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Scarface06

Other Pirates Map Issue

Question

Hello, 

 

Here is a map issue : 

 

After blowing the door, the flag stay already possible to capture 😕

 

Server name: Jaymod #1

Time: now 

Map: Pirates

 

Demo :  demo0420.dm_84  demo0421.dm_84

 

We end up with a unusual situation where the axis are at the beginning of the map and the allies have their last spawn

Edited by Scarface06

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Tbh that match was much more fun than normal 😛

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15 minutes ago, Bunnny said:

Tbh that match was much more fun than normal 😛

Hmmmm 🤔 I've never been a fan of that map because it's way too small and choke pointy.  You're either at your own spawn, the other teams spawn, or the objective.   Make this bug permanent! 

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On pirates.script the wait timer needs to be removed from command or move the sounds to the bottom of the script its stalling the 500 wait timer in Game Manager 

 

trigger maindoor1_destroyed
    {
        wm_objective_status 2 1 1
        wm_objective_status 2 0 2

        wm_objective_status 1 1 1
        wm_objective_status 1 0 2

        wm_set_main_objective        3    0
        wm_set_main_objective        3    1

        
        
        
        setstate dummygate default

        
        wm_announce    "Allies have breached the Main Entrance and secured the Old City!"

        wait 1000

        // *----------------------------------- vo ------------------------------------------*
        wm_teamvoiceannounce 0 "pirates_axis_entrance1_destroyed"
        wm_teamvoiceannounce 1 "pirates_allies_entrance1_destroyed"
        // *---------------------------------------------------------------------------------*

        globalaccum 2 trigger_if_equal 1 game_manager vo_entrance

        trigger tdoor_main boom_door_is_gone
        alertentity team_side_explo
        
        globalaccum 2 abort_if_greater_than 1
        trigger flag kill
        
        trigger beach_wobj off // no more beach spawn 
         
        
    }

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Can you please attached full fixed mapscript? - Thank you

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