How do I disable/enable info_player_teamspawn(s)?

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
I want Blu to respawn in the forward spawn after they cap A but struggling to figure out how.

I tried adding outputs on the trigger_capture_area such as: OnCapTeam2, <name of info_player_teamspawn>, Enable/Disable but when testing, I respawned in the original spawn instead of the foward spawn. Am I doing something wrong?
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
did you disable the original spawn? that's what usually causes this bug.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
alternatively are you spawns individually named? that can also cause it.
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
The output should have disabled the original info_player_teamspawns and enabled the new one. The original spawns all have the same name. I had the forward spawn as set to start 'disabled' but the output should enable it right? Should the output even be on the trigger_capture_area and do I have to disable the func_respawnroom for the actual spawn points to work too?
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
okay, a good forward naming convention is, base, for1 and for2
so: blu_spawn_base_01 - 12 -> blu_spawn_for1_01 - 12 -> blu_spawn_for2_01 - 12
the number at the end is there for issues in load order,
blu_spawn_base // on capture: point X // disable
blu_spawn_for1 // on capture: point X // enable

that is the simplest way to break it down. it sounds like tf2 is getting confused on what is happening.

now onto func_respawn, only disable it for red team if blu takes a nearby room that wasn't used by red., but in reality func_respawnroom is default to general enabled. so you don't need to worry about it.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
has this helped?
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
Just trying to make sense of this (forgive me, I am terrible at logic stuff).
So what is the "blu_spawn_base_01 - 12 -> blu_spawn_for1_01 - 12 -> blu_spawn_for2_01 - 12" referring to? Are these the names for something? + where/what do I do about the number 12?
Also, is "blu_spawn_base // on capture: point X // disable" meant to be the output for the trigger_capture_area?

ps sorry for the late reply and my logic inadequacy
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
After further troubleshooting, it may have been human error that meant the logic wasn't working. Re-did the logic and it now works! The spawns disable and enable properly now.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
okay, for clarity the 01-12 was for how many players are on the team. 24v24 vs 32v32. and I'm glad you got it working!
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Enabling and disabling spawn points is unreliable. Instead, associate spawn points with the ownership of a particular control point entity. You do this by editing the properties of the team_control_point. If you have any 5CP prefabs like the ones distributed with the Source SDK content or ABS's mapping resource pack, have a look at the entities in those to see how it's done.
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
Out of interest, why is it unreliable and I did attempt to use the associated spawn point thing but I didn't understand how to properly do it. Would you care to explain how to use the associated spawnpoint in terms of all the logic etc?
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
Enabling and disabling spawn points is unreliable. Instead, associate spawn points with the ownership of a particular control point entity. You do this by editing the properties of the team_control_point. If you have any 5CP prefabs like the ones distributed with the Source SDK content or ABS's mapping resource pack, have a look at the entities in those to see how it's done.
that was the third thing I forgot.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
Out of interest, why is it unreliable and I did attempt to use the associated spawn point thing but I didn't understand how to properly do it. Would you care to explain how to use the associated spawnpoint in terms of all the logic etc?
cause naming conventions can be tedious and buggy
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
I played around with it some time ago and found I was still spawning at the original spawn points after I'd disabled them. I don't know why it happens but I think it's caused by the way the game handles spawning.

I must apologise. The keyvalue for spawn point and CP association is actually in the spawn point's properties. See this example screenshot:

Xhiy4EE.png


You have to fill in the name of the CP that causes players to spawn in a new place when captured. For example, in a 5CP map, you would associate your first forward spawn points with the mid CP.

I recommend ABS' mapping resource pack. It has a game mode library VMF that you can study to help you understand how to configure your spawn points and CPs.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Enabling and disabling spawn points is unreliable. Instead, associate spawn points with the ownership of a particular control point entity.
Contrarily, I've never had an issue with manually enabling/disabling spawnpoints, but associating spawn points with control points has never worked properly for me.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
you know, I think theres a million ways to fix an issue, that everyone has their own solution. I use naming conventions to make sure they work proper, but for non dispute points, I use point enable/disable. depends on mode.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
There aren't a million ways to fix a problem. There's usually only one or two.

I don't understand what relevance 'naming conventions' have to this problem.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
There aren't a million ways to fix a problem. There's usually only one or two.

I don't understand what relevance 'naming conventions' have to this problem.
not sure either, but that's my solution to the problems of spawn bugs. you know what, I'm going to stop saying things... cause at this point its solved and I'm lacking func_logic.