Revisiting "spawntime" - new controls ???

Open Blade

L420: High Member
Nov 30, 2007
439
34
I always thought that you only had so much control over respawn time in TF2 on the mapping side. You basically could add or remove time based on areas captured or set it to sudden death within tf2_gamerules entity but you could never just set it to a constant setting (as in 8 seconds).

I was browsing through some forums and it was mentioned that there is more control now via the input of tf2_gamerules and the output of the auto_logic using

setredteamrespawnwavetime/OnMultiNewMap
setblueteamrespawnwavetime/OnMultiNewMap


Is this so? I looked at pl_goldrush today and sure as shit those entrries are in there and red is set to 10 and blu 4. That means red spawn in no more then 10 seconds after death and blu 4 right?

Is there something else you need to do or is this the only entitiy you need to change for this?
 

Brandished

L5: Dapper Member
Jan 19, 2008
234
311
Heh, these values were made available with either the first or second TF2 related SDK update last year, there are already several tutorial floating around for adjusting the values. Valve used them in several official maps included with the first public beta, nothing new, lol.

There's nothing special you need to have to use these values as far as I know, just set the target entity to "tf_gamerules" (Output might show up broken in Hammer, but it should still work in-game).

There's also the "Spawn Adjust" values in the "trigger_capture_area" property settings to increase/decrease a teams respawn time based on capture point ownership.
 
Last edited:

Open Blade

L420: High Member
Nov 30, 2007
439
34
Heh, these values were made available with either the first or second TF2 related SDK update last year, there are already several tutorial floating around for adjusting the values. Valve used them in several official maps included with the first public beta, nothing new, lol.

There's nothing special you need to have to use these values as far as I know, just set the target entity to "tf_gamerules" (Output might show up broken in Hammer, but it should still work in-game).

There's also the "Spawn Adjust" values in the "trigger_capture_area" property settings to increase/decrease a teams respawn time based on capture point ownership.

I know about the time adjustments in the trigger capture areas but I don't like doing that for this type of map because I have forward spawn rooms and no need to increase or decrease time for each team because the forward spawn is linked to capturing the center cap (that team doesn't need a reduced spawn time now because they spawn futher ahead). I just want the over all spawn time, no matter which room to be 8 seconds.

I added that value as you said above in the tf_gamerules/logic_auto and set it to 8 and tested it out and I still spawned several times at 14 seconds. So what's up with that? Why don't I just respawn every time in 8 seconds?

timer.jpg


timer2.jpg


I also tried it with adding the same inputs for OnMapSpawn and OnMultiNewRound and I also changed it to 4 seconds since the game multiplies it x 2. Same thing, 14 second respawn times on occasion.
 
Last edited:

Open Blade

L420: High Member
Nov 30, 2007
439
34
BUMP - can anybody comment on this? I know somebody here knows whats going on regarding this.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Well for one, you don't actually put the tf_gamerules in the map yourself... that may or may not be the problem. You are supposed to just target tf_gamerules on the output.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
It doesn't hurt to have one either

You'll get rid of annoying broken I/O messages


btw, TF adds extra seconds to respawnwave times

Goldrush actually has about 16 second and 10 second respawn times for RED and BLU respectively

If you really want to have them spawn in 8 seconds, set your respawnwaves to 2 seconds
 
Last edited:

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Those I/O settings should appear broken as the tf_gamerules entity is created on map initiation. You shouldn't have an entity in your map named this. The entity doesn't exist to place in your map.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
I have a tf_gamerules entity on my map and it does not affect the map at all

I don't think having the tf_gamerules is your problem