Adding 2nd spawnroom tutorial ???

Open Blade

L420: High Member
Nov 30, 2007
439
34
I just opened Warpath Final to take a peak at how that is set up and I don't see ANYTHING in the logic auto's, timers, or control points themselves. However, I looked at the properties of one of the info player respawn (little green guy) and it was set to that corresponding cap point. Which the base spawn point green guys don't have. Is it really as easy as that? Just associating the green guy with the certain capture point?
 

nossie

L3: Member
May 9, 2008
107
4
probably have you tried doing that? im pretty sure thats what u have to do.. either that or you disable the starting ones when the point is capped
 

joshman

L5: Dapper Member
May 7, 2008
204
14
Nevermind, i thought you were discussing something else.
 
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Open Blade

L420: High Member
Nov 30, 2007
439
34
probably have you tried doing that? im pretty sure thats what u have to do.. either that or you disable the starting ones when the point is capped

Well I just tested it out using only setting the info player teamspawn and that didn't do it so I'm gonna check well out (since 2fort doesn't have forwarding spawn......lol) and see how they disable the first ones.
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
grr this is frustrating. I have looked over Well and Warpath and I cannot find entity that disables another spawn area. What the heck am I doing wrong? I know the 2nd spawn rooms themselves work on my map because I run up to them, open the door, walk in and use the resupply. I made sure to cap the center control point, which those 2nd spawn rooms are associated with. I tried doing that as both Red and Blu. I still can't spawn in the forward rooms.

I find it odd that, I have my team control point entities set up just like well, busytown, etc... but none of them have "previous required control points" set up like I do. I'm quite sure in those maps you need to capture the previous control point before you can move onto the next one. Not sure if that means anything but just noticed it is all.

Ahhhhhh. this sucks. Help ?
 
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Altaco

L420: High Member
Jul 3, 2008
484
120
Yeah, you can hook a set of spawnpoints to a control point, but I'm not sure exactly how to disable the first one, maybe it does it automatically.
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
I think you also need to disable the initial spawn.

http://forums.tf2maps.net/showthread.php?t=657 might help.

No offense but I already checked that link out and it's in the original post. What I said was many of the maps with forward spawn rooms don't have ANY of those Enable/Disable properties set up in the control point entity. I found NOTHING that suggests the original spawn room needs tobe disabled.

Still at a loss here
 

bobby1211

L2: Junior Member
Jun 28, 2008
64
11
I had come across a Tutorial that had an example Map that I downloaded. Can't seem to find it now. If you don't have an answer by tonight I will post the map at least so you can see the setup of each spawnpoint. I believe it had a doc with it pointing back to where I downloaded it from so I should be able to point you to that also.

-Bobby
 

trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31
There's no reason to disable any spawn rooms themselves, in fact you want to keep them enabled so you get stuck in one and the other team is camping, you can change class and reappear back at the first spawn (that's a protip for well and badlands :) )

You just want to disable and enable the teamspawn entities themselves depending on which spawnroom people should be spawning in. You can name each of the info_player_teamspawns the same thing for each spawn room, such as teamspawn_blue_1 for the first spawnroom and teamspawn_blue_2 for the forward spawn. When blue caps the required control point, enable teamspawn_blue_2 and disable teamspawn_blue_1. You can do this by using the "OnTeamCap2" output for the control point. Do the same thing for red team, except they use the "OnTeamCap1" output. These outputs go on the control point that decides who gets the forward spawns.

At the same time blue gains a forward spawn, that probably means you'll be taking one away from red, so in the same way you enabled the blue forward teamspawns, you need to disable the red forward teamspawns and make them spawn back at the first spawnroom again.

Depending on how your map is set up, you might have to disable or enable doors as well. You can also make the forward spawn doors one-way and not worry about it, like in granary. Or, you could make the forward spawn always accessible, like at cp_well point 2 (this doesn't mean you always would spawn in it, however, only when you enable the teamspawn entities).

Does this all make sense?

Condensed version: Only enable and disable info_player_teamspawn entities. If necessary, enable and disable doors.
 
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Open Blade

L420: High Member
Nov 30, 2007
439
34
A friend of mine (Foreverkul) figured out what the problem was. We were online trying everthing today. It was so simple. I knew it had to be. As I said, I checked over all the entities on several maps and there was no speical settings in any logic auto's or anything like that to disable spawn points.

Here's the simple way to do it.

Create your spawn room as normal. Associate the info player teamspawn (little green guys with glasses) in the main spawn room with the first control point (the entity that is a hologram and displays the Red or Blu team when that team caps). Do the same for the other side (team). Now I only have one forward spawn room per side so I associated those with the center cap point (out of 5). Now it works. Before I had the forward spawn points (little green guys) associated with the center control point (the hologram thingy) but I never had the first control point asscoated to the first spawn point.

I knew it was simple, just overlooked that one small thing. Geez.

Anyway, hope this may also help some of you who ever need it.