Forward Spawns?

BoneS

L1: Registered
Dec 12, 2007
8
0
I'm trying to add some finishing touchs to my map, one of which is adding a forward spawn for the blue team. I have created the spawn room, added doors and resupply etc. I associated the player spawns with the capture point i wanted but when i compile and run the map the forward spawn points aren't working once the CP is taken. Could someone please explain how to get capture point associated spawn points working please?
 
Oct 25, 2007
219
690
The way I've done it, is have the forward spawns disabled. The control point entity has an output which, when captured, turns on the captor's forward spawn (and disable the other team's forward spawn in case it was already on).
 

Half-Life_Maniac

L3: Member
Nov 30, 2007
122
89
All you need to do is set your forward info_player_teamspawns' "Associated control point" to the name of the team_control_point.
The func_respawnroom needs no additional settings.
 

BoneS

L1: Registered
Dec 12, 2007
8
0
I already tried putting the assoiciated control point in the info_player_teamspawns, but you just continued to spawn at the original spawn.

I would like to try the output enabling the forward spawn like spaceweasels describes but i would need a little more detail if possible please.

Thanks alot for the help so far
 

Intraman

L4: Comfortable Member
Nov 4, 2007
191
0
Well setting up outputs is actually pretty easy and relatively painless (usually). Go the output tab of the control point, add an output (ie click "add"). You'll need one for both spawn rooms.
For "My Output Name" set it to "OnCapture"
Target should be set to the func_respawnroom (be sure to name them both something obvious)
Via this input: Enable for the foward spawn point and disable the original.
The "parameter override" isn't used here I don't think.
Delay, again not used.
I'm pretty sure you'd leave the "Fire only once" unchecked.
I've never did something like this, but based of what space said this is how you'd do it.
Here's some more info on how inputs and outputs work: http://developer.valvesoftware.com/wiki/Inputs_and_Outputs
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
This may seem like a silly question, but are your main spawns associated with that team's main cap point? If they aren't associated with any cap point, your players will always spawn from them, in addition to whatever other spawns become enabled later. It may be that your forward spawns are working, you just haven't cycled through all the main spawns yet when testing.
 

BoneS

L1: Registered
Dec 12, 2007
8
0
well the map is a gravelpit style CP map, so theres only 3 CP in total and they are owned by red at start. I want it so when blue capture A they then spawn at the forward spawn in A (if that makes sense).

EDIT: So let me get this straight, in order to get the forward spawns to work, the original spawns must also be associated with a Capture point?
 
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Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
EDIT: So let me get this straight, in order to get the forward spawns to work, the original spawns must also be associated with a Capture point?


Right. If any given spawn entity is not associated with a capture point, the game says "well I don't know when to use this one, I'll just use it all of the time no matter what".
 

Intraman

L4: Comfortable Member
Nov 4, 2007
191
0
There has to be a way to set it up that a capture point isn't necessary though.
 

BoneS

L1: Registered
Dec 12, 2007
8
0
ok i got it working without having to have a CP associated with the first spawns!

all i did was setup outputs on CP A which enable the forward spawn points and forward spawn room trigger. And also outputs which disable the original spawns points and spawn room.

The trick was using the output Onteamchangeownership instead of Oncapture.

Thanks for the help :)
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Hi All.

I've yet to find a good "step by step" for this. A few threads for how they figured it out, but if anyone has the time to do a tutorial or a step-by-step id GREATLY appreciate it
 

Earl

L6: Sharp Member
Dec 21, 2007
284
38
This may seem like a silly question, but are your main spawns associated with that team's main cap point? If they aren't associated with any cap point, your players will always spawn from them, in addition to whatever other spawns become enabled later. It may be that your forward spawns are working, you just haven't cycled through all the main spawns yet when testing.

My forward spawns weren't working, and this is why. You need to set the spawn points in the first spawn room to be associated with the first CP. I have verified it by having red's spawn not have that parameter and blue's spawns be associated with their first control point. Blue's forward spawns worked, red's didn't.

Problem solved!
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
For the lazy and the lost.

Those wonderful people at Valve have included all you need for a 5 cp map, with 2 forward spawn rooms per side, math counters, round timers, capture points, etc all set and ready to go. I don't have the exact location but it is in your sourcesdk_docs orangbox tf2 folder somewhere.

All you have to do is copy them into your map, make your spawn room walls and line things up and BLAMO you are ready to go (Of course there are still the endless hours of making a good layout and detailing). Allthough the mapping purists may scoff, I have noticed no ill effects of doing it this way to date. FYI, do not group things to make them easier to move in Hammer as this will turn of their entity properties (all though maybe just in Hammer, not actually in game). I will update with the actual folder location later.

As promised: the location is Valve\Steam\SteamApps\username\sourcesdk_content\tf\mapsrc\cp_game_entities.vmf
 
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phatal

L6: Sharp Member
Jan 8, 2008
259
21
Mine is located here.

C:\Program Files (x86)\Steam\steamapps\username\sourcesdk_content\tf\mapsrc

Edit: How funny. The folder tf in both of our directorys shows with a space, but there is no space in between the t and the f.