Point Capturing and Automatic Spawn Switching

Skittelz

L6: Sharp Member
Mar 17, 2016
399
281
When a point is captured, in some maps, the current players who are in that spawn are redirected to the new spawn. I have no idea how to replicate this. Could a fine lady or gentleman please explain the process of making this element exist in a map of mine I am working on?

Basically, how 2 tp people to next spawn after point capture???
 

Skittelz

L6: Sharp Member
Mar 17, 2016
399
281
I am very thankful, fine gentleman for explaining and revealing the element used to redirect players into their new spawn. Also, you have spelled the word wrong and have now understood that you are trying to say that you need a trigger_teleport. I admit myself as a beginner and am looking forward to using this in the near future, or possibly now, but I will need to be going since that in my time, it is currently 8PM at the time I am writing this message. Ta-ta!
 
Mar 23, 2013
1,013
347
Im in a rush too and on the phone, excuse typos. All you need about tiger_teleport is is that you need to specify an entity as destination, prefferably info_teleport_destination and check the "clients" flag, and dont teleport bread.
 
May 25, 2015
390
307
The way this is done in maps such as Upward is by having a trigger_player_respawn_override and a trigger_hurt covering the respawn room. The respawn override is set to a time of 0, and the trigger_hurt have enough damage to kill all players within it instantly. You would also need to use filters to make sure a player from the wrong team isn't accidentaly killed.
 
Last edited:

henke37

aa
Sep 23, 2011
2,075
515
But tigger_player_respawn_override was added years after upward was made...
 
May 25, 2015
390
307
Well, maybe I'm just confusing it with something else I decompiled Upward to check. Still, the trigger_hurt is there and kills any player still in the respawn room when the point is captured, and a trigger_player_respawn_override can be used to make the players instantly respawn making it appear as though they teleported when, in fact, they died and respawned.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Well, maybe I'm just confusing it with something else I decompiled Upward to check. Still, the trigger_hurt is there and kills any player still in the respawn room when the point is captured, and a trigger_player_respawn_override can be used to make the players instantly respawn making it appear as though they teleported when, in fact, they died and respawned.
trigger_teleport is still preferable though, it basically does the same thing without forcing everyone to die and respawn. Even with a respawn time of 0, the player (presumably) still has to stare at their dead corpse for a second or two (except for bots, which don't view the deathcam), so a simple teleport will be faster and also not add to the player's death count.

Personally, I'd leave it so that Red players are able to stay in the spawnroom for at least a few seconds until after the associated point has been capped (being teleported far away while just trying to hit a resupply is probably my biggest gripe with Frontier- I prefer how Upward still gives Red players until the next point is capped to vacate the spawnroom).
 

Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207
so, from what I can gather, I have to place a trigger teleport on the spawns of the first spawn room that teleport to the second spawn room?