What the hec have I done?

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
EDIT: Okay I think I may actually have done something with the spawn point wrong.
Here's what it looks like
spawnlayout.png


The numbers represent the respawn area
forward spawns are still in the same area, but usually rotated, and at a slightly different place in the area.


Here are the properties



==============


With my first ever map near ready to be played.. and after working on it all day, this is the only thing wrong right now! The map is a multistage A/D .


All the info_player_teamspawn entities work

The first spawn (just blu) and last spawn (just red) func_respawnroomvisualizers all work fine.
The second and third spawns screw up.
When I have made more than one respawnroom trigger, I made it the same name (for instance the final spawn, which works fine).
The associated func_respawnroom keyvalue has been triple checked, as is the solid to enemys and solidity
The visualizers all disappear when the round has been won.


First round:
Red, I can change class in spawn, can see my own viz, can go through it. Blu's viz is normal.
Blu, I can change class in spawn, cannot see my own viz, can go through it. Red viz appears, can go through it.

Second round:
It doesnt count as blu's respawn room, and the visualizers become active against blu (locking them in the spawn). The active spawn appears to still be the first one. I noclip out, and the visualizers also lock me out of the third spawn now.

As red I can see visualizers for my own spawn, yet go through them. At blu's spawn I cannot see the visualizers, and can not go through them. I can change class normally.


On to the final round.
As Blu, I can see my respawn viz but go through them. I see red's final spawn viz, and cannot pass. I can change class normally.

As Red I can change class normally, not see my own viz, go through them, see blu's viz... and it's hard to tell if I can pass them or not.
 
Last edited:

Open Blade

L420: High Member
Nov 30, 2007
439
34
Wow, that's alot going on. It's sorta hard to follow along. Gonna try to break this up a bit.

First, being able to change class without dying has nothing to do with the visualizers. That is controlled by the func_respawnroom. Each spawn room needs one of these that covers the entire room and each func_respawnroom needs a unique name (do not give same name for all of your spawnroom triggers). Then you need to assign the correct team value to that func_respawnroom trigger.

Next, associate the func_respawnroomvisualizer to the corresponding func_respawnroom trigger and make sure you have SOLIDITY set to Never Solid but just below that is another setting (Solid to enemies) and that needs to have a value of YES. This will make it so you can't see the visualizer and it won't be solid to you but the other team can see it and it will be solid to them. Also make sure on the Flags tab that (Ignore player + USE) is checked.

info_player_teamspawn - each group of these needs to have their own unique name (for each spawnroom), an assigned team, and depending on how your map is set up, they might need to start disabled and to have a value for the round.



If you do that for all of your spawnrooms and your visualizers, you won't have any problems.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
I did as with dustbowl, and made all the func_respawnroom set to Any and not disabled.
The info_player_teamspawns start off disabled in the 3rd and 4th spawns.
Each group has a different name.

Solidity is never on all of them, solid to enemies on all of them.

I mentioned the not being able to change class without dying, because I thought that would have relevance to the func_respawnroom not being correctly associating itself with where the info_player_teamspawns are (as in the second round, blu's func_respawnroom is still back at first). Since the respawnroom is in the wrong place, then surely the visualizers would be acting in the wrong place too.



Does the func_respawnroom have to fit neatly to the room?
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
Are you spawning in at the correct points on both teams at all times?

f_rr inherits its team setting from the spawn points within it (and should fill the entire room, yes), and the f_rrv in turn inherits from it's associated f_rr. So if they aren't working right I would suspect an error in the spawn point logic.