A case stufy of 2TPL logic, Respawns, and You

Discussion in 'Mapping Questions & Discussion' started by Jayden, Aug 5, 2010.

  1. Jayden

    Jayden L1: Registered

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    So i've been trying to debug the 2 team PL game type example from here

    Attached is my modification of it. I've moved some of the path_track nodes apart slightly for debugging purposes, and created a basic level with a skybox, flat floor and 3 levels upon which each team spawns. I've also included a large func_respawnroom box over each team's side for instant respawning. All spawns are above level geometry and properly spaced. There are 12 of each spawn.

    It should work like this:

    both team start spawning at the teamspawn1, which I've placed on the highest level. Currently: This seems to work fine. 1 in 10 times you will spawn at one of the other levels however...troubling

    When blue team captures the middle point, blue should start spawning at thier second spawn. Currently, with he middle point captured, it seemed to cycle me through each of the 3 spawns every 10 seconds or so. (I rapidly respawned to different characters to check consistency

    When blue team captures the second to last point, they should be spawning at their 3rd spawn. With red team still spawning at their first. This seemed to work fine for the first 10 spawns. On the 11th, I ended up on the first spawn again, then the second, then the third, then the first


    For Red Team:

    both team start spawning at the teamspawn1, which I've placed on the highest level. Currently: Seems to work fine for red team

    When Red team captures the middle point, blue should start spawning at thier second spawn. For 20 spawns, with red team owning the middle point, they spawned at their first spawn

    When red team captures the second to last point, they should be spawning at their 3rd spawn. With blue team still spawning at their first. About 15 seconds after capture, this began to work properly. Of 20 respawns, only one of them ended up on the first spawn


    I've gone through the logic a couple times now and it -seems- like it should work, but alas, my efforts are in vein. If anyone with the proper experience has the time to thumb through this, I'd appreciate it
     
  2. sniprpenguin

    sniprpenguin L6: Sharp Member

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    I'm not at my mapping computer right now, but is it possible you could put your logic up here?

    In any case, here's what I would've done:

    Disable all spawn points except for the initial starting ones.
    On a team's first cap of the middle point, use a logic_relay to enable their new spawn and a delayed disable of their old spawn.
    On a team's second cap, use another logic_relay to once again enable and disable their spawns like in the previous way, but also disable the spawns for the other team and enable their first one.

    One question that comes up though, is this: If, say, Blu caps the first point and moves their spawn up, and then Red manages to push it all the way back, according to what you've described, Blu will remain at their second spawn until Red captures the second-to-last point. This should be a consideration for any map using this logic, since from what I'm gathering, you're trying to do something like a 5CP map's spawn set-up.
     
  3. Sergis

    aa Sergis L666: ])oo]v[

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    you have AssociatedControlPoint set and also are enabling/disabling spawns via logicrelays. won't that conflict?