Forward Spawns?

Discussion in 'Mapping Questions & Discussion' started by BoneS, Dec 14, 2007.

  1. BoneS

    BoneS L1: Registered

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    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?
     
  2. spaceweasels

    aa spaceweasels

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    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).
     
  3. Half-Life_Maniac

    Half-Life_Maniac L3: Member

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    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.
     
  4. BoneS

    BoneS L1: Registered

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    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
     
  5. Intraman

    Intraman L4: Comfortable Member

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    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
     
  6. Shmitz

    aa Shmitz Old Hat

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    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.
     
  7. BoneS

    BoneS L1: Registered

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    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?
     
    Last edited: Dec 15, 2007
  8. Shmitz

    aa Shmitz Old Hat

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    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".
     
  9. Intraman

    Intraman L4: Comfortable Member

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    There has to be a way to set it up that a capture point isn't necessary though.
     
  10. Shmitz

    aa Shmitz Old Hat

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    Isn't necessary for what? I don't understand why it's a problem...
     
  11. Intraman

    Intraman L4: Comfortable Member

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    err nevermind, I misunderstood your other post.
     
  12. BoneS

    BoneS L1: Registered

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    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 :)
     
  13. DJive

    aa DJive Cake or Death?

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    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
     
  14. Earl

    Earl L6: Sharp Member

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    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!
     
  15. Termaximus

    Termaximus L5: Dapper Member

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    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
     
    Last edited: Jan 31, 2008
  16. phatal

    phatal L6: Sharp Member

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    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.