[Help] Blue Spawns in Red Spawn

Discussion in 'Mapping Questions & Discussion' started by Jazz, Nov 15, 2008.

  1. Jazz

    Jazz L5: Dapper Member

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    Here is the problem: When I launch my map and choose red team, I spawn in the correct spawn room. When I change my team to blue I also spawn in the red spawn. Both of the respawn rooms work (I know because the visualizers work) and the blue spawn isn't set to "Start Disabled." This problem has me stumped and I am hoping you can help.

    Here are some pictures of my info_player_teamspawn entities:

    Blue:
    [​IMG]

    Red:
    [​IMG]
     
  2. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    What kind of map is this? I see you have the Associated Control Point set up for the Red spawn, but is this CP (dustbowl/grainery/gravel pit?) or payload?
     
  3. Nineaxis

    aa Nineaxis Quack Doctor

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    Set Red Spawn for round and Blu Spawn for round.
     
  4. Jazz

    Jazz L5: Dapper Member

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    Payload, single stage.

    I am not exactly sure how to do that. Could you explain how?
     
  5. Jazz

    Jazz L5: Dapper Member

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    Ok I figured it out. I asked around and learned how to fill that in. Turns out that "spawn for round" was what was messing it all up.
     
  6. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    Yes, in single round payload maps, you must fill out the "Team spawn for round" field. Any additional spawns (ie, forward blu spawn, rear red spawn) are just normal spawns set to team, named, and start disabled.
     
  7. Jazz

    Jazz L5: Dapper Member

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    So filling out the "Team spawn for round" on forward spawns would cause people to spawn in their forward spawns sometimes instead of the normal ones? Just asking because I just got back from a nightmare map testing session where this happened.
     
  8. Acegikmo

    aa Acegikmo

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    Make the progressive spawns disabled from the beginning, and enable them later on.
     
    Last edited: Nov 17, 2008
  9. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    I really should take pictures, but here we go. Trying to be more explicit this time.


    Blu First Spawn
    Code:
    Name: blu_spawn_1
    Team: Blue
    Start Disabled: No
    Associated Control Point:
    Blue spawn for round: my_payload_round
    Red spawn for round:
    Red First Spawn
    Code:
    Name: red_spawn_1
    Team: Red
    Start Disabled: No
    Associated Control Point:
    Blue spawn for round: 
    Red spawn for round:my_payload_round
    Blu Second/Forward Spawn
    Code:
    Name: blu_spawn_2
    Team: Blue
    Start Disabled: Yes
    Associated Control Point:
    Blue spawn for round:  [B] //MUST LEAVE BLANK[/B]
    Red spawn for round:

    Red Second/Rear Spawn
    Code:
    Name: red_spawn_2
    Team: Red
    Start Disabled: Yes
    Associated Control Point:
    Blue spawn for round:  
    Red spawn for round:[B] //MUST LEAVE BLANK[/B]

    Continue to add spawns in such a manner.
     
  10. Nineaxis

    aa Nineaxis Quack Doctor

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    Red Spawn for Round and Blue Spawn for Round tells TF2 that at the beginning of the round, everyone should spawn at those spawnpoints. So you want it to only be set on the initial spawn. After that first spawning of everyone, it will look for whatever spawnpoints are enabled.
     
  11. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    ....am I correct?

    RED/BLU spawn for round: my_payload_round

    where my_payload_round = the name of the trigger_capture_area?
     
  12. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    my_payload_round is the name of your team_control_point_round
     
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