Spawn Room Bug

MrDonde

L1: Registered
May 20, 2010
22
0
Hey everyone,

So I got some testing done on my new CP map and we found an interesting bug.

I am making a 5 CP map with two spawn rooms. When a team controls four CPs they switch spawn rooms. But when they lose the fourth CP players who had not left the second spawn room would become stuck in it. An example: Blu team captures the fourth CP then Red team retakes the fourth CP while Blu team players are in the second spawn room. After Blu loses the fourth CP the Blu players are stuck in the second spawn room and continue to spawn in the second spawn room even after suiciding.

I have inputs set up to switch the spawns when a team gets 4 CPs under their control and an input to revert the spawn rooms if a team has less than 4 CPs controlled.

So my question is, is there an input to move players from one spawn room to another? Also is there another input/trigger I need to make sure people don't continue to spawn in the second spawn room when not controlling 4 CPs?

One last question is there any special forum to request testing on my map?

Cheers :O
 

DjD

L5: Dapper Member
May 18, 2010
230
55
for th spawnroom bug I really dont know a solution, never had that in my maps.
In the "events" section of the forum there are private people who host events, where you can submit your map to. the gameday will be coming back in the next month as far as I know.
There is also the possibility to ask in the chat for an impromptu test.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
You shouldn't need to use specific inputs for this. Just set the "associated control point" on the spawn entities. The game will automatically control the spawn activity depending on what is the farthest forward point that is owned.

Also, this is why most far-forward spawns are exit-only. Then people can't get stuck in them and you don't need to mess around with the door triggers.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You shouldn't need to use specific inputs for this. Just set the "associated control point" on the spawn entities. The game will automatically control the spawn activity depending on what is the farthest forward point that is owned.

Also, this is why most far-forward spawns are exit-only. Then people can't get stuck in them and you don't need to mess around with the door triggers.

It's interesting because there's like... no detail in the far-forward spawn on badlands. Not even a locker (because of it's 1 way feature). But they get away with it because people are rushing out to capture the last point.
 

AgeNt_

L5: Dapper Member
Aug 12, 2009
236
88
in my map(not a cp, a pl map) i just have a trigger brush engulfing the entire spawn room and just making it a trigger hurt thats disabled, and when a cp is captured, i just enabled it.
killing everything inside. if you dont want to do that, you can make it a teleport that teleports them to the new spawn room.
 

Nimelrian

L2: Junior Member
Jun 13, 2010
64
6
Teleports in the spawn rooms, which are controlled by the CPs (Enabling on Capture, Disabling 0.1 secs after) would be the best solution in my opinion.

Of course there will be a risk, that players will respawn in the 0.1secs, but that's quite unlikely.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Why do something stupid with teleporters when you can just do what Valve does and make spawns one-way.
 

MrDonde

L1: Registered
May 20, 2010
22
0
There wasn't an issue with people re-entering the spawn room, it occured just from people respawning in the room as the other team captured the point.

The idea of having a trigger to kill everything in the room wouldn't have worked since every time the person died they would just respawn in the room. I will see if maybe I fudged up a input or trigger.

Making them one way might be a work around.
 

Nimelrian

L2: Junior Member
Jun 13, 2010
64
6
Better idea: The teleporters should have team_filters, controlled by the CPs, which switch teams at capping.

Should fix it.