How to make sure players don't get stuck in a disabled spawnroom

MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
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I'm setting up a forward red spawnroom that then gets disabled when blu Captures a point. I've seen many maps that will respawn players who are in a disabled spawnroom in the new spawnroom when this happens. I'm not sure how to set it up and fear players getting stuck in the forward spawn. I don't think it happens by default and am hoping someone can inform me how this works.
 

Vel0city

func_fish
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Dec 6, 2014
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When a point is capped, you can trigger a trigger_teleport brush entity so that anybody still in spawn gets teleported to the new spawn. I believe that's how Upward does things with RED's first spawn becoming BLU's when 3rd is capped.
 

Crowbar

Spiritual preprocessor
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Dec 19, 2015
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Make the inner part of the door's trigger a separate trigger that is always active, so players always are able to get out. A little tricky though because it will be possible to hold it open and do things with it, but nothing really bad should happen - you can always get out. Also velo's method is a kind of a necessity when special things happen like a room now belonging to other team.
 

MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
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When a point is capped, you can trigger a trigger_teleport brush entity so that anybody still in spawn gets teleported to the new spawn. I believe that's how Upward does things with RED's first spawn becoming BLU's when 3rd is capped.
That's what I'm doing at the moment, reusing a red spawn for blue. Thanks for the help.
 

MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
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When a point is capped, you can trigger a trigger_teleport brush entity so that anybody still in spawn gets teleported to the new spawn. I believe that's how Upward does things with RED's first spawn becoming BLU's when 3rd is capped.
Actually it seems caping that point on Upward activates a hurt trigger for red team in that spawn room, killing all red players inside it.
 

Vel0city

func_fish
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Dec 6, 2014
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ent_fire is the command you're looking for.
 

YM

LVL100 YM
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Dec 5, 2007
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Killing players is poor form despite the fact it can be thematically appropriate, teleporting players is sloppy and very infuriating when it's you that it happens to (the point is capped, you're a foot away from the spawndoor about to back up your team and ZAP gotta walk for another 30 seconds)

I'd recommend doing what Borneo does and disable the respawn brush, lock the door open and sink the resupply cabinet into the ground.
(send 'kill' to the respawn brush, tell the door prop to play the open anim and the brush door to 'open', send 'kill' to the door trigger and lastly parent the resupply cabinet to a func_door that sinks into the ground)

This method allows players who are halfway to the door to leave without getting zapped away and it allows any player who is afk to be killed by an advancing team, it also prevents the room being hidden in.
It's what I'm doing in ququmannz and (excepting where I had some issues with the names of my doors) it's worked perfectly.


Coincidentally this is also what Overwatch does.