Forcing people to respawn in the next spawn?

Bull

L4: Comfortable Member
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?
 
Oct 6, 2008
1,947
445
Use a teleport :)
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Alright I'm solving this the other way; once a forward spawn gets locked, the door is one-way, meaning that the ones inside are still allowed to leave. I hope it'll work.
 
Oct 6, 2008
1,947
445
that works too :)
 

DonutVikingChap

L5: Dapper Member
Mar 15, 2013
233
139
Alright I'm solving this the other way; once a forward spawn gets locked, the door is one-way, meaning that the ones inside are still allowed to leave. I hope it'll work.

This works, but it's very exploitable since people can stay in there on purpose and wait until the attackers have passed and then ambush them when nobody cares about that spawn anymore. I recommend the teleportation method. :)
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
This works, but it's very exploitable since people can stay in there on purpose and wait until the attackers have passed and then ambush them when nobody cares about that spawn anymore. I recommend the teleportation method. :)

I'm now going to playtest this version a lot with people; I think you're right, if you are, I'll use your method! Cheers
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Barnblitz does it like this:

  • Create a game_forcerespawn entity. Name it "force_respawn_red" or "force_respawn_blu" or whatever.
  • Turn on the second spawn, enable all its doors, do all that good stuff
  • Disable the first spawn, disable all the doors, all that good stuff, do this like 0.10 seconds after enabling the second spawn in the logic
  • Enable a trigger_hurt that covers the first spawn, do this around 0.15 or 0.20 seconds
  • Trigger the game_forcerespawn entity with a parameter of 1 for blue and 2 for red at a delay of around 0.25 (make sure it's AFTER you've turned on the trigger_hurt).
  • Players should "instantly" respawn at your second spawn if they're still inside the first spawn when it goes off
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Barnblitz does it like this:

  • Create a game_forcerespawn entity. Name it "force_respawn_red" or "force_respawn_blu" or whatever.
  • Turn on the second spawn, enable all its doors, do all that good stuff
  • Disable the first spawn, disable all the doors, all that good stuff, do this like 0.10 seconds after enabling the second spawn in the logic
  • Enable a trigger_hurt that covers the first spawn, do this around 0.15 or 0.20 seconds
  • Trigger the game_forcerespawn entity with a parameter of 1 for blue and 2 for red at a delay of around 0.25 (make sure it's AFTER you've turned on the trigger_hurt).
  • Players should "instantly" respawn at your second spawn if they're still inside the first spawn when it goes off

Now that's what I needed! Thanks man! :thumbup:
 
Oct 6, 2008
1,947
445
This works, but it's very exploitable since people can stay in there on purpose and wait until the attackers have passed and then ambush them when nobody cares about that spawn anymore. I recommend the teleportation method. :)

Being someone who likes to ambush them...you're making me unhappy:mad:
 

Toomai

L3: Member
Apr 14, 2011
129
144
Barnblitz does it like this:
I feel like chiming in and saying that, as a player, I can't stand the Barnblitz solution. It feels like far too often I'm all but out the door just as the point caps and bam I'm sent elsewhere. For Steel it's kind of unavoidable, but I still think it's a band-aid solution.
Alright I'm solving this the other way; once a forward spawn gets locked, the door is one-way, meaning that the ones inside are still allowed to leave. I hope it'll work.
This is in fact what Upward does, and I much prefer it because of an oft-overlooked detail - as BLU pushes the cart from 2 to 3, they can look up into the now-disabled spawn room to see if there are any lurkers there and plan accordingly. And the lurkers can't hang around forever because they get killed if 3 is capped and the spawn room changes team.
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
I feel like chiming in and saying that, as a player, I can't stand the Barnblitz solution. It feels like far too often I'm all but out the door just as the point caps and bam I'm sent elsewhere. For Steel it's kind of unavoidable, but I still think it's a band-aid solution.This is in fact what Upward does, and I much prefer it because of an oft-overlooked detail - as BLU pushes the cart from 2 to 3, they can look up into the now-disabled spawn room to see if there are any lurkers there and plan accordingly. And the lurkers can't hang around forever because they get killed if 3 is capped and the spawn room changes team.

I'll be trying out Barn's method first; If I feel it's indeed not fun, I'll change it up!
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Alright, so people did not seem to like the kill-respawn method. I tried a trigger_teleport aimed to the next teamspawns but that didn't work. I might try an info_destination or whatever it's called, but I'm afraid I'd get 12 people spawning inside eachother then. Any suggestions?
 

henke37

aa
Sep 23, 2011
2,075
515
Use more than one info_destination.
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
That not too much of a problem since you can't get stuck in team mates. I doubt people will bother it

Fair enough, I'll give it a shot
 

DonutVikingChap

L5: Dapper Member
Mar 15, 2013
233
139
Barnblitz does it like this:

  • Create a game_forcerespawn entity. Name it "force_respawn_red" or "force_respawn_blu" or whatever.
  • Turn on the second spawn, enable all its doors, do all that good stuff
  • Disable the first spawn, disable all the doors, all that good stuff, do this like 0.10 seconds after enabling the second spawn in the logic
  • Enable a trigger_hurt that covers the first spawn, do this around 0.15 or 0.20 seconds
  • Trigger the game_forcerespawn entity with a parameter of 1 for blue and 2 for red at a delay of around 0.25 (make sure it's AFTER you've turned on the trigger_hurt).
  • Players should "instantly" respawn at your second spawn if they're still inside the first spawn when it goes off

Doesn't this add a death to their stats?