Spawn bug delaying alpha release

Oct 6, 2008
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446
Ok I've gone between :woot:, :confused:, :mad:, :cursing: to :crying:

Spawns are not working - even if I use:

http://forums.tf2maps.net/showthread.php?t=19143&highlight=prefab

Here's what's happening and once again I get the real f'in weird ones!!

1. I'm using a modified, pl / plr set up but I can't see why that would effect anything.

Here's what's happening:

1. red will spawn in blue or blue in red not matter how many times I try to reconfigure it.
2. if I do get the blue side working (red will spawn there) - it seems as if all the spawn point s don't work - if you change player classes you usually cycle through the points but I only go through the same 4 points even though there's 16 in the room

Any ideas cause I spent 1 hour plus on it last night scratching my head and it's holding up me releasing my alpha.
 
Oct 6, 2008
1,948
446
Are your spawnpoints associated to control points?

Also, I'm terribly sorry, but it's affect*

ROFL the effect of the affect is that I can't release the map :p

Spawn points are not associated with any control points and this might be apart of the problem. With the modified pl / plr race (blue is also pushing both of the carts) set up I'm having to use the cap system like this:

on pass | hide model , if I use capture variation the map always ends in victory.
 

henke37

aa
Sep 23, 2011
2,075
515
You need a team_control_point_master entity to block RED from winning instantly due to the point status.
 
Oct 6, 2008
1,948
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I've got one - how to I do the block it thing? I can pm a link to the vmf when I get home from work if that would help - it may look buggy because I'm using a lot of custom textures.
 
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ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Highly relevant username
 
Oct 6, 2008
1,948
446
here's the vmf - can someone see the error or reason it's doing it?

http://forums.tf2maps.net/downloads.php?do=file&id=5989

For example, when I just had the player entity there I could switch teams easily - now when the spawn room is in it doesn't work.

Possible solution - I could just put in a spawn room entity behind the viz brush to keep players out and then have the players spawn outside of the room brush?

FInding a solution for this today if possible would be great - so I can get the map out over the weekend :)
 
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Oct 6, 2008
1,948
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ok after going through every entity (hide and un-hide) it looks like it might be the team_control_point_master causing the issue - when unhid - spawn breaks - when hidden spawns work right - this is the weirdest one I've seen yet. Any ideas on what's going on would be a BIG HELP < HELP!!!

Edit:

Is there ant other way yo get a hud on the screen without a TCP master. because it looks like my map may be dead - the TCP master is the cause of the spawn bug - when hidden all spawn points work but then The payloads don't work.
 
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Oct 6, 2008
1,948
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Ok - I think I may have it working - no clue how but it might be working

Here is the solution if anybody needs it:

I gave the team_control_point_master a name tcp_master and then - even though it's a single stage map - I went to the team_control_point_round called it round1 then gave red/blue info_player_teamspawn entities the round1 for each of their teams.

Took me 3 hours and 60 compiles but I got it!
 
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