
Platform()
{
//make platform...this bit works
self waittill("weapon_fired");
SpawnGroundFlag(self.origin);//Here's the problem
wait 1;
self thread ToPlatform();
}
SpawnGroundFlag(origin)
{
level.GFlag = spawn("script_model", origin);
level.GFlag.angles = (0, 0, 0);
level.GFlag setModel("mp_flag_green");
return GFlag;
}
ToPlatform()
{
for(;
{
foreach(player in level.players)
{
if(distance(player.origin, level.GFlag.origin) < 70)
{
player setorigin(Plat.origin);
}
}
wait 0.01;
}
}

Platform()
{
//make platform...this bit works
self waittill("weapon_fired");
SpawnGroundFlag(self.origin);//Here's the problem
wait 1;
self thread ToPlatform();
}
SpawnGroundFlag(origin)
{
level.GFlag = spawn("script_model", origin);
level.GFlag.angles = (0, 0, 0);
level.GFlag setModel("mp_flag_green");
return GFlag;
}
ToPlatform()
{
for(;
{
foreach(player in level.players)
{
if(distance(player.origin, level.GFlag.origin) < 70)
{
player setorigin(Plat.origin);
}
}
wait 0.01;
}
}
SpawnGroundFlag(origin)
{
GFlag = spawn("script_model", origin);
GFlag.angles = (0, 0, 0);
GFlag setModel("mp_flag_green");
return GFlag;
}
level.GFlag = SpawnGroundFlag(self.origin);
SpawnGroundFlag(origin)
{
GFlag = spawn("script_model", origin);
GFlag.angles = (0, 0, 0);
GFlag setModel("mp_flag_green");
return GFlag;
}
level.GFlag = SpawnGroundFlag(self.origin);
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