How to make forward spawns?

Discussion in 'Mapping Questions & Discussion' started by squ1rrel, Jun 19, 2017.

  1. squ1rrel

    squ1rrel L4: Comfortable Member

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    If anyone knows a decent tutorial that would be handy. Otherwise could anyone explain how to make these work (mainly talking about the logic etc...).

    The map is attack/defend and requires a forward spawn for Blu (when they cap 1st) and a 'backwards' spawn I guess you could call it for Red when 1st is captured (this is so they don't have to walk miles just to get to 1st when it's not captured).
     
  2. Muddy

    Server Staff Muddy Muddy

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    Disable the initial info_player_teamspawn entities, enable the info_player_teamspawn entities in the forward spawn. Do the same with the func_respawnroom entities.

    If you're disabling a forward spawn, set the spawndoors to open permanently so that players don't get stuck inside. Also remember to disable the resupply cabinet and the door triggers.
     
  3. squ1rrel

    squ1rrel L4: Comfortable Member

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    What are the outputs/inputs used to disable these things and what trigger/entity do I put them in? Btw where about should I put Blu's forward spawn? I want to put it just outside A on the path to B but feel it might be too close?