How to have 2 Spawn Rooms per team ?

cloudsprinter

L1: Registered
Apr 20, 2012
3
0
Hi,

I need to add two spawns per team to a ctf Map. Much like 2fort / Well already has. I have tried just adding another room and naming it bluespawn_2 etc but the bots just spawn there and do not leave..

Anyone know how to make two 'random' spawn rooms for each team for CTF? I want the bots to use spawns A or B depending on server numbers etc.

I tried looking at Valve Well/2fort but it's not that obvious to me:) I'm aware that the actual info_player icons are required in each room and have tried placing them concurrently(1,3,5,7 etc) to no avail.

I should be able to put 8 in blue spawn 1 and 8 in Blue spawn 2 but nobody leaves the second respawn.. (i.e bots)

anyone help or link that helps? Maybe it's just the bots im using and humans will be ok :)

**Also** Engineer bots to build things how?
anyone have information on 'bot_hint_build_' commands for the engineer? Again, this is shown on Well (ctf) whereby the engineer bots build stuff. I've tried using triggers and the bot_hint entity's etc but no bot engineer has built anything :(

thanks:)
FF
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
If you don't flood each spawn room with spawn points people should start spawning in each room. I believe there's a level of priority applied to spawn points in relation to which order they were added into Hammer; and failing to spawn in a higher priority location is usually because it's occupied by another player or some such... thing.

But to be fair i'm pretty confused in regards to 2forts spawn habits. It may just be some strange coincidence but i've never spawned in the main spawn whilst the flag is being carried. Everytime i hope to respawn in the main room in order to intercept the flag carrier i spawn in the secondary room. Without fail. But this only lasts for ~20 seconds, enough time for the flag to leave the base in most cases. Yet i'm not aware of any temporary spawn room disabling system in place.
 
T

The Asylum

The TFBots aren't programmed for CTF yet, are they? AFAIK it's only KOTH and Arena maps.

Also, another reason why your bots won't move is because you maybe haven't made a NAV mesh yet? If there's no tutorial for it here I may as well write one up

For what I've found regarding spawn positions in relation to Hammer, whatever spawnpoint you place first is where the the first player joining will spawn, the second will be where the next player joined will spawn, etc. Copy/Pasting spawnpoints of the same team will continue on this trend (IE if you made spawnpoint no. 1, 2, and 3, copy/pasting them will turn no. 1 into no. 4, no 2. into no. 5, etc).
 

cloudsprinter

L1: Registered
Apr 20, 2012
3
0
thanks for responses. Yes, ctf already works on tfbots no problem. They go quickest route (without deviation) to cap the flag:) I have the nav mesh already etc and am ok on hammer as such. this is why I need the dual spawn to prevent one route!

I also read the 'spawning' rules etc re 1,3,5,7,9... but nothing seems to help, I'll have to go back to trial and error and post if I get it worked out:) 2fort also has a lower level supply room so maybe it's a valve hack:)
 

henke37

aa
Sep 23, 2011
2,075
515
tfbots understand capture point modes well enough to play them. So yeah, that means that they are able to deal with all official gamemodes.
 

cloudsprinter

L1: Registered
Apr 20, 2012
3
0
Hello,

I managed to get multi spawn locations for one ctf map by using teleport triggers around the 2nd and 4th lines of spawn entities in the first spawnroom. The player spawns in spawnroom 1 and then instantly teleports to spawroom 2 if he was in line 2 or 4 etc.

*still no idea how to get bots to build sg's / tp's and dispensers.. I know about mimic commands but could these be added to the navigation mesh by hand? who knows... nav_generate seems to compile sniper zones but doesn't mention engineer. Perhaps the related hint / tool objects exist for some movie : (

**Bots build sg's et al on KOTH logic Maps... hmmmm
 
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