Ok, here is the scripting I have for this so far:
anti_camp:
iprintln "Hell's teeth! The gas canisters are leaking! RUN!"
wait 3
local.posit = 0
while ($player.size > 0)
{
for (local.i=1; local.i<=$player.size; local.i++)
{
if($player[local.i].dmteam == axis)
{
local.j = vector_length ($player[local.i].origin - $5_axis_goal.origin)
local.j = local.j * -1 //not sure if this is needed but seemed safe coz not sure if above line would give pos or neg value
if (local.j > local.posit)
{
local.posit = local.j
local.soldier = local.i
}
}
else if($player[local.i].dmteam == allies)
{
local.j = vector_length ($player[local.i].origin - $5_ally_goal.origin)
local.j = local.j * -1 //not sure if this is needed but seemed safe coz not sure if above line would give pos or neg value
if (local.j > local.posit)
{
local.posit = local.j
local.soldier = local.i
}
}
}
$player[local.soldier] stufftext ( " say Eeeuurrghh! Eeeurgh! <choke> EEEEUUURRrgghhh..... ")
$player[local.soldier] stufftext ("kill")
wait 5
}
end
Now, I may have made some mistakes here and made it more long-winded than I have to, but I am still pretty much a novice at this (check out my question on multiple triggers if you need further proof!

)
Anyway, this seems like it might work when running around the map on my own (have yet to test it with more people to be sure) but one thing it does wrong is to keep going after I died continually doing the stufftext commands.
I was wondering, does the 'while ($player.size > 0) ' line just check to see how many players there are in the game or how many LIVE players there are?
I think I may need a way to stop the loop when there are no live players left - or have I made some simple mistake?
Thanks.
Mapping is just INCREDIBLY time consuming.