How do I disable/enable spawn points through triggers?

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That's the plan

L4: Comfortable Member
Jul 8, 2018
183
38
So I want to create a obstacle course with checkpoints. Whenever a player passes through a trigger, the previous spawn point should disable, and the next spawn point should enable. The only problem is I can't figure out how to get it to work properly. Any help would be greatly appreciated.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Name each spawnpoint/group of spawnpoints something unique. For each trigger, add the outputs OnStartTouch > (name of the spawnpoints you want active) > Enable, and OnStartTouch > (name of the spawnpoints you want to deactivate) > Disable.
 

That's the plan

L4: Comfortable Member
Jul 8, 2018
183
38
Name each spawnpoint/group of spawnpoints something unique. For each trigger, add the outputs OnStartTouch > (name of the spawnpoints you want active) > Enable, and OnStartTouch > (name of the spawnpoints you want to deactivate) > Disable.
Can a trigger_once work? Its also worth mentioning that the checkpoints besides the spawn at the beginning are disabled until enabled by the trigger.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Can a trigger_once work? Its also worth mentioning that the checkpoints besides the spawn at the beginning are disabled until enabled by the trigger.
A trigger_once would work but using a trigger_multiple might be preferred
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Unless you need the trigger entity to continue to exist for some reason, trigger_once would probably be better than trigger_multiple, as (according to the vdc) trigger_once will kill itself once triggered, thus reducing the entity count. Unless your map is pushing engine limits, the effects of this will be extremely small and likely unnoticeable even on a toaster, but it's still better than keeping a pointless entity around.