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Posted
On 8/2/2024 at 9:18 AM, tipsy said:

I wanted to make a topic, but thought to give it a try here first.

      So The issue is on server "Jay1"  with map "Oasis".  The issue is Allies players can jump over the "Old City Wall".

 

Had a related question come up today. I know the general rule is don't jump the wall to do any objectives. Someone jumped the wall to plant at the axis command post, which to me feels like an objective. They argued that it was not an objective. Seems silly to call one command post an objective but not another. Thoughts?

  • 1 month later...
Posted

This bug is 21 years old now, which means it can legally drink in the US. That feels like a good time to finally fix it.
 

I'm talking about Daybreak and its:

G_ScriptAction_AlertEntity: alertentity cannot find targetname "wall"

 

This happens when the rocket has already been destroyed, but then an allied player and an axis player hit the countdown (in that order). That causes the final block of the map script to execute a second time, which makes it call an entity that no longer exists. It is rare, but it does happen from time to time.

 

Three short lines of code solve the issue by preventing the final script block from executing a second time.


I bet it was fixed many times before, but it does not seem to be publicly available 🤫

Here is the fixed map script:
mlb_daybreak.script

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Posted
8 hours ago, TomekKromek said:

This bug is 21 years old now, which means it can legally drink in the US. That feels like a good time to finally fix it.
 

I'm talking about Daybreak and its:

G_ScriptAction_AlertEntity: alertentity cannot find targetname "wall"

 

This happens when the rocket has already been destroyed, but then an allied player and an axis player hit the countdown (in that order). That causes the final block of the map script to execute a second time, which makes it call an entity that no longer exists. It is rare, but it does happen from time to time.

 

Three short lines of code solve the issue by preventing the final script block from executing a second time.


I bet it was fixed many times before, but it does not seem to be publicly available 🤫

Here is the fixed map script:
mlb_daybreak.script

 

Thank you very much. Will add on our Git repo, so that we can deploy on all servers. 

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Posted

On the last part of the map Flame Guards, the final axis spawn has a bug where there is a chance to spawn in a shelving unit along the wall and you're stuck there unless you self-kill or someone pushes you out. Suggestion would be to get rid of the shelf =]

Screenshot 2026-04-16 at 10.44.03.png

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Posted (edited)
16 hours ago, Sean said:

On the last part of the map Flame Guards, the final axis spawn has a bug where there is a chance to spawn in a shelving unit along the wall and you're stuck there unless you self-kill or someone pushes you out. Suggestion would be to get rid of the shelf =]

 

 

The broken spawn point was removed, and the final countdown was fixed the same way as in Daybreak:

flame-guards.script

 

Edited by TomekKromek
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