3 stage payload- forward spawn blues

Discussion in 'Mapping Questions & Discussion' started by Hyce777, May 31, 2011.

  1. Hyce777

    Hyce777 L2: Junior Member

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    So I've been working on my 3 stage payload map for a couple of months now.
    It's been requested that I add a forward spawn in the third stage, and it should work like this:
    Red Final Spawn/End CP____CP2____Forward Spawn/CP1_____Blue Beginning Spawn

    Red spawns at the forward spawn at the beginning of the round;
    once CP1 is capped they move back to the final spawn.
    Once CP2 is capped, Blue moves up to the forward spawn.

    Now I've tried a bunch of combinations of inputs and outputs and every time it's been wrong. I have no idea why it's not working, hence why I came here. I've been mapping for a couple of years, so I at least like to think I know what I'm doing, but currently Blue always spawns in the forward spawn and red always spawns at the final spawn.

    All I need help with is the spawn entities themselves; the doors and func_respawnroom entities function as they should.

    It seems to me like the "start disabled" function doesn't do anything at all, I've had spawns that are theoretically disabled but work just fine; it's annoying.

    I would really appreciate any help I can get on this.

    Thanks,
    Hyce
     
  2. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    Spawns with "RED/BLU spawn for round X" will begin enabled at the start of round X regardless of what you set them to be, I suggest you put nothing there for the spawns that should be disabled at the start ofround 3.
     
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  3. Hyce777

    Hyce777 L2: Junior Member

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    Alright man thanks! That would explain all of my problems. Should be an easy fix from there!

    Thanks!
     
  4. Hyce777

    Hyce777 L2: Junior Member

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    So now red works, but Blue won't move up even though the control point is telling the first spawn to disable.
    It has no associated control point.
    It also is set for Blue's spawn for round 3.

    EDIT- forget about this post, some idiot forgot to set it so the team for the spawn points was blue....
     
    Last edited: Jun 2, 2011
  5. Crash

    aa Crash func_nerd

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    Somewhat of a necrobump because my problem relates.

    I have a 3 stage Payload map (currently up to 2 stages) and I am having trouble with the spawns. I used the above advice and which helped my first problem, but now I have another. Red has a forward spawn point up until the first point is capped, and then it moves back to another spawn room. When that first point is capped, it doesn't switch Red team back.

    My set up is currently this:

    Red spawn A (forward spawn where they should start):
    Func_Respawnroom:
    Team: Red
    Start Disabled: No

    info_player_teamspawn:
    Team: Red
    Start Disabled: No
    Associated Control Point: CapA
    Red Spawn for Round: Round_2

    Red Spawn B (Should move to after CapA is capped):
    func_respawnroom
    Team: Red
    Start Disabled: Yes

    info_player_teamspawn:
    Team: Any (for round 3's usage)
    Start Disabled: Yes
    No associated point or spawn point for round

    Cap A:
    team_control_point outputs:
    OnCapTeam2> Trigger Relay

    Relay:
    OnTrigger> RedSpawnA(room)> Disable
    OnTrigger> RedSpawnsA(points)> Disable
    OnTrigger> RedspawnB(room)>Enable
    OnTrigger> RedSpawnsB(points)>Enable


    Now specific of the problem are when I cap CapA with Blu team, Red continues to spawn in RedSpawnA. Running back to RedSpawnB, it acts as if the room is active but not the points. As in, I can change classes, but it takes me to the forward spawn. Switching through the spawn points (via class changes) rotates me through the room's points and never out of it.

    Is there something I'm missing setting this up? This is driving me mad. I thought I finally had it once I found the above fix (Red wasn't spawning in the right point at all before, so I'm closer at least.)

    If I'm missing any info needed just ask, I can toss that up as well.
     
    Last edited: Sep 28, 2011
  6. Crash

    aa Crash func_nerd

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    Just figured this out with a bit of help from the chat, but for future reference to others, RedSpawnB's spawn points needed to be set to Team: Red, otherwise it refused to enable for some reason.

    Also, I eliminated the outputs from the first cap point that disabled/ enabled the spawn rooms. It isn't necessary at all, they are all enabled by default. The spawn points themselves are the only thing that need to be enabled/ disabled.

    So, we'll see how it likes Stage 3 when I get there, but I am caught up at least!