Adjust respawn times

Simulacron

L-3: Simulated Member
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Feb 17, 2016
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I need a little help with respawn times. I tried to ajust them on my own, but I don't really understand how it works. For example when blu attacks the second point of a 5cp map They have 11 seconds respawn time and Red has 11 seconds, after that I want it easy for red to defend, so I wanted to reduce the spawn time in the second point I said that red would have -5 seconds after blu captured it, but ingame red suddenly has 18 seconds? What am I making wrong and is there a more convenient way to test rspawn times instead of sucide the hole time? A chart or something like this you can display?
 

killohurtz

Distinction in Applied Carving
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Feb 22, 2014
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There's a key difference between "respawn times" and "respawn wave times" here. TF2 handles respawning in waves to encourage players who died around the same time to group up and move as a team. The length of time between these waves is what you set in "respawn wave time," and that value determines a range of respawn times an individual player might have. For a respawn wave time of X seconds, a player will always wait between X and 2X seconds.

Here's an example: suppose the respawn wave time is 10 seconds. A player dies 2 seconds after the last respawn wave. They will wait out the remainder of the current wave (8 seconds), then wait the full length of the next wave (10 seconds), for a total respawn time of 18 seconds.

Also, when you're changing respawn wave times in tf_gamerules, note that there are different inputs for SetRedTeamRespawnWaveTime and AddRedTeamRespawnWaveTime. If you're trying to directly set the respawn wave time to a specific number, use the Set version rather than Add.

Here is a wiki page that lists respawn wave times for various maps, in case you need some values to start with.
 

Simulacron

L-3: Simulated Member
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Feb 17, 2016
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There's a key difference between "respawn times" and "respawn wave times" here. TF2 handles respawning in waves to encourage players who died around the same time to group up and move as a team. The length of time between these waves is what you set in "respawn wave time," and that value determines a range of respawn times an individual player might have. For a respawn wave time of X seconds, a player will always wait between X and 2X seconds.

Here's an example: suppose the respawn wave time is 10 seconds. A player dies 2 seconds after the last respawn wave. They will wait out the remainder of the current wave (8 seconds), then wait the full length of the next wave (10 seconds), for a total respawn time of 18 seconds.

Also, when you're changing respawn wave times in tf_gamerules, note that there are different inputs for SetRedTeamRespawnWaveTime and AddRedTeamRespawnWaveTime. If you're trying to directly set the respawn wave time to a specific number, use the Set version rather than Add.

Here is a wiki page that lists respawn wave times for various maps, in case you need some values to start with.
But whats with the "Red/Blu Spawn adjust" in the capture areas of the points. What can I set with these ones?
 

Crowbar

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Dec 19, 2015
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Note that a player never spawns on the next wave avaliable, but always the one after, so the actual times are between n and 2n where n is the wave time.
 

killohurtz

Distinction in Applied Carving
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Feb 22, 2014
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Ah, I think I get what the problem is - if you look at the wiki description for Red Spawn Adjust, it says:

"Adjust the minimum respawn time for the RED team by this amount (in seconds) when RED captures this point. If the RED team owns this point when BLU captures it, this adjustment is reversed."

This implies that the spawn time will only change as you expect when Red does the capturing. So, in order to give Red an advantage when Blu does the capturing, you would either a) use reverse values in Red Spawn Adjust, or b) increase Blu's spawn times instead of reducing Red's. (Disclaimer: I've never used these fields before, so I'm making guesses here. Let me know how it goes.)
 

Simulacron

L-3: Simulated Member
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Feb 17, 2016
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Ah, I think I get what the problem is - if you look at the wiki description for Red Spawn Adjust, it says:

"Adjust the minimum respawn time for the RED team by this amount (in seconds) when RED captures this point. If the RED team owns this point when BLU captures it, this adjustment is reversed."

This implies that the spawn time will only change as you expect when Red does the capturing. So, in order to give Red an advantage when Blu does the capturing, you would either a) use reverse values in Red Spawn Adjust, or b) increase Blu's spawn times instead of reducing Red's. (Disclaimer: I've never used these fields before, so I'm making guesses here. Let me know how it goes.)
This is exactly what I done after tring out things a few times. In the end I added time to red instead of subtracting it and it works.