On the friend's request, I made some new spawns for my server. And here's what I have done:
I changed the spawns (Axis garrison) by removing team_WOLF_objective:
Code: Select all
axis_garrison_wobj
{
spawn
{
remove
}
}
Code: Select all
create
{
classname "team_WOLF_objective"
target "igloo_spawn_down"
scriptname "axis_spawn2_WOLF"
targetname "axis_garrison_wobj"
origin "7414 4680 -457"
spawnflags 1 // 1 = Axis
description "Axis Lower Garrison"
}
My Axis Lower Spawns as they are now primary spawn, after Old City not available (captured by Allies etc.) look like this:
Code: Select all
create
{
classname "team_CTF_redspawn"
targetname "igloo_spawn_down"
scriptName "axis_spawn2_1"
origin "7077 4777 -457"
spawnflags 3 // (3)
angle "360"
}
As lower spawns are default (instead of Axis Garrison), they are also changed in script routines. You know what I mean.. name changed correctly in setautospawn, example below:
Code: Select all
setautospawn "Axis Lower Garrison" 0
-> Colleagues are using something like:
Code: Select all
/setspawnpt 1, 3, 5
How does the mapper know what is the number of made spawn? It would be nice, if there are any tutorials about spawning. I didn't see any section in mapscript that might be responsible for it?! I bet it's just what spawn is first made than others, it has the priority (simply order of made spawns). Hope that you understand my text, I wrote it really fast as I'm quite busy today.
Comments/questions and others are welcome. I am not new to spawns, because I made a lot other things like this with no problems. But this makes me sick. After this I have another question: If I decompile the map with Q3map2Toolz is it a chance that it lost some spawns? Then it would be an aswer for my bug.
Greetings,
Igloo