Dustbowl-style map: Respawn visualizer, barriers, scoring

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Cybris

L1: Registered
Mar 29, 2008
18
1
Hi all,

I'm working on a dustbowl style map with two areas of two CPs each and I'm stuck:

a) After mini-round 1 has ended, the attacking team spawns in the newly conquered respawn room (i.e. the defender's respawn of round 1 becomes the attacker's respawn of round 2). I have two sets of trigger_multiples with corresponding team filters, which I activate/deactivate according to which round is played, so the doors work. But: the func_respawnroomvisualizers still block the players, although they are associated with the correct respawn room.

Do I need a visualizers for each team and toggle them like the door triggers? The visualizers can't seem to have a filter and should read the team association from the respawn room, but this doesn't seem to be reset after the round. Is there a way for me to set which team a visualizer is supposed to block?

b) Also, I have some func_doors wich block access to the previous area. One of them is in open terrain, so I made it invisible and parented some fences to it. This works fine (the door and fences are above the sky while open, and slide down to the ground when closed), but isn't there a way to just make them appear and dissappear instead of parenting them to a func_door?

c) ATM the attackers score a point for each captured CP. When the time limit runs out, the defenders win but don't score. I'm thinking about awarding them either a single point, or a score equivalent to the number of successfully defended CPs left (e.g. if the attackers capture CP1 but not CP2, the defenders would get a point each for CP2 through CP4). I don't really know which way to go (and actually I don't know which entity can add to the defender's score), what would you prefer?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
A) nope, you have to enable/disable them with a trigger at the end/beginning of each round

B)rofl what a silly way of doing it. place them down and make them prop_dynamics (or prop_dynamic_override) then using the same entity that enable/disables the door use the enable/disable action

c) I personally prefer one point for a sucessful red win (thats at the end of th final stage) and one point for a blue win (a sucessful defence at any point in any stage) use the game_round_win entity (one for each team) and fire it when either the timer runs out (for the defending team) or the final capture point is captured (for attacking team)

tutorial reference - http://developer.valvesoftware.com/wiki/TF2/Creating_a_Linear_Gameplay_Map
 

Cybris

L1: Registered
Mar 29, 2008
18
1
Thank you for your answer!

a) Can I disable/enable the same func_respawnroomvisualizer so that it will re-initialize it's team information or do I need two func_respawnroomvisualizers?

b) Thanks, at least now the props won't be in the PVS anymore. Could I also do this with func_brushes? This would solve some headaches involving "storing" the brush-based barriers somewhere.

c) I'll think about it. I kinda like awarding the attackers a point for each CP. Thanks for the link!
 

Hawk

L7: Fancy Member
Dec 3, 2007
419
213
A> You should be able to get by with one func_respawnroomvisualizer per spawn door. What it does is check for ownership of the spawn point and block the team that doesn't own it. Your primary concern is switching the properties of the spawn room and the red/blue filters between rounds.

Did you try loading up the decompiled Dustbowl to see how its spawnrooms work? This was extremely helpful to me when I did my Dustbowl-style map.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
a) as hawk said, the func_respawnroomvisualizer should be associated with the spawn room, so you need to change the team in that on round end. Check your current setup, and you'll probably find that if you try and select a different class in that room as the attacking team, you die.

c) If you want to do that, couldn't you do something like take a counter that starts at 4 (total CPs) and then just decrements each time the attackers cap something. At the end you could then add in the value of that counter to the score. Now I haven't tested any of that, but something like that idea might work.
 

Cybris

L1: Registered
Mar 29, 2008
18
1
Thanks guys, setting the team value of the respawnroom worked!
I can't seem to open the decompiled dustbowl vmf; Hammer just displays the loading screen and is stuck at 5%, using about 50% CPU and 70MB RAM, but never finishes loading.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Thread necoromancy.

I figured I'd just continue in this thread since I am having issues with dustbowl style respawn visualizers.

I started with Boojums gametype library. Slight changes.
2 rounds, 1st has 2 points, 2nd has 3 points. No 3rd round. This all works fine.
capping, defense, spawn rooms, etc...

The ONLY problem I have is the visualizers on the single shared spawn. (Boojums library doesn't include visualizers, but I double checked dustbowl and settings are the same as mine)

They point to the correct spawn room, which is set to any and changes correctly for both rounds.
However, during the first round, even though the visualizer blocks blue and not red, the NO symbol shows for both teams.
During round 2 they still block blu (and you get stuck inside spawn). I used enable/disable and that works for blu.
But red always sees the no symbol.

So what am I doing wrong?