_wobj3 force_allied trigger axis_wobj1 force_allied wm_announce "The Allies have destroyed firstgate!" setstate axis_wobj1 invisible setstate allied_wobj2 default setstate allied_wobj3 default}
}firstgate_toi
{
trigger remove
{
remove
}
}forward_flag
{
spawn
{accum 0 set 2 // Who owns flag: 0-Axis, 1-Allied, 2-Nobody
}
trigger axis_capture // Touched by an Axis player
{
accum 0 abort_if_equal 0 // do Axis own flag?
accum 2 trigger_if_equal 1 forward_flag axis_reclaim // Reclaimed from Allies
accum 2 set 2 // Axis own the flag
wm_announce “Axis have captured the Forward Flag!”
setstate forward_wobj default
}
trigger axis_reclaim
{
alertentity forward_wobj // Switch command map marker
}
trigger allied_capture // Touched by an allied player
{
accum 0 abort_if_equal 1 // do Allies own flag?
accum 0 set 1 // Allied own the flag
wm_announce “Allies have captured the Forward Flag!”
setstate forward_wobj default
alertentity forward_wobj // Switch command map marker
}
}
first ther is 1 allies spawn and 1 axis spawn
then when the gate have blown up the axis have to spawn back to 2 or 3 and the allies have to spawn forward to spawn 2 or 3
this is how the enity spawnpoint in radiant look like:
1 alliesspawn
Yellowbox
Description alliedcave
Scriptname Allied_wobj1
Targetname Allied_wobj1Bleuboxes
Scriptname alliedcave
Targetname alliedcave
(invulnerable startactive)1 axisspawn
Yellowbox
Description axiscave
Scriptname Axis_wobj1
Targetname Axis_wobj1Redboxes
Scriptname axiscave
Targetname axiscave
(invulnerable startactive)2 and 3 alliesspawns
Yellowbox
Description cottage
stonemine
Scriptname Allied_wobj2
Allied_wobj3
Targetname Allied_wobj2
Allied_wobj3
Bleuboxes
Scriptname cottage
stonemine
Targetname cottage
stonemine
(invulnerable)2 and 3 axisspawns
yellowbox
description axisbase1
axisbase2
scriptname Axis_wobj2
Axis_wobj3
Targetname Axis_wobj2
Axis_wobj3redboxes
Scriptname axisbase1
axisbase2
Targetname axisbase1
axisbase2
(invulnerable startactive)
srry for the this long post but i doens’t know how i can make it scroll-able
use ‘code’ instead of Quote : [ CODE] [/ CODE] (without spaces between brackets and letters)
Result:
game_manager
{
spawn
{
wm_axis_respawntime 14
wm_allied_respawntime 11
wm_set_round_timelimit 20
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
// Winner on expiration of round timer (0=Axis, 1=Allies, -1=Nobody)
wm_setwinner 0
wait 500
setstate forward_wobj invisible
setstate allied_wobj2 invisible
setstate allied_wobj3 invisible
setautospawn "axis cave" 0
setautospawn "allied cave" 1
}
trigger allies_win
{
wm_announce "The Allies blew up the computer!"
wm_setwinner 1
wait 2000
wm_endround
}
}
// ================================================
firstgate
{
spawn
{
wait 300
constructible_class 3 // 2=satchel 3=dyna
}
death
{
alertentity firstgate_bits2
trigger firstgate_toi remove
trigger allied_wobj2 force_allied
trigger allied_wobj3 force_allied
trigger axis_wobj1 force_allied
wm_announce "The Allies have destroyed firstgate!"
setstate axis_wobj1 invisible
setstate allied_wobj2 default
setstate allied_wobj3 default
}
}
firstgate_toi
{
trigger remove
{
remove
}
}