[QUESTION] How to relocate/teleport player to new spawnroom?

sweitx

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Jan 11, 2010
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I'm trying to do a cyclical CP type map and needed spawn-rooms that changes team relatively frequently.
The question I have is how do I "relocate" or teleport players that are still in the spawn room when it changes team without resorting to using trigger_hurt on them.
A few things I've tried.
1. trigger_teleport, without local landmark - If, for some reason, several players are still in the respawn area when the spawn changes team, they tend to get stuck as they all teleport out of the same point.
2. trigger_teleport, with local landmark - Since each spawnroom is supposed to have a somewhat different layout/orientation, player tend to get stuck in walls.

The current, somewhat undesired, solution is to teleport them to common location, where they must find their way back to the right spawn.
An alternate solution may be to just kill them all, but the way spawn-timer is setup this could cause one team to be completely steamrolled.

So, a few more specific question I want to ask.
1. Is there a way to force player within a trigger/area to respawn (this should cause them to respawn to the right point)?
 

drp

aa
Oct 25, 2007
2,273
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you typically dont want to use the same spawnroom for both teams. if you notice in all cp maps, every team has their respective spawn room, they never share one. even if they are really close to each other. (like across the bridge in badlands.)
 

sweitx

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Jan 11, 2010
7
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Well, the mode I was going for is a cyclical capture point type map (CCP map, concept made by Hovis). Which involve both team constantly capturing the "tail" end of the other team's CP (which move their spawn up to a little beyond said CP).

Thou per your argument, I guess I should go for 2 spawns per point.
Ooh, crazy thought, is there a way to tie a spawn room to a moving/rotating platform?
Namely, does parenting the following to a moving/rotating platform work?
  • info_player_teamspawn
  • func_respawnroom
  • func_regenerate
  • func_respawnroomvisualizer
  • door related stuffs
I'm thinking about sticking the respawn room on a train, and move the entire respawn room around the map.
 

Ashigak

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Feb 3, 2010
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Couldn't you use the teleport idea without a landmark and then have mutliple triggers that lead onto multiple teleport desinations?


Ashigak
 

sweitx

L1: Registered
Jan 11, 2010
7
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Couldn't you use the teleport idea without a landmark and then have mutliple triggers that lead onto multiple teleport desinations?


Ashigak

Could work, just not sure how much performance impact that would be (I have 6 CP, each tied to a spawn-room that can change team, in-addition a spawn location for when one side capped all the points, 7*16 (for max 32 player) gives 112 teleport_target. Each trigger teleport inside a spawn needs to be tied to 32 teleport points total (one for normal, the other for when a team wins).
...
Note to self, figure out a different spawn scheme for a CCP map.
Or I could just fall-back to trigger_teleport to a common location.
 

Ashigak

L1: Registered
Feb 3, 2010
19
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Well if you'd prefer not to do one for each of the spawn points then you could always just spilt the teleports into sections.

Have 4 different teleport triggers which split the spawn points equally and then each would go to their own teleport destination - then you'll have less people spawning inside each other instead of having possibly everyone spawning inside of each other.

Just tidys up the issue of everyone being together a bit.


Ashigak
 

sweitx

L1: Registered
Jan 11, 2010
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By the way, in case you're wondering...
This is what I was/am trying to do.
Where each CP cap either reduces yours or increases your opponent's spawn-time, and the spawn-room is setup such that the last point you capture (the final one that's the enemy team's base) is setup such that the CP is the same distance from you and their spawn-room.
And to cap the final point, you only need to cap their last point before they cap your "earliest" point.
A potential draw-back is that for most of the map, you essentially have two separate fighting arenas (The areas where Red cap Blu and Blu cap Red are different). So, assuming even distribution, a 6v6 map boils down to two 3v3 A/D.

Also there's a constant danger of engineer spawn camp, since a team can just lock down the last spawn-point before the enemy caps it.
 
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