Alternatives for onmultinewround output?

Honk

L1: Registered
Jun 7, 2023
1
0
I'm attempting to create a map in which the 'waiting for players/tournument mode' period has different spawn points to a regular round, except it's been documented that onmultinewround and the associated outputs are broken in TF2 and thus can't be used for this purpose.

Is there a work around for this? I've attempted to use team_round_timer with the onsetupstart/roundstart output, along with simply killing the teleporter after X amount of seconds, but the teleporter in question still respawns upon a new round start.
 
Solution
I was able to fudge the logic using two team_round_timer entities: one invisible and silent one with a setup time of 1 second, and one normal one.
When the setup time of the invisible timer ends, it will change the spawn locations and briefly enable the teleport trigger.

A couple of known bugs:
  • Because of the nature of setup time, the teleport has to happen at least 1 second after the round starts which is really noticeable - you could try using an env_fade to counteract this.
  • The actual setup time is not displayed as setup time. You could try faking this with a game_text.
Here's the VMF:

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
613
476
I was able to fudge the logic using two team_round_timer entities: one invisible and silent one with a setup time of 1 second, and one normal one.
When the setup time of the invisible timer ends, it will change the spawn locations and briefly enable the teleport trigger.

A couple of known bugs:
  • Because of the nature of setup time, the teleport has to happen at least 1 second after the round starts which is really noticeable - you could try using an env_fade to counteract this.
  • The actual setup time is not displayed as setup time. You could try faking this with a game_text.
Here's the VMF:
 

Attachments

  • prefab_warmupspawns.vmf
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Solution