func_nobuild and func_respawnroomvisualizer problems

Gadget

aa
Mar 10, 2008
539
538
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?
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
Yes it is a bug, func_nobuild's "Team" keyvalue is ignored by the game.

The "Toggle" solidity setting for func_respawnroomvisualizer seems to be doing the opposite of what it logically should. Maybe it is because it starts disabled but there isn't a way to make it start non-solid? Try having it not start disabled, and then using a logic_auto to disable it.

I think that if func_respawnroomvisualizer's associated respawn room has an associated control point that is neutral, the visualizer will be solid for neither team. You could maybe use this fact to force a "Always Solid" visualizer to be nonsolid when it is disabled, using a CP that doesn't show in the HUD and has no model.
 

Gadget

aa
Mar 10, 2008
539
538
thanks Pseudo. sad to read that the func_nobuild really has a bug. I could have used that property quite well.

The first thing you mentioned to use logic_auto is something I already have experimented with but that didn't work as it should, too. I didn't think of using a neutral control point so far - might work. What I'm going to try first is to use a func_door that starts open as a parent for the respawnroomvisualizer. This should give me the result I want to have.