how to set a trigger to disable a spawn point prior ot point cap (Payload)

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
Well, I've come to a capture point dilemma, the way I have the spawn rooms setup; there is a chance of a halt. The first capture point is right outside the first red spawn, and my problem is; I think that someone in spawn queue right before the capture point, could potentially kill people within spawn, especially if a couple people get stuck in the enemy spawn. so how can I set up a respawn point denial right upon the last push on the control point, for one: stop potential spawn camping glitches, and for two: deny halts
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
can't you set up a trigger_hurt or trigger_teleport with a team filter?
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
can't you set up a trigger_hurt or trigger_teleport with a team filter?
I could, but then you have a problem on where: when do I make a trigger to activate it, for it could randomly do it... I was thinking about do a two set disable notice, where if the cart rolls back far enough; well, it enables again
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
I could, but then you have a problem on where: when do I make a trigger to activate it, for it could randomly do it... I was thinking about do a two set disable notice, where if the cart rolls back far enough; well, it enables again
you could make a trigger to activate it that has clients unchecked and physical objects checked. I think the cart is a physical object, not exactly sure.

this way it triggers if the cart reaches a certain distance and stops if it rolls back
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
First of all, why do you have the first cap point in front of the first red spawn?

Secondly, don't move spawns before a capture. All it ends up doing is confuse players.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
First of all, why do you have the first cap point in front of the first red spawn?

Secondly, don't move spawns before a capture. All it ends up doing is confuse players.

I don't know, its kind of was beneath the point, then i moved the point... and forgot to adjust accordingly, now at the stage I'm at. well, its a problem
 

tyler

aa
Sep 11, 2013
5,102
4,621
You definitely should not change the spawn room without notifying players, so maybe use a game_text.

To answer your question, you can use the OnPass output of the path_track. The same one that sends outputs to the actual capture point entity.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
how should i inform the players... unless i create a map, where it shows, indirectly where the inset is
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
to be fair... genuinely... i need to get back to texturing and such for tf2... i have maya, mudbox, and photoshop.... they are kinda just sitting on my toolbar... dusty