How do you make blu spawn in red's spawn after doing a objective?

Discussion in 'Mapping Questions & Discussion' started by Infomaniac, Nov 16, 2017.

  1. Infomaniac

    Infomaniac L6: Sharp Member

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    Basically, when blu captures the final point/pushes the cart to the end, in the next stage, they will be in red's old spawn room, does anyone know how to do this?
     
  2. ϺΞΤЯΘΉλϺ

    ϺΞΤЯΘΉλϺ L2: Junior Member

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    make the spawn room set to any and have 2 sets of spawn points

    Have the blue one disabled

    Go to the trigger area (if its cp) and have an out put that's disables red spawn and enables blue spawn points
    (make sure that the spawn points have a name)

    Go to track path (if its payload) over the point and do the same as above in the ouputs

    make sure you also set it to enable the next spawn positions

    if your still confused I can explain more in detpth
     
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  3. Da Spud Lord

    aa Da Spud Lord L0: Shitty Member

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  4. Infomaniac

    Infomaniac L6: Sharp Member

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    sorry for saying "hello", I didn't realize that it would make me sound like i'm begging.
     
  5. VEssex

    VEssex L2: Junior Member

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    In theory, according to https://developer.valvesoftware.com/wiki/Info_player_teamspawn , you could also use just one set of 16 teamspawns rather than two. Which would be set to react to an OnCapColorTeam, outputting a SetTeam to change the team spawning availability, and then use OnCapColorTeam output to disable other sets of teamspawns.

    This method would be less entity expensive.
     
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  6. Pocket

    aa Pocket func_croc

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    Don't forget to instantly teleport RED to their forward spawn as well, otherwise you can have RED players still left in there around when BLU starts spawning.
     
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