Question: Forward spawn with no assosciated Control point?

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Belli

L69: Deviant Member
Jan 21, 2012
69
1
I was wondering about forward spawns. If a map has main spawns for each team and other spawn locations which are NOT linked to any control point, which objects would have to start disabled and be activated manually?

info_player_teamspawn, func_respawnroom, or both?
 
Last edited:

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
You can just set the spawns to be disabled initially, then enable them via input/output commands. (so yes, you do need info_player_teamspawn)

(To save time, you can name all of your forward spawns the same thing, so you only have to send 1 command for the group, compared to multiple commands for each individual spawn).

Besides that you should have the func_respawnroom. And that should be enabled/disabled with the forward spawns.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Here, let me elaborate. The only reason to disable the spawn(s) not currently in use would be to stop players being able to use it to respawn in that room into another spawn point somewhere else in the map. I don't really think that matters; 99% of people are going to run straight out of a spawn as a point is capped and not think about doing that anyway. You're better off leaving the spawn room active so that the nobuild/noflag effects stay constant and just changing how the door trigger works so players can't get back in. The easiest way to do that is two triggers, one that is inside only and one that is inside and outside, as normal. As soon as players should be allowed to leave but not enter, you just enable the small one and disable the big one. It can get clumsy if you do it wrong, so be careful. You'll also want to make sure players can't abuse the room using the resupply cabinet if it's a forward spawn that they can lose.

Make sense?
 

Belli

L69: Deviant Member
Jan 21, 2012
69
1
Here, let me elaborate. The only reason to disable the spawn(s) not currently in use would be to stop players being able to use it to respawn in that room into another spawn point somewhere else in the map. I don't really think that matters; 99% of people are going to run straight out of a spawn as a point is capped and not think about doing that anyway. You're better off leaving the spawn room active so that the nobuild/noflag effects stay constant and just changing how the door trigger works so players can't get back in. The easiest way to do that is two triggers, one that is inside only and one that is inside and outside, as normal. As soon as players should be allowed to leave but not enter, you just enable the small one and disable the big one. It can get clumsy if you do it wrong, so be careful. You'll also want to make sure players can't abuse the room using the resupply cabinet if it's a forward spawn that they can lose.

Make sense?

Hang on a sec, so, if the func_respawnroom is permanently active, players could wait in one spawn for the other spawnroom to be enabled, than switch classes or loadout to get immediately to the other spawn. Is that the exploit you were talking about, or did I miss anything important?

And if it's not permanently enabled, it could be used to build in spawn?

Okay, in that case I'll pick the first option. Thank you.
 

tyler

aa
Sep 11, 2013
5,102
4,621
That's exactly what I'm saying. Be aware that all official 5cp maps don't bother enabling/disabling forward func_respawnrooms, only the info_player_teamspawns. Hence my suggestion.