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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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  • 1 month later...
Posted (edited)

Encountered a bug on Warbell today where the axis blew the guardhouse gate but allies continued to spawn there and the flag disappeared. It caused an impasse where axis could not access the book because allies were spawning right on top of it. Axis other options were to get the cp or spawn at the original spawn, neither of which allowed the map to be winnable. I've never seen this bug before but I figured I'd post about it so it's on record. (note: the eventual destruction of the hidden room wall did not fix spawnpoints)

Edited by Sean
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Posted
18 minutes ago, Sean said:

Encountered a bug on Warbell today where the axis blew the guardhouse gate but allies continued to spawn there and the flag disappeared. It caused an impasse where axis could not access the book because allies were spawning right on top of it. Axis other options were to get the cp or spawn at the original spawn, neither of which allowed the map to be winnable. I've never seen this bug before but I figured I'd post about it so it's on record. (note: the eventual destruction of the hidden room wall did not fix spawnpoints)

Did you happen to take a demo so I can check ent states if so a map script can be made to fix 

Posted
8 hours ago, RNGesus said:

Did you happen to take a demo so I can check ent states if so a map script can be made to fix 

No, I'm sorry. I was the only admin on and I was busy trying to figure out how to keep people from leaving because it was such a shitshow haha. If it happens again I will try and take a demo.

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Posted
5 hours ago, Sean said:

it was such a shitshow haha.

 

Similar temp-glicthes have happened over the years on Oasis and Supply Depot where the first flags had been captured but remained takeable by either team.  

 

On Oasis, both teams spawned at the First axis spawn at the same time, resulting in a memorable ET Riot.

 

On SupplyDepot the flag stayed up and could be retaken by Axis, which a couple of them soon realized.  The Allies had the CP but were being attacked in two directions and had to weaken their main attack by retaking the flag that should have been down.

 

You should get a demo of such memorable events, both for RNG to analyze and to share with the rest of us!  😄 

 

Those rare events are something like "Game Days", where "the usual" turns very strange and the players struggle to adapt, to the joy of many!  

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