Forward Spawn rooms

Discussion in 'Mapping Questions & Discussion' started by BagOfChips, Mar 24, 2009.

  1. BagOfChips

    BagOfChips L5: Dapper Member

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    I'm trying to set up my map to have spawn rooms like badlands (main base, one attached to main base, and one in the middle.)

    I've looked at Badlands decompiled map and I can't figure out what decides where they spawn.

    On my map both teams spawn in the spawn room attached to the main base.
     
  2. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    The way they are determined is by enabling the new spawn points, and disabling the old ones. Simply have the capture send an I/O to the spawn points when its capped to disable/enable the right ones.
     
  3. BagOfChips

    BagOfChips L5: Dapper Member

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    Really? I looked at badlands and they didn't do this lol. I thought it would be like this but I had badlands to look at.

    Their center ones start enabled too :|

    I'll go do that now :)
     
  4. BagOfChips

    BagOfChips L5: Dapper Member

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    nm I figured it out now.
     
  5. BagOfChips

    BagOfChips L5: Dapper Member

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    I looked at badlands and all of the spawnpeople have an associated cap point (the holograms)

    main base spawn -> friendly last cp
    middle forward spawn -> enemy second cp
    semimiddle forward spawn -> middle cp

    all spawn rooms are "Initial Disabled" = no.

    No inputs

    seemed to work for at least one of my teams, too late to test the other.
     
  6. Earl

    Earl L6: Sharp Member

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    Yeah, basically you have to associate all your spawn rooms with points, or else you'll just always spawn at the first (unassociated) one.
     
  7. BagOfChips

    BagOfChips L5: Dapper Member

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    they don't associate the spawn rooms, just the spawn green guys