sp obj converstoin spawn problem

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Dragon013
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Posts: 34
Joined: Fri Sep 17, 2004 9:42 pm
Location: uk
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sp obj converstoin spawn problem

Post by Dragon013 »

hello

i have been working on m4l2 the objectives r set up and the spawns r set up to enable and disable when objectives r completed, the problem is the axis dont respawn i have tried rebuilding the map many times now and i guess im stuck.here is my script,would be good if someone could look at it for me

niceone

Dragon013

main:


setcvar "g_obj_alliedtext1" "M4L2"
setcvar "g_obj_alliedtext2" "TDM"
setcvar "g_obj_alliedtext3" "Beta"

setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" "by"
setcvar "g_obj_axistext3" "dragon013"

setcvar "g_scoreboardpic" "m4l2"

setcvar "g_gametype" "3"
setcvar "fraglimit" "0"
setcvar "timelimit" "20"


$world farplane level.farplane
$world farplane_color level.farplane_color

level.script = maps/m4l2.scr

if(level.roundbased)
thread roundbasedthread


thread spawns

removeclass Actor

level waittill prespawn

level.doctook = 0

thread stuff
thread blah

exec global/DMprecache.scr

exec global/door_locked.scr::lock
exec global/barrel.scr::explosive_barrel
exec UM_Editentity.scr


exec global/ambient.scr m4l2
//exec global/spotlight.scr


thread start_electrichums
thread elevator_movedown
thread elevator_moveup
thread setup_tank
thread obj1_complete
thread gateblowah
//thread obj5_complete
//thread obj7_complete
thread radiobomb
thread documents
thread l2
thread l3
thread l4
thread l5
thread l6
thread l7

level waittill spawn

end


start_electrichums:
for (local.i = 1 ; local.i <= $electrichum.size ; local.i ++)
{
$electrichum[local.i] loopsound electrical_hum2
}
end


elevator_movedown:
if ($clip1 istouching $player)
end

$elevator_movedown_trigger nottriggerable
$elevator_moveup_trigger triggerable
$clip1 solid
$elevator_switch anim turn
$elevator_switch anim waittill animdone
$elevator_switch anim on

$elevator_gate_1 playsound elevator_gate
$elevator_gate_1 moveup 70
$elevator_gate_1 waitmove
wait 1
$elevator_cab playsound elevator_start wait
wait .5
$elevator_cab playsound elevator_run
$elevator_cab moveto $elevator_way2
$elevator_cab waitmove
wait 1
$elevator_gate_2 playsound elevator_gate
$elevator_gate_2 movedown 70
$elevator_gate_2 waitmove

$clip2 notsolid
$elevator_switch anim off
end


elevator_moveup:
if ($clip2 istouching $player)
end

$elevator_moveup_trigger nottriggerable
$elevator_movedown_trigger triggerable
$clip2 solid
$elevator_switch anim turn
$elevator_switch anim waittill animdone
$elevator_switch anim on

$elevator_gate_2 playsound elevator_gate
$elevator_gate_2 moveup 70
$elevator_gate_2 waitmove
wait 1
$elevator_cab playsound elevator_start wait
wait .5
$elevator_cab playsound elevator_run
$elevator_cab moveto $elevator_way1
$elevator_cab waitmove
wait 1
$elevator_gate_1 playsound elevator_gate
$elevator_gate_1 movedown 70
$elevator_gate_1 waitmove

$clip1 notsolid
$elevator_switch anim off
end


setup_tank:
if (self.target)
self.collisionent = self.target

self.type = "empty_tiger"
self nodamage
self disconnect_paths
end

lockedgate:
self playsound gate_metal_locked
end

kill_spotguy01:
if (isalive $spotguy01)
{
local.origin = $spotguy01.origin
local.angles = $spotguy01.angles
$spotguy01 remove
spawn models/human/german_panzer_grenadier "targetname" "newspotguy01" "type_attack" "turret" "leash" "720" "mindist" "128" "maxdist" "1024" "gun" "MP40" "hearing" "512" "sight" "1024"
$newspotguy01.origin = local.origin
$newspotguy01.angles = local.angles
}
end

kill_spotguy02:
if (isalive $spotguy02)
$spotguy02 remove
end


tank01_bombed:
$bomb01 model "animate//radiobomb.tik"
$bomb01 playsound radiobomb
level.tank01_bombplanted = 1
thread nexttank
end



tank02_bombed:
$bomb02 model "animate//radiobomb.tik"
$bomb02 playsound radiobomb
level.tank02_bombplanted = 1
thread nexttank
end


tank03_bombed:
$bomb03 model "animate//radiobomb.tik"
$bomb03 playsound radiobomb
level.tank03_bombplanted = 1
thread nexttank
end

tanks_explode:
$player loopsound bombtick
$player stopwatch 8
wait 8
$player stoploopsound bombtick

$bomb02 playsound explode_tank
$bomb02 remove
$tank02 thread global/vehicles_thinkers.scr::tank_killed

wait 3
$bomb01 playsound explode_tank
$bomb01 remove
$tank01 thread global/vehicles_thinkers.scr::tank_killed

wait 1
$bomb03 playsound explode_tank
$bomb03 remove
$tank03 thread global/vehicles_thinkers.scr::tank_killed
end


spawn_model local.model:
local.model = spawn script_model model local.model
local.model.origin = self.origin
local.model.angles = self.angles
end local.model


spawn_fx local.fx:
local.temp = spawn script_model model local.fx
local.temp.origin = self.origin
local.temp anim start
wait 5
local.temp remove
end

nexttank:
level.bombedtanks = (level.bombedtanks + 1)

if (level.tank01_bombplanted != 1) // If the 1st tank is not done, point to it. Each case covers printing the # left.
{
switch level.bombedtanks
{
case 1:
waitthread global/objectives.scr::add_objectives 2 2 "Bomb Tiger tanks. [2 remaining]" $bomb01.origin
waitthread global/objectives.scr::current_objectives 2
break
case 2:
waitthread global/objectives.scr::add_objectives 2 2 "Bomb Tiger tanks. [1 remaining]" $bomb01.origin
waitthread global/objectives.scr::current_objectives 2
break
}
end
}
else if (level.tank02_bombplanted != 1) // If the 2nd tank is not done, point to it. Each case covers printing the # left.
{
switch level.bombedtanks
{
case 1:
waitthread global/objectives.scr::add_objectives 2 2 "Bomb Tiger tanks. [2 remaining]" $bomb02.origin
waitthread global/objectives.scr::current_objectives 2
break
case 2:
waitthread global/objectives.scr::add_objectives 2 2 "Bomb Tiger tanks. [1 remaining]" $bomb02.origin
waitthread global/objectives.scr::current_objectives 2
break
}
end
}
else if (level.tank03_bombplanted != 1) // If the 3rd tank is not done, point to it. Each case covers printing the # left.
{
switch level.bombedtanks
{
case 1:
waitthread global/objectives.scr::add_objectives 2 2 "Bomb Tiger tanks. [2 remaining]" $bomb03.origin
waitthread global/objectives.scr::current_objectives 2
break
case 2:
waitthread global/objectives.scr::add_objectives 2 2 "Bomb Tiger tanks. [1 remaining]" $bomb03.origin
waitthread global/objectives.scr::current_objectives 2
break
}
end
}
waitthread global/objectives.scr::add_objectives 2 3 "Bomb Tiger tanks." // mark 2 done
thread open_bunkerdoors
thread obj2or4
thread tanks_explode

$ax1 disablespawn
$ax2 disablespawn
$ax3 disablespawn
$ax4 disablespawn
$ax5 disablespawn
$ax6 disablespawn
$ax7 disablespawn
$ax8 disablespawn
$ax9 disablespawn
$ax10 disablespawn
$ax11 enablespawn
$ax12 enablespawn
$ax13 enablespawn
$ax14 enablespawn
$ax15 enablespawn
$ax16 enablespawn
$ax17 enablespawn
$ax18 enablespawn
$ax19 enablespawn
$ax20 enablespawn
$al1 disablespawn
$al2 disablespawn
$al3 disablespawn
$al4 disablespawn
$al5 disablespawn
$al6 disablespawn
$al7 disablespawn
$al8 disablespawn
$al9 disablespawn
$al10 disablespawn
$al11 enablespawn
$al12 enablespawn
$al13 enablespawn
$al14 enablespawn
$al15 enablespawn
$al16 enablespawn
$al17 enablespawn
$al18 enablespawn
$al19 enablespawn
$al20 enablespawn
end

obj1_complete:
if (level.obj1_complete == 1)
end

level.obj1_complete = 1

for (local.i = 1 ; local.i <= $obj1_complete_trigger.size ; local.i ++)
{
$obj1_complete_trigger[local.i] remove
}

waitthread global/objectives.scr::add_objectives 1 3 "Infiltrate the tank park." // mark 1 done
waitthread global/objectives.scr::add_objectives 2 2 "Bomb Tiger tanks. [3 remaining]" $bomb01.origin // pop up 2
waitthread global/objectives.scr::current_objectives 2 // set 2 active
end



gateblowah:

local.bombp = spawn script_model "targetname" "phil"
local.bombp model "models/items/explosive.tik"
local.bombp.origin = ( -1588 2019 1 )
local.bombp.angle = 90
$phil notsolid
$phil hide
local.bomb = spawn models/items/pulse_explosive.tik
local.bomb.origin = ( -1588 2019 1 )
local.bomb.angle = 90
local.trig = spawn trigger_use
local.trig.origin = ( -1588 2019 1 )
local.trig setsize ( -10 -10 -10 ) ( 10 10 10 )
local.trig waittill trigger
local.player = parm.other
if (local.player.dmteam=="allies")
{
local.bomb remove
$phil show
local.trig setthread rightgate01
local.trig message "Bomb Planted"
local.trig delay 0
wait .1
local.trig remove
}
end

rightgate01:
$rightgate01 playsound plantbomb1
wait 1
$rightgate01 loopsound bombtick1
parm.other stopwatch 4.5
wait 5
$rightgate01 stoploopsound
$phil remove
local.explosion = spawn script_model
local.explosion model models/animate/fx_mortar_higgins.tik
local.explosion scale 1
local.explosion anim start
local.explosion playsound gas_explode1
local.explosion.origin = ( -1588 2019 1 )
radiusdamage $rightgate01.origin 150 300
$main_gate remove
$gate_clip remove
$rightgate01 remove
$leftgate01 remove
thread gate_message
wait 4
local.explosion remove

$ax11 disablespawn
$ax12 disablespawn
$ax13 disablespawn
$ax14 disablespawn
$ax15 disablespawn
$ax16 disablespawn
$ax17 disablespawn
$ax18 disablespawn
$ax19 disablespawn
$ax20 disablespawn
$ax21 enablespawn
$ax22 enablespawn
$ax23 enablespawn
$ax24 enablespawn
$ax25 enablespawn
$ax26 enablespawn
$ax27 enablespawn
$ax28 enablespawn
$ax29 enablespawn
$ax30 enablespawn
$al11 disablespawn
$al12 disablespawn
$al13 disablespawn
$al14 disablespawn
$al15 disablespawn
$al16 disablespawn
$al17 disablespawn
$al18 disablespawn
$al19 disablespawn
$al20 disablespawn
$al21 enablespawn
$al22 enablespawn
$al23 enablespawn
$al24 enablespawn
$al25 enablespawn
$al26 enablespawn
$al27 enablespawn
$al28 enablespawn
$al29 enablespawn
$al30 enablespawn
end

gate_message:
iprintln "Allies Have Blown The Main Gate!"
end

obj5_complete:
$bomb04 model "animate//radiobomb.tik"
$bomb04 playsound radiobomb
level.barrier_bombed = 1
waitthread global/items.scr::remove_item "radio_explosives" // Remove inventory bombs

waitthread global/objectives.scr::add_objectives 5 3 "Plant explosives on the track barrier." // mark 5 done
thread obj5or7
thread start_train
thread traincrash

$al31 disablespawn
$al32 disablespawn
$al33 disablespawn
$al34 disablespawn
$al35 disablespawn
$ax31 disablespawn
$ax32 disablespawn
$ax33 disablespawn
$ax34 disablespawn
$ax35 disablespawn
$al41 enablespawn
$al42 enablespawn
$al43 enablespawn
$al44 enablespawn
$al45 enablespawn
$ax41 enablespawn
$ax42 enablespawn
$ax43 enablespawn
$ax44 enablespawn
$ax45 enablespawn

end

movecar_path:
// speed, acceleration, look_ahead
// self flypath $crash_path 300 160 300
self flypath $crash_path 325 160 300
self move
end

start_train:
$leftgate01 remove
$rightgate01 remove

$trainclip solid // Clear the track
$trainclip disconnect_paths

if (IsAlive $patroller7)
$patroller7 remove
if (IsAlive $patroller10)
$patroller10 remove
if (IsAlive $patroller11)
$patroller11 remove

$engine show // Show the train and make it solid
$engine solid
$car01 show
$car01 solid
$car02 show
$car02 solid
$car03 show
$car03 solid
$car04 show
$car04 solid
$car05 show
$car05 solid
$car06 show
$car06 solid

$engine loopsound armoredtrain_rolling

$trainkill_trigger triggerable // Set train kill trigger active
thread trainkill // Start

$engine thread movecar_path
$car01 thread movecar_path
$car02 thread movecar_path
$car03 thread movecar_path
$car04 thread movecar_path
$car05 thread movecar_path
$car06 thread movecar_path
end

traincrash:
// FIX - Crash train stop/explosion
// wait 16
wait 10
$sparks1 anim start
$sparks2 anim start
$sparks3 anim start

wait 4
$engine playsound armoredtrain_braking
$engine stoploopsound armoredtrain_rolling

wait 5
// $engine modifyflypath 0 120 300
// $car01 modifyflypath 0 120 300
// $car02 modifyflypath 0 120 300
// $car03 modifyflypath 0 120 300
// $car04 modifyflypath 0 120 300
// $car05 modifyflypath 0 120 300
// $car06 modifyflypath 0 120 300

$sparks1 anim stop
$sparks2 anim stop
$sparks3 anim stop

$bomb04 thread spawn_fx models/emitters/explosion_tank.tik
$bomb04 remove

$engine thread train_blowup_rotate_right 128 25
wait 0.15
$car01 thread train_blowup_rotate_left 128 20
wait 0.15
$car02 thread train_blowup_rotate_right 128 15
wait 0.15
$car03 thread train_blowup_rotate_left 128 20
wait 0.15
$car04 thread train_blowup_rotate_right 128 15
wait 0.15
$car05 thread train_blowup_rotate_left 128 12
$car06 endpath

$train_explosion1 anim start
wait .5
$train_explosion2 anim start
wait .5
$train_explosion3 anim start
end

train_blowup_rotate_left local.movedist local.rotatedist:
self endpath
self time 1
self movewest local.movedist
self rotateYup local.rotatedist
self waitmove
self.velocity = (0 0 0)
end

train_blowup_rotate_right local.movedist local.rotatedist:
self endpath
self time 1
self movewest local.movedist
self rotateYdown local.rotatedist
self waitmove
self.velocity = (0 0 0)
end

obj7_complete:
waitthread global/objectives.scr::add_objectives 7 3 "Get into the back of the Opel truck." // mark 7 done
waitthread global/objectives.scr::current_objectives 0
thread allieswin
$gatecrash_trigger triggerable
$fakegetawaytruck_spot bind $fakegetawaytruck
$fakegetawaytruck_collision bind $fakegetawaytruck
local.player = parm.other
local.player glue $fakegetawaytruck_spot 0
local.player physics_off
$fakegetawaytruck_collision notsolid
$fakegetawaytruck playsound m4l2_truck2
$getawaytruck_driver playsound dfr_m4l2_add01
$fakegetawaytruck followpath $fakegetawaytruck_splinepath
$fakegetawaytruck waitmove
end

allieswin:

wait 3
if(level.doctook == 1)
{
local.timer = getcvar "ui_timemessage"
Iprintlnbold (local.timer)
wait 1
teamwin allies
}
else if(level.doctook == 0)
{
wait 10
thread allieswin
}
end

trucklightson:
if (level.trucklightson_activated == 1)
end

level.trucklightson_activated = 1

for (local.i = 1 ; local.i <= $trucklightson_trigger.size ; local.i ++)
{
$trucklightson_trigger[local.i] remove
}

$fakegetawaytruck anim idlelights
exec global/spotlight.scr::deadcorona $fakegetawaytruck "light left"
exec global/spotlight.scr::deadcorona $fakegetawaytruck "light right"
wait 1
$fakegetawaytruck playsound truck_horn
end

trainkill:
$trainkill_trigger waittill trigger
$trainkill_trigger volumedamage 1000
goto trainkill
end

radiobomb:

local.bomba = spawn script_model "targetname" "tima"
local.bomba model "models/items/explosive.tik"
local.bomba.origin = ( -5201 1960 51 )
local.bomba.angle = 90
$tima notsolid
$tima hide
local.bomb = spawn models/items/pulse_explosive.tik
local.bomb.origin = ( -5201 1960 51 )
local.bomb.angle = 90
local.trig = spawn trigger_use
local.trig.origin = ( -5201 1960 51 )
local.trig setsize ( -10 -10 -10 ) ( 10 10 10 )
local.trig waittill trigger
local.player = parm.other
if (local.player.dmteam=="allies")
{
local.bomb remove
$tima show
local.trig setthread radioroom
local.trig message "Bomb Planted"
local.trig delay 0
wait .1
local.trig remove
}
end

radioroom:
$exploder playsound plantbomb1
wait 1
$exploder loopsound bombtick1
parm.other stopwatch 4.5
wait 5
$exploder stoploopsound
$tima remove
local.explosion = spawn script_model
local.explosion model models/animate/fx_mortar_higgins.tik
local.explosion scale 1
local.explosion anim start
local.explosion playsound gas_explode1
local.explosion.origin = ( -5201 1960 51 )
radiusdamage $exploder.origin 150 300
$exploder remove
$explodersmashed show
thread gate_messagea
wait 4
local.explosion remove

$ax21 disablespawn
$ax22 disablespawn
$ax23 disablespawn
$ax24 disablespawn
$ax25 disablespawn
$al21 disablespawn
$al22 disablespawn
$al23 disablespawn
$al24 disablespawn
$al25 disablespawn
$ax31 enablespawn
$ax32 enablespawn
$ax33 enablespawn
$ax34 enablespawn
$ax35 enablespawn
$al31 enablespawn
$al32 enablespawn
$al33 enablespawn
$al34 enablespawn
$al35 enablespawn
end

gate_messagea:
iprintln "Allies Have Blown the radio room!"
end

documents:
local.docs = spawn script_model "targetname" "timb"
local.docs model "models/items/naxosplans1.tik"
local.docs.origin = ( -3218 4829 -47 )
local.docs.angle = 90

local.trig = spawn trigger_use "targetname" "timb_trig"
local.trig.origin = ( -3218 4829 -47 )
local.trig setsize ( -30 -30 -30 ) ( 30 30 30 )
local.trig message "allies have taken the documents"
local.trig delay 0
local.trig setthread take_docs
end

take_docs:

local.player = parm.other
if (local.player.dmteam=="allies")
{
level.doctook = 1
$timb remove
wait 0.1
$timb_trig remove
thread disable
}

end

disable:
$al26 disablespawn
$al27 disablespawn
$al28 disablespawn
$al29 disablespawn
$al30 disablespawn
$ax26 disablespawn
$ax27 disablespawn
$ax28 disablespawn
$ax29 disablespawn
$ax30 disablespawn
$al36 enablespawn
$al37 enablespawn
$al38 enablespawn
$al39 enablespawn
$al40 enablespawn
$ax36 enablespawn
$ax37 enablespawn
$ax38 enablespawn
$ax39 enablespawn
$ax40 enablespawn
end

stuff:
$kar98sniper remove
$get_kar98sniper_trigger remove
$elevator_gate_1 remove
$elevator_gate_2 remove
$clip1 remove
$clip2 remove
$rightgate02 remove
$leftgate02 remove
$trainkill_trigger nottriggerable
$explodertrigger hide
$exploderfire hide
$explodersmashed hide
$trainclip notsolid
$getawaytruckclip notsolid
$tank01 thread setup_tank
$tank02 thread setup_tank
$tank03 thread setup_tank
$engine hide // Hide the train and make it nonsolid
$engine notsolid
$car01 hide
$car01 notsolid
$car02 hide
$car02 notsolid
$car03 hide
$car03 notsolid
$car04 hide
$car04 notsolid
$car05 hide
$car05 notsolid
$car06 hide
$car06 notsolid
$ax11 disablespawn
$ax12 disablespawn
$ax13 disablespawn
$ax14 disablespawn
$ax15 disablespawn
$ax16 disablespawn
$ax17 disablespawn
$ax18 disablespawn
$ax19 disablespawn
$ax20 disablespawn
$ax21 disablespawn
$ax22 disablespawn
$ax23 disablespawn
$ax24 disablespawn
$ax25 disablespawn
$ax26 disablespawn
$ax27 disablespawn
$ax28 disablespawn
$ax29 disablespawn
$ax30 disablespawn
$ax31 disablespawn
$ax32 disablespawn
$ax33 disablespawn
$ax34 disablespawn
$ax35 disablespawn
$ax36 disablespawn
$ax37 disablespawn
$ax38 disablespawn
$ax39 disablespawn
$ax40 disablespawn
$ax41 disablespawn
$ax42 disablespawn
$ax43 disablespawn
$ax44 disablespawn
$ax45 disablespawn
$al11 disablespawn
$al12 disablespawn
$al13 disablespawn
$al14 disablespawn
$al15 disablespawn
$al16 disablespawn
$al17 disablespawn
$al18 disablespawn
$al19 disablespawn
$al20 disablespawn
$al21 disablespawn
$al22 disablespawn
$al23 disablespawn
$al24 disablespawn
$al25 disablespawn
$al26 disablespawn
$al27 disablespawn
$al28 disablespawn
$al29 disablespawn
$al30 disablespawn
$al31 disablespawn
$al32 disablespawn
$al33 disablespawn
$al34 disablespawn
$al35 disablespawn
$al36 disablespawn
$al37 disablespawn
$al38 disablespawn
$al39 disablespawn
$al40 disablespawn
$al41 disablespawn
$al42 disablespawn
$al43 disablespawn
$al44 disablespawn
$al45 disablespawn
l2:
local.crate1 = spawn script_model
local.crate1 model "static/cratelid2.tik"
local.crate1.origin = ( -4648 1332 48 ) //axleft
local.crate1.angles = ( 0 90 0 )
while (1)
{
wait 5
local.crate1 moveUp 200
local.crate1 waitmove
wait 4
local.crate1 movedown 200
local.crate1 waitmove
}
end

l3:
local.crate2 = spawn script_model
local.crate2 model "static/cratelid2.tik"
local.crate2.origin = ( -4316 1775 48 ) //axright
local.crate2.angles = ( 0 90 0 )
while (1)
{
wait 5
local.crate2 moveUp 300
local.crate2 waitmove
wait 4
local.crate2 movedown 300
local.crate2 waitmove
}
end

l4:
local.crate = spawn script_model
local.crate model "static/cratelid2.tik"
local.crate.origin = ( -2503 3917 0 ) //tower
local.crate.angles = ( 0 90 0 )
while (1)
{
wait 5
local.crate moveUp 400
local.crate waitmove
wait 4
local.crate movedown 400
local.crate waitmove
}
end

l5:
local.crate = spawn script_model
local.crate model "static/cratelid2.tik"
local.crate.origin = ( -5540 4303 0 ) //axbridger
local.crate.angles = ( 0 90 0 )
while (1)
{
wait 5
local.crate moveUp 450
local.crate waitmove
wait 4
local.crate movedown 450
local.crate waitmove
}
end

l6:
local.crate = spawn script_model
local.crate model "static/cratelid2.tik"
local.crate.origin = ( -5759 3913 374 ) //bridgehouse
local.crate.angles = ( 0 90 0 )
while (1)
{
wait 5
local.crate moveUp 200
local.crate waitmove
wait 4
local.crate movedown 200
local.crate waitmove
}
end

l7:
local.crate = spawn script_model
local.crate model "static/cratelid2.tik"
local.crate.origin = ( -6139 2695 328 ) //axhouse
local.crate.angles = ( 0 90 0 )
while (1)
{
wait 5
local.crate moveUp 500
local.crate waitmove
wait 4
local.crate movedown 500
local.crate waitmove
}
end



blah:

while (1)
{
wait 17
iprintln "Now Playing..."
wait 2
iprintln "M4L2-TDM-BETA"
wait 2
iprintln " BSTS Dragon013"
wait 15
iprintln ""
wait 2
iprintln "Look For The Elevator/s :)"
wait 2
iprintln ""
wait 120
}

end



roundbasedthread:

level.dmrespawning = 1 // 1 or 0
level.dmroundlimit = 15 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw

level waittill roundstart

end

spawns:
local.axis = spawn info_player_axis "targetname" "ax1"
local.axis.angle = 76
local.axis.origin = ( 3016 1642 139 )

local.axis = spawn info_player_axis "targetname" "ax2"
local.axis.angle = 87
local.axis.origin = ( 3319 1598 146 )

local.axis = spawn info_player_axis "targetname" "ax3"
local.axis.angle = 104
local.axis.origin = ( 3451 2093 161 )

local.axis = spawn info_player_axis "targetname" "ax4"
local.axis.angle = 126
local.axis.origin = ( 3685 1999 170 )

local.axis = spawn info_player_axis "targetname" "ax5"
local.axis.angle = 64
local.axis.origin = ( 2885 1743 135 )

local.axis = spawn info_player_axis "targetname" "ax6"
local.axis.angle = 48
local.axis.origin = ( 2740 1629 129 )

local.axis = spawn info_player_axis "targetname" "ax7"
local.axis.angle = 77
local.axis.origin = ( 2956 1511 134 )

local.axis = spawn info_player_axis "targetname" "ax8"
local.axis.angle = 118
local.axis.origin = ( 4043 1947 183 )

local.axis = spawn info_player_axis "targetname" "ax9"
local.axis.angle = 69
local.axis.origin = ( 2767 1374 124 )

local.axis = spawn info_player_axis "targetname" "ax10"
local.axis.angle = 38
local.axis.origin = ( 2414 1567 114 )

local.axis = spawn info_player_axis "targetname" "ax11"
local.axis.angle = 40
local.axis.origin = ( -2560 -191 0 )

local.axis = spawn info_player_axis "targetname" "ax12"
local.axis.angle = 89
local.axis.origin = ( -2203 -350 0 )

local.axis = spawn info_player_axis "targetname" "ax13"
local.axis.angle = 59
local.axis.origin = ( -2394 -439 0 )

local.axis = spawn info_player_axis "targetname" "ax14"
local.axis.angle = 57
local.axis.origin = ( -2494 -661 0 )

local.axis = spawn info_player_axis "targetname" "ax15"
local.axis.angle = 69
local.axis.origin = ( -2508 -901 0 )

local.axis = spawn info_player_axis "targetname" "ax16"
local.axis.angle = 61
local.axis.origin = ( -2574 -790 0 )

local.axis = spawn info_player_axis "targetname" "ax17"
local.axis.angle = 52
local.axis.origin = ( -2434 -272 3 )

local.axis = spawn info_player_axis "targetname" "ax18"
local.axis.angle = 44
local.axis.origin = ( -2794 -413 0 )

local.axis = spawn info_player_axis "targetname" "ax19"
local.axis.angle = 88
local.axis.origin = ( -3330 -860 0 )

local.axis = spawn info_player_axis "targetname" "ax20"
local.axis.angle = 18
local.axis.origin = ( -3569 -824 0 )

local.axis = spawn info_player_axis "targetname" "ax21"
local.axis.angle = -155
local.axis.origin = ( -4845 2390 321 )

local.axis = spawn info_player_axis "targetname" "ax22"
local.axis.angle = 175
local.axis.origin = ( -4992 2327 321 )

local.axis = spawn info_player_axis "targetname" "ax23"
local.axis.angle = -139
local.axis.origin = ( -5068 2390 321 )

local.axis = spawn info_player_axis "targetname" "ax24"
local.axis.angle = -174
local.axis.origin = ( -4868 2338 321 )

local.axis = spawn info_player_axis "targetname" "ax25"
local.axis.angle = 178
local.axis.origin = ( -4708 2349 321 )

local.axis = spawn info_player_axis "targetname" "ax26"
local.axis.angle = -2
local.axis.origin = ( -3166 3057 -238 )

local.axis = spawn info_player_axis "targetname" "ax27"
local.axis.angle = 175
local.axis.origin = ( -2910 3378 -238 )

local.axis = spawn info_player_axis "targetname" "ax28"
local.axis.angle = -137
local.axis.origin = ( -3024 3486 -238 )

local.axis = spawn info_player_axis "targetname" "ax29"
local.axis.angle = 174
local.axis.origin = ( -3025 3196 -238 )

local.axis = spawn info_player_axis "targetname" "ax30"
local.axis.angle = 138
local.axis.origin = ( -3021 3298 -238 )

local.axis = spawn info_player_axis "targetname" "ax31"
local.axis.angle = 95
local.axis.origin = ( -3701 1316 329 )

local.axis = spawn info_player_axis "targetname" "ax32"
local.axis.angle = 87
local.axis.origin = ( -5854 1334 321 )

local.axis = spawn info_player_axis "targetname" "ax33"
local.axis.angle = 81
local.axis.origin = ( -5761 1140 377 )

local.axis = spawn info_player_axis "targetname" "ax34"
local.axis.angle = 91
local.axis.origin = ( -5617 1154 377 )

local.axis = spawn info_player_axis "targetname" "ax35"
local.axis.angle = 85
local.axis.origin = ( -5601 1374 377 )

local.axis = spawn info_player_axis "targetname" "ax36"
local.axis.angle = 109
local.axis.origin = ( -5358 6676 321 )

local.axis = spawn info_player_axis "targetname" "ax37"
local.axis.angle = -121
local.axis.origin = ( -5476 6727 321 )

local.axis = spawn info_player_axis "targetname" "ax38"
local.axis.angle = -117
local.axis.origin = ( -5318 6777 321 )

local.axis = spawn info_player_axis "targetname" "ax39"
local.axis.angle = -120
local.axis.origin = ( -5354 6332 329 )

local.axis = spawn info_player_axis "targetname" "ax40"
local.axis.angle = -89
local.axis.origin = ( -5849 6589 329 )

local.axis = spawn info_player_axis "targetname" "ax41"
local.axis.angle = -119
local.axis.origin = ( -5421 6612 321 )

local.axis = spawn info_player_axis "targetname" "ax42"
local.axis.angle = -117
local.axis.origin = ( -5638 6502 321 )

local.axis = spawn info_player_axis "targetname" "ax43"
local.axis.angle = -115
local.axis.origin = ( -5449 6642 321 )

local.axis = spawn info_player_axis "targetname" "ax44"
local.axis.angle = -134
local.axis.origin = ( -5229 6688 321 )

local.axis = spawn info_player_axis "targetname" "ax45"
local.axis.angle = -108
local.axis.origin = ( -5483 6845 329 )


local.allies = spawn info_player_allied "targetname" "al1"
local.allies.angle = 35
local.allies.origin = ( 5737 -451 340 )

local.allies = spawn info_player_allied "targetname" "al2"
local.allies.angle = 42
local.allies.origin = ( 5832 -566 360 )

local.allies = spawn info_player_allied "targetname" "al3"
local.allies.angle = 53
local.allies.origin = ( 6103 -281 320 )

local.allies = spawn info_player_allied "targetname" "al4"
local.allies.angle = 53
local.allies.origin = ( 6084 -139 330 )

local.allies = spawn info_player_allied "targetname" "al5"
local.allies.angle = 38
local.allies.origin = ( 5851 236 200 )

local.allies = spawn info_player_allied "targetname" "al6"
local.allies.angle = 38
local.allies.origin = ( 5959 101 200 )

local.allies = spawn info_player_allied "targetname" "al7"
local.allies.angle = 25
local.allies.origin = ( 5553 -70 220 )

local.allies = spawn info_player_allied "targetname" "al8"
local.allies.angle = 25
local.allies.origin = ( 5487 39 220 )

local.allies = spawn info_player_allied "targetname" "al9"
local.allies.angle = 25
local.allies.origin = ( 5307 -101 230 )

local.allies = spawn info_player_allied "targetname" "al10"
local.allies.angle = 25
local.allies.origin = ( 5333 -297 240 )

local.allies = spawn info_player_allied "targetname" "al11"
local.allies.angle = -168
local.allies.origin = ( 4085 1945 189 )

local.allies = spawn info_player_allied "targetname" "al12"
local.allies.angle = -156
local.allies.origin = ( 3812 2010 177 )

local.allies = spawn info_player_allied "targetname" "al13"
local.allies.angle = -156
local.allies.origin = ( 3648 2208 172 )

local.allies = spawn info_player_allied "targetname" "al14"
local.allies.angle = -154
local.allies.origin = ( 3391 2090 160 )

local.allies = spawn info_player_allied "targetname" "al15"
local.allies.angle = -164
local.allies.origin = ( 3375 1725 152 )

local.allies = spawn info_player_allied "targetname" "al16"
local.allies.angle = 141
local.allies.origin = ( 3070 2010 149 )

local.allies = spawn info_player_allied "targetname" "al17"
local.allies.angle = -169
local.allies.origin = ( 3173 1643 144 )

local.allies = spawn info_player_allied "targetname" "al18"
local.allies.angle = -153
local.allies.origin = ( 3167 1924 150 )

local.allies = spawn info_player_allied "targetname" "al19"
local.allies.angle = -149
local.allies.origin = ( 3503 1988 164 )

local.allies = spawn info_player_allied "targetname" "al20"
local.allies.angle = -147
local.allies.origin = ( 3242 1841 152 )

local.allies = spawn info_player_allied "targetname" "al21"
local.allies.angle = 171
local.allies.origin = ( -2636 -870 1 )

local.allies = spawn info_player_allied "targetname" "al22"
local.allies.angle = -164
local.allies.origin = ( -2858 -592 1 )

local.allies = spawn info_player_allied "targetname" "al23"
local.allies.angle = -176
local.allies.origin = ( -2969 -885 3 )

local.allies = spawn info_player_allied "targetname" "al24"
local.allies.angle = -154
local.allies.origin = ( -2745 -362 3 )

local.allies = spawn info_player_allied "targetname" "al25"
local.allies.angle = -159
local.allies.origin = ( -2562 -706 1 )

local.allies = spawn info_player_allied "targetname" "al26"
local.allies.angle = 21
local.allies.origin = ( -1207 1014 1 )

local.allies = spawn info_player_allied "targetname" "al27"
local.allies.angle = 118
local.allies.origin = ( -874 893 1 )

local.allies = spawn info_player_allied "targetname" "al28"
local.allies.angle = 140
local.allies.origin = ( -421 1033 1 )

local.allies = spawn info_player_allied "targetname" "al29"
local.allies.angle = 158
local.allies.origin = ( -270 1080 1 )

local.allies = spawn info_player_allied "targetname" "al30"
local.allies.angle = 172
local.allies.origin = ( -242 1337 1 )

local.allies = spawn info_player_allied "targetname" "al31"
local.allies.angle = -151
local.allies.origin = ( -5043 1813 49 )

local.allies = spawn info_player_allied "targetname" "al32"
local.allies.angle = -169
local.allies.origin = ( -4755 1637 49 )

local.allies = spawn info_player_allied "targetname" "al33"
local.allies.angle = -14
local.allies.origin = ( -5598 1285 49 )

local.allies = spawn info_player_allied "targetname" "al34"
local.allies.angle = 47
local.allies.origin = ( -5071 1044 241 )

local.allies = spawn info_player_allied "targetname" "al35"
local.allies.angle = -89
local.allies.origin = ( -5507 1817 49 )

local.allies = spawn info_player_allied "targetname" "al36"
local.allies.angle = -106
local.allies.origin = ( -3135 4655 -94 )

local.allies = spawn info_player_allied "targetname" "al37"
local.allies.angle = -7
local.allies.origin = ( -3329 4380 49 )

local.allies = spawn info_player_allied "targetname" "al38"
local.allies.angle = 149
local.allies.origin = ( -2703 3285 1 )

local.allies = spawn info_player_allied "targetname" "al39"
local.allies.angle = 134
local.allies.origin = ( -2405 3046 1 )

local.allies = spawn info_player_allied "targetname" "al40"
local.allies.angle = 101
local.allies.origin = ( -2974 4388 49 )

local.allies = spawn info_player_allied "targetname" "al41"
local.allies.angle = 127
local.allies.origin = ( -2329 3083 1 )

local.allies = spawn info_player_allied "targetname" "al42"
local.allies.angle = 146
local.allies.origin = ( -2111 3272 1 )

local.allies = spawn info_player_allied "targetname" "al43"
local.allies.angle = 161
local.allies.origin = ( -2028 3428 1 )

local.allies = spawn info_player_allied "targetname" "al44"
local.allies.angle = 163
local.allies.origin = ( -1869 3427 1 )

local.allies = spawn info_player_allied "targetname" "al45"
local.allies.angle = 117
local.allies.origin = ( -1935 2603 2 )


end
User avatar
ViPER
General
Posts: 1058
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Location: California
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Post by ViPER »

try putting the spawns before the main. It's the only way i've been able to spawn players but I dont know how that will tie in with your conditions.
Bjarne BZR
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Posts: 3298
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Location: Sweden
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Post by Bjarne BZR »

Giva all your spawns that you want to disable at the same time the same targetname.

That way you can disable them with a single "disablespawn" command.
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Master-Of-Fungus-Foo-D
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Posts: 1544
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Location: cali, United States

Post by Master-Of-Fungus-Foo-D »

try putting gthe thead spawns after removeclass actor... just a suggestion..
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Code: Select all

while (local.player istouching self)
Rookie One.pl
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Posts: 2752
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Post by Rookie One.pl »

AFAIK spawnspots must be spawned before level waittill prespawn or they won't work. So find the level waittll prespawn line and put the spawnspot spawning threads before it.
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