Reduce Spawn time without using respawn wave time

Open Blade

L420: High Member
Nov 30, 2007
439
34
I always hear the complaints, no matter what map I am on. I don't like instant respawn nor do I like the add or remove spawn time via control point triggers for cp maps.

So...........I have a cp map (no rounds) and I want to set the respawn time to 10 seconds, no matter which team owns any of the control points.

Is there a way to do that?
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
well, you could make it so a cp which a team owns from the start and is the last one that will be captured to have have an output for it's team so..

OnCapTeam1/2
tf_gamerules
set(team)waverespawntime
number(this is half what the actual time will be).

EDIT: I didn't see the full title.
I don't know how if it's without waverespawntime.
 
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GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
I always hear the complaints, no matter what map I am on. I don't like instant respawn nor do I like the add or remove spawn time via control point triggers for cp maps.

So...........I have a cp map (no rounds) and I want to set the respawn time to 10 seconds, no matter which team owns any of the control points.

Is there a way to do that?


Control points just modify the respawn wave time. You set the respawn wave time (in tf_gamerules entity iirc), and then modify it with control points. If you set it to 5, people should respawn within 10 seconds. You can have the CPs set to not change that number.
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
well, you could make it so a cp which a team owns from the start and is the last one that will be captured to have have an output for it's team so..

OnCapTeam1/2
tf_gamerules
set(team)waverespawntime
number(this is half what the actual time will be).

EDIT: I didn't see the full title.
I don't know how if it's without waverespawntime.

Actually you have a pretty good idea regarding using the first cp that each team owns. I could remove like 5 seconds from that teams spawn time and do the same with the other side and that should work. Although, isn't that setting on the cp trigger and not the tfgamerules? I thought so.
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
Control points just modify the respawn wave time. You set the respawn wave time (in tf_gamerules entity iirc), and then modify it with control points. If you set it to 5, people should respawn within 10 seconds. You can have the CPs set to not change that number.

Could you be more detailed? I don't have alot of experience with tf game rules so how exactly would I enter that and you say I would set the CP's up to not change that, so does that mean I leave that info blank (as far as the respawn time)?
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
You actually use a logic auto entity that targets tf_gamerules i think...

Ok, I couldn't find the cp one...aside from targetting the tf_gamerules entity with an onCap output...so maybe that's how it's related to CPs. Anyway, here's a picture of using an logic_auto entity to set a teams respawnwavetime:
picture.php

(you can ignore the outputs at the top, its' the bottom half of the image i'm talking about)

and here's using a cp's capture output to modify the respawn time
picture.php
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
and here's using a cp's capture output to modify the respawn time
The trigger_capture_area has keyvalues specifically for adjusting the spawn wave of each team automatically based on who caps the point and who had it. Leaving them at zero results in no changes. You don't need to make your own outputs to the gamerules.
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
i knew they were there somewhere, looked at the cp instead of the cap area by mistake
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
So it appears you could do it either way. You could set up the gamerules and then leave the settings in the CP trigger alone or you could set up respawnwavetime on the first CP trigger that each team owns to start the round and not create any entries in the logic auto for game rules. Sound right?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
No... the values on the t_c_a alter the wave time as the point is captured and recaptured. If you just want to set the values once and leave them alone you'd send them directly to the gamerules from a logic_auto.
 

Darth Cyrax

L2: Junior Member
Nov 29, 2008
94
8
Hey Blade,

You actually use a logic auto entity that targets tf_gamerules i think...

Ok, I couldn't find the cp one...aside from targetting the tf_gamerules entity with an onCap output...so maybe that's how it's related to CPs. Anyway, here's a picture of using an logic_auto entity to set a teams respawnwavetime:
picture.php

(you can ignore the outputs at the top, its' the bottom half of the image i'm talking about)
That is how I set the respawn time in my maps, and that's it. If it changes depending on the CPs, then there is an output modifying the time somewhere. Any unwanted changes should be easy enough to remove, just find the tf_gamerules input tab and delete any inputs altering the respawn time wave besides the one from the logic_auto.