Basically, when blu captures the final point/pushes the cart to the end, in the next stage, they will be in red's old spawn room, does anyone know how to do this?
make the spawn room set to any and have 2 sets of spawn points
Have the blue one disabled
Go to the trigger area (if its cp) and have an out put that's disables red spawn and enables blue spawn points
(make sure that the spawn points have a name)
Go to track path (if its payload) over the point and do the same as above in the ouputs
make sure you also set it to enable the next spawn positions
if your still confused I can explain more in detpth
make the spawn room set to any and have 2 sets of spawn points
Have the blue one disabled
Go to the trigger area (if its cp) and have an out put that's disables red spawn and enables blue spawn points
(make sure that the spawn points have a name)
Go to track path (if its payload) over the point and do the same as above in the ouputs
make sure you also set it to enable the next spawn positions
if your still confused I can explain more in detpth
In theory, according to https://developer.valvesoftware.com/wiki/Info_player_teamspawn , you could also use just one set of 16 teamspawns rather than two. Which would be set to react to an OnCapColorTeam, outputting a SetTeam to change the team spawning availability, and then use OnCapColorTeam output to disable other sets of teamspawns.
Don't forget to instantly teleport RED to their forward spawn as well, otherwise you can have RED players still left in there around when BLU starts spawning.
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