Changing Spawn Rooms For Players On Capture

Discussion in 'Mapping Questions & Discussion' started by Kill_the_Bug, Dec 4, 2019 at 11:40 AM.

  1. Kill_the_Bug

    aa Kill_the_Bug

    Messages:
    1,705
    Positive Ratings:
    351
    Hi,

    Never been able to figure this one out properly.

    What's the best way to teleport players in one room to their new room without killing them then a cap point has been capped by the opposing team?.

    i.e. They've just respawned inside their room, team x caps point locking the door and the player stuck inside should be automatically transported to their next starting point.
     
  2. DrSquishy

    aa DrSquishy Help I'm lost in a big scary forest

    Messages:
    1,057
    Positive Ratings:
    596
    Use a trigger_teleport in the old spawn tied to an info_teleport_destination or whatever in the new spawn room. just send an Enable input to the teleport on whatever event
     
  3. HueZee_

    HueZee_ L1: Registered

    Messages:
    27
    Positive Ratings:
    4
    if you wanna get fancy and do something like valve does you can set rounds like they do and set player spawn location change based on rounds. unless for whatever reason you need the game to continue without rounds, you can also do what valve does and have forward respawns when their capture zone progresses. anyone who spawns at the exact moment that next point is capped will still have to walk the long way but anyone spawning after the capture will be at the new forward spawn.
    otherwise if you require people moved up actively you can do what DrSquishy suggested and teleport any stray respawns forwards, and also set a respawn change so they dont need to be teleported after the fact.
     
  4. nesman

    aa nesman oh god how did this get here

    Messages:
    353
    Positive Ratings:
    215
    as long as you disable all the old spawn entities and enable the new entities, trigger_teleport is the best option