[Help] Blue Spawns in Red Spawn

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
Here is the problem: When I launch my map and choose red team, I spawn in the correct spawn room. When I change my team to blue I also spawn in the red spawn. Both of the respawn rooms work (I know because the visualizers work) and the blue spawn isn't set to "Start Disabled." This problem has me stumped and I am hoping you can help.

Here are some pictures of my info_player_teamspawn entities:

Blue:
bluespawnprops.png


Red:
redspawnprops.png
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
What kind of map is this? I see you have the Associated Control Point set up for the Red spawn, but is this CP (dustbowl/grainery/gravel pit?) or payload?
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
Ok I figured it out. I asked around and learned how to fill that in. Turns out that "spawn for round" was what was messing it all up.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Yes, in single round payload maps, you must fill out the "Team spawn for round" field. Any additional spawns (ie, forward blu spawn, rear red spawn) are just normal spawns set to team, named, and start disabled.
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
Yes, in single round payload maps, you must fill out the "Team spawn for round" field. Any additional spawns (ie, forward blu spawn, rear red spawn) are just normal spawns set to team, named, and start disabled.

So filling out the "Team spawn for round" on forward spawns would cause people to spawn in their forward spawns sometimes instead of the normal ones? Just asking because I just got back from a nightmare map testing session where this happened.
 
Jan 31, 2008
555
1,482
So filling out the "Team spawn for round" on forward spawns would cause people to spawn in their forward spawns sometimes instead of the normal ones? Just asking because I just got back from a nightmare map testing session where this happened.

Make the progressive spawns disabled from the beginning, and enable them later on.
 
Last edited:

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
I really should take pictures, but here we go. Trying to be more explicit this time.


Blu First Spawn
Code:
Name: blu_spawn_1
Team: Blue
Start Disabled: No
Associated Control Point:
Blue spawn for round: my_payload_round
Red spawn for round:

Red First Spawn
Code:
Name: red_spawn_1
Team: Red
Start Disabled: No
Associated Control Point:
Blue spawn for round: 
Red spawn for round:my_payload_round

Blu Second/Forward Spawn
Code:
Name: blu_spawn_2
Team: Blue
Start Disabled: Yes
Associated Control Point:
Blue spawn for round:  [B] //MUST LEAVE BLANK[/B]
Red spawn for round:


Red Second/Rear Spawn
Code:
Name: red_spawn_2
Team: Red
Start Disabled: Yes
Associated Control Point:
Blue spawn for round:  
Red spawn for round:[B] //MUST LEAVE BLANK[/B]


Continue to add spawns in such a manner.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Red Spawn for Round and Blue Spawn for Round tells TF2 that at the beginning of the round, everyone should spawn at those spawnpoints. So you want it to only be set on the initial spawn. After that first spawning of everyone, it will look for whatever spawnpoints are enabled.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
....am I correct?

RED/BLU spawn for round: my_payload_round

where my_payload_round = the name of the trigger_capture_area?