let's start with my first complication: the func_nobuild ... it has this really nice property for setting the team whose engineers shouldn't be able to build in specific areas. However this doesn't seem to work for me. I tried every setting which can be 'Any', 'Red' or 'Blue' but in the game neither team can build in the area with the func_nobuild. Did I miss something or is this entity having a bug?
the second thing is: I have an area that is accessible for both teams from the start. after capturing CP 2 the spawns for one team will be moved into this area. to prevent spawn camping this area shouldn't be accessible to the enemy team so I implemented some func_respawnroomvisualizers with 'start disbled' set to yes. Capturing CP 2 then enables those entities and makes them visible for the enemy team. Now the problem has to do with the solidity of those visualizers that can be set to 'Toggle', 'Never solid' or 'Always solid'. If set to 'Always solid' it's even solid in the disabled state which is not what I want because the enemy team can't pass through. If set to 'Toggle' it's invisible in the disabled state but solid for the enemy team. After enabling it's visible as supposed to be but it's not solid anymore to the enemy team. A normal func_respawnroomvisualizer is set to 'Never solid' which makes it block only one team but that doesn't seem to work with disabling and enabling the entity because after enabling it just won't be solid for the one team. Yet I have an idea for a little workaround that might do the trick... anybody else that has experienced similar problems or does have a solution to this?
the second thing is: I have an area that is accessible for both teams from the start. after capturing CP 2 the spawns for one team will be moved into this area. to prevent spawn camping this area shouldn't be accessible to the enemy team so I implemented some func_respawnroomvisualizers with 'start disbled' set to yes. Capturing CP 2 then enables those entities and makes them visible for the enemy team. Now the problem has to do with the solidity of those visualizers that can be set to 'Toggle', 'Never solid' or 'Always solid'. If set to 'Always solid' it's even solid in the disabled state which is not what I want because the enemy team can't pass through. If set to 'Toggle' it's invisible in the disabled state but solid for the enemy team. After enabling it's visible as supposed to be but it's not solid anymore to the enemy team. A normal func_respawnroomvisualizer is set to 'Never solid' which makes it block only one team but that doesn't seem to work with disabling and enabling the entity because after enabling it just won't be solid for the one team. Yet I have an idea for a little workaround that might do the trick... anybody else that has experienced similar problems or does have a solution to this?