func_respawnroom keeps becoming solid?

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Updated: I undid the "displacements" checkbox on the auto visgroups and the bots now spawn, but they don't spawn in the right spot still. They spawn off the right about 512 units?

And if I move the spawn around there are places on the brush that they just don't spawn, even with displacements off.

I literally have no idea what is going on.

Original text is below.

Apparently there's something that is preventing my info_player_teamspawn from working properly. Sometimes it will spawn bots in a nearby room and if I move it far enough away from that room it doesn't allow anything to spawn there at all.

I deleted the func_respawnroom in question and it still doesn't work. Putting the info_player_teamspawn elsewhere in the map works. It seems to be treating the corner of the map like there is a solid brush in the spot, but there is no brush there.

Also worth noting: the console does not say "spawnpoint is not clear"

I'm making an MvM map and it appears that when I compile it a certain func_respawnroom will become a solid entity and the info_player_teamspawn entities inside of it fail to work (no bots spawn at that location, sometimes the bots spawn at the nearest location in the map outside of that respawn room)

I've tried deleting and remaking the func_respawnroom and info_player_teamspawn entities without copying anything and it keeps happening, seemingly at random.

It's happened at two different points while making this map and I thought I fixed it, but it seems to have reemerged.

If anyone has any idea what could be the problem, I could definitely use the help!

EDIT: Worth noting that it always shows as the func_respawnroom when I open the properties in hammer. It just seems to be treated as a solid block while in game..?
 
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colacan

L5: Dapper Member
Apr 14, 2012
235
85
Nodraw might not work. I don't know for sure, I only use trigger.
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Yeah, they are textured with the "trigger"

I can put the spawnpoint in a different func_respawnroom and the spawnpoint works, but if I delete the func_respawnroom the spawnpoint doesn't work.

So I'm not actually sure if it's the func_respawnroom's fault anymore.

EDIT: Okay I have no idea what the problem is anymore. The bots are spawning in a room near the spawnpoints.

EDIT2: Updated the original post with more info.
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
I remember once I accidentally turned a func_respawnroom into a func_detail. No idea how I managed that but it confused me for a good ten minutes.

That's probably not the cause of the problem here, but you know...

It might have something to do with the info_player_teamspawns. Are they set to the correct team?
 

Baraleth

L4: Comfortable Member
Aug 8, 2008
172
54
Have you tried putting walls around where the bots spawn? Have you checked your compile log for any errors? Have you checked for any errors in your map (alt+p)? If you have bots spawning on displacements, try having them spawn on a non-displaced surface. Do you have Solids selected in the Selection Mode Box cause I've noticed if I was to create a brush entity with the Solids selected, not Objects or Groups, it would cause the entity to not create at all and would go back to being a world brush.
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Jeremy: Yeah, the spawns are set to the right team. I've even copied working spawn entities and just changed the name to see if that would work (it didn't, much to my dismay)

Little Dude: I've been checking my compile log every time I compile the map because I figure that's probably a good thing. The only error I've got is the one about cubemaps not existing for the skybox. Also, the only problems the map has are a few references to the tank_boss entity, since that is spawned in-game. I did delete the displacement underneath and near the players and they spawned alright (sometimes they just wouldn't spawn if the spawnpoint was far enough away from the room) but they still spawned like 512 units to the right of where they were supposed to (checked by putting an overlay under the spawnpoint). And I've done a bunch of other stuff I'll explain below re: having solids selected. And I actually haven't tried putting walls around where the bot spawns so I am going to do that right now.

Okay, I put the spawn in question into a room of its own with solid brushes and a door/ramp leaving the area and it still doesn't work. This literally makes no sense to me. Even closing the box entirely doesn't work. It's like this whole corner of the map is broken.

General update:

I stayed up last night trying everything I could think of: uncheck the displacements, the nodraw, the func_detail, the brush entities, the props, the clips, and the sky visgroups. I did a .bsp compile with each one of them off individually and there was still no luck (I made a solid brush entity under the spawn so they had something to stand on once they spawned).

The spawned on the brush, but off to the right about 512, maybe more, units. Then I moved the spawn and the overlay I put under the spawn (to check if they spawned in the right spot) and now the bots weren't spawning at all.

EDIT: Partial solution:

I concede. I am moving the spawn and putting rocks in this part of the map. If anyone has any idea how to fix this problem I can test it out, but in the meantime I have run out of patience for this bug and will just rearrange the map accordingly.

Thank you for all of your help! I just wish one of the things worked. Even putting it in a box of its own would have been hope for a solution. Ugh.
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Have you tried making a new map and copying everything over? (or build a completely new spawnroom in the new map and pasting everything else in afterwards)

It's the Hammer equivalent of "switching it off and back on again".
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Copy/pasted the files into a new map file and still had the same problem. =[

Just going to leave the spawn in a different location and never put anything into that part of the map again, I guess.