- Aug 30, 2011
- 193
- 144
Hey guys,
another question from me today: I'm working on a payload map which has 2 forward spawns for both teams. Now, my question is: how do I force the remaining (possibly AFK-) players to be respawned at their next spawnpoint? Currently I'm trying to use trigger_hurt but won't that add up to the death-counter? I'm also trying to lock the doors of the previous spawns after the next one gets unlocked, which works fine now. However, without the trigger_hurt, it'd trap people inside.
Does anyone know how Valve handles forward spawns?
another question from me today: I'm working on a payload map which has 2 forward spawns for both teams. Now, my question is: how do I force the remaining (possibly AFK-) players to be respawned at their next spawnpoint? Currently I'm trying to use trigger_hurt but won't that add up to the death-counter? I'm also trying to lock the doors of the previous spawns after the next one gets unlocked, which works fine now. However, without the trigger_hurt, it'd trap people inside.
Does anyone know how Valve handles forward spawns?