Multiple spawns

Annath

L1: Registered
Sep 4, 2008
6
0
I've got multiple red spawns in my map, one that's at the far rear of the map and one that's a little closer to the cp. The idea is for red to spawn at the first one until the first cp is capped, and then to spawn at the second one. I know about tying the first spawn to the CP, but for some reason I can't get it to disable the far rear spawns, which is apparently where TF2 likes to spawn people. Is there any definite way to turn these off until the first CP is capped?
 

Brandished

L5: Dapper Member
Jan 19, 2008
234
311
Is this for a generic cp map where both teams fight to control all the cp's (cp_granary \ cp_badlands), or attack defend style where one team defends and the other tries to cap the defending team's cp's (cp_gravelpit \ cp_dustbowl)?
 

Annath

L1: Registered
Sep 4, 2008
6
0
It is attack/defend style. It's linear like dustbowl, but there's only one stage/round/whatever.
 

Brandished

L5: Dapper Member
Jan 19, 2008
234
311
Are all the teamspawns for Red associated with a CP somewhere in the map?

For spawn enabling and disabling based on CP ownership to work properly for red, every single red teamspawn on the map has to be tied to a particular CP.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
You can send disable/enable outputs to each of the spawns (spawn includes func_respawnroom and the info_teamplayer_spawn). I've never done it using the ownership settings. Just tell what ever spawn room to turn off/on by using a logic_relay to enable/disable. Also, you'll need have the secondary (advanced spawn) set to start disabled.

If I had more time I could be more elaborate...

Let me know if you still need more help.
 

Annath

L1: Registered
Sep 4, 2008
6
0
You can send disable/enable outputs to each of the spawns (spawn includes func_respawnroom and the info_teamplayer_spawn). I've never done it using the ownership settings. Just tell what ever spawn room to turn off/on by using a logic_relay to enable/disable. Also, you'll need have the secondary (advanced spawn) set to start disabled.

If I had more time I could be more elaborate...

Let me know if you still need more help.
Well, I tried having one set to start disabled, and it didn't start disabled. It worked just as though it weren't disabled. I tried disabling via IO, and it still kept working. =/
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
I fooled you over here!
 

Annath

L1: Registered
Sep 4, 2008
6
0
Woot! I finally got it to work. Badwater is the only Official map that does what I'm thinking, but I was able to figure it out from there. Hurrah!