Shared spawn room?

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
Sup guys...

I have a section of my map where the last blu/first red spawn land in the exact same location. Instead of making a red spawn room and a blu spawn room right on top of red's... can I just make the one spawn room able to switch from red to blu?

(just give it neutral textures)


I noticed the info_player_teamspawn has a setting for "either" team.
 

Benny

L1: Registered
Mar 16, 2008
16
1
Yes,thats possible so far i know,first do the neutrol keyvalue in the info_player and in the Control Point Brush ,set the team to blue or red with the OuutPut whena team capped the cp.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
Thx Benny, I see where you're going with that. I was on the same track...

What about the visualizer, how does it know which team to block?

Do I just make two and turn them on/off depending on who's spawning?

I guess I could make two of everything and turn them all on/off
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
The func_respawnvisualizer determines who to block by the "associated respawn room" setting. The func_respawnroom can change the team that it belongs to when it receives a SetTeam input. The info_player_teamspawn can be set to be associated with a control point, and then will change based on who owns that point.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
So have all the spawn room entities set to either team, then use inputs (from cp's or logic relay etc) to tell it which team to spawn/block.... right?
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
dustbowl uses this system, you can look how it's done on the vmf, I don't know how :S
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
dustbowl uses this system, you can look how it's done on the vmf, I don't know how :S

Oh ya! duh....

I'll check it out, I'm sure it's pretty simple
 

nef

L1: Registered
Mar 19, 2008
5
0
dustbowl uses this system, you can look how it's done on the vmf, I don't know how :S

well, that may be true, but that uses a round-based system. what we're looking for here is a cap point controlling the whole thing.

unless i'm entirely wrong in my idea of the system it uses.
i haven't dabbled in those just yet.