- Feb 1, 2009
- 52
- 1
Is there a way to divide both teams in two groups that spawn in different places, and keep the number of players balanced on each side?
...there would be no way of controlling where they respawn... ...(or maybe there is... with some trickery)...
actually.. from what I've seen, the first player to enter the map spawns at the (teams) spawnpoint with the lowest ID (placed first in hammer). And then it continues like that...
Exactly: Nobody. The script emulates the behavior for you. You can lay out your spawns in a line, copy-paste a new copy to multiple places, and still accomplish a "continuous spread" spawning situation instead of having waves that rotate positions.Why would you even need such a script... Who jumps between spawn rooms alternating the points they make?
Then my compiling over here must be win-the-jackpot lucky when it comes to random numbers, because it appears every single ID for a teamspawn in the VMF... matches a HammerID in the BSP.Additionally, hammerID isn't in the VMF, VBSP adds it when you compile.
entity
{
"id" "[B]23783[/B]"
"classname" "info_player_teamspawn"
"angles" "0 0 0"
"StartDisabled" "0"
"TeamNum" "3"
"origin" "-2240 -2240 148.924"
}
{
"origin" "-2240 -2240 148.924"
"TeamNum" "3"
"StartDisabled" "0"
"angles" "0 0 0"
"classname" "info_player_teamspawn"
"hammerid" "[B]23783[/B]"
}
A chance to offer an entity correction to Boojum: Best Birthday Present Evar.I shouldn't rush my posts when I'm tired.
OK, so instead of swapping IDs within a valid pool, all it has to do is reorder them in the file... Perfectly doable with the support code I have in there now... Assuming bspzip will allow me to overwrite mapname.ent...Spawn order (or other entity priorities) is first-in-file (thus, first added) priority, which is unrelated to hammerID.