2 Team Payload Error

Discussion in 'Mapping Questions & Discussion' started by Jayden, Aug 16, 2010.

  1. Jayden

    Jayden L1: Registered

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    [Solved + PREFAB] 2 Team Payload with multiple Respawns

    TL;DR & Edit: Have successfully taken apart the Tug-o-War prefab, so credit for this is still to the creators of Waste, have simply made it a bit more user friendly. That prefab seemed to have some errors with correct spawns, so I took the liberty of fixing them. I'm uploading my version, 2tpl_testmap_v2.vtf, in which deploying a 2tPL map will be much easier, I hope.



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    Following is the original post:
    Alright, the HERETIC GAME DEVELOPMENT crackteam has bent our brains trying to fix this.

    Using the 2 team payload prefab from Waste [link] - we've attempted to fix this up to make sure all the spawns work correctly.

    Labeled each spawn, tested it. As far as we can tell, everything works EXCEPT for info_player_teamspawn red2 -- i.e. When Red has pushed little cart past the middle point, they should spawn at Spawn point 2 -- they do not.
    Code:
    Flowchart (how it should work):
    
    [B]Gamestart[/B]
    Team R spawns at Team R spawn 1
    Team B spawns at Team B spawn 1
    [B]Team R pushes cart past middle point[/B]
    - Team R now spawns at Team R spawn 2
    - Team B spawns at Team B Spawn 1
    
    [B]Team R pushes cart past Team B Courtyard[/B]
    - Team R now spawns at Team R spawn 3
    - Team B spawns at Team B Spawn 1
    
    [B]Team R pushes cart to Team B final point[/B]
    -Team R wins
    
    [B]Team B pushes cart past middle point[/B]
    - Team B now spawns at  Team B Spawn 2
    -Team R spawns at Team R spawn 1
    
    [B]Team B pushes cart past Team R Courtyard[/B]
    - Team B now spawns at Team B spawn 3
    -Team R spawns at Team R spawn 1
    
    [B]Team B pushes cart to Team R final point[/B]
    -Team B wins
    Attached is the VMF, appreciate any help in advance
     
    Last edited: Aug 16, 2010
  2. nik

    nik L12: Fabulous Member

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    without even opening the vmf:

    do they get enabled/disabled correctly?
    are the points blocked?
    are you using a multi-round spawning system?
    do you spawn in the second one after changing classes many times in the first spawnroom?
     
  3. Jayden

    Jayden L1: Registered

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    do they get enabled/disabled correctly? As far as I can tell via logic outputs etc, yes
    are the points blocked? They do not intersect with any brushes
    are you using a multi-round spawning system? No
    do you spawn in the second one after changing classes many times in the first spawnroom? Haven't done any class changing in testing
     
  4. Jayden

    Jayden L1: Registered

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    After some discussion with [ANTI] Switch 4 and some prodding, I decided to look to ABS's Gametype library for some similar mechanics. Looking at the 5 point CP prefab, I noticed that:

    1st spawns were associated to friendly team HQ
    2nd spawns were associated to Center point
    3rd spawns were associated to hostile second point

    I then noticed that the ones in my prefab were all over the place.

    I corrected this, and after a quick beta test, we seem to have things working perfectly. We've gained a greater understanding of these mechanics.

    As such, and I'll update the OP, I am now uploading a finished, improved version of the 2 team Payload prefab.