How to make sure players don't get stuck in a disabled spawnroom

Discussion in 'Mapping Questions & Discussion' started by MegapiemanPHD, Jun 19, 2016.

  1. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    I'm setting up a forward red spawnroom that then gets disabled when blu Captures a point. I've seen many maps that will respawn players who are in a disabled spawnroom in the new spawnroom when this happens. I'm not sure how to set it up and fear players getting stuck in the forward spawn. I don't think it happens by default and am hoping someone can inform me how this works.
     
  2. Vel0city

    aa Vel0city personal pick-pocketing parrot

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    When a point is capped, you can trigger a trigger_teleport brush entity so that anybody still in spawn gets teleported to the new spawn. I believe that's how Upward does things with RED's first spawn becoming BLU's when 3rd is capped.
     
  3. Crowbar

    aa Crowbar perfektoberfest

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    Make the inner part of the door's trigger a separate trigger that is always active, so players always are able to get out. A little tricky though because it will be possible to hold it open and do things with it, but nothing really bad should happen - you can always get out. Also velo's method is a kind of a necessity when special things happen like a room now belonging to other team.
     
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  4. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    That's what I'm doing at the moment, reusing a red spawn for blue. Thanks for the help.
     
  5. Gabe Noodle from Volvo

    Gabe Noodle from Volvo L3: Member

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    You could also go the route of cp_egypt and have the spawnroom cieling come down and crush anyone left inside.
     
  6. CommodoreKong

    CommodoreKong L6: Sharp Member

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    I must say I don't love Egypt but that is one feature of the map that I do like.
     
  7. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Actually it seems caping that point on Upward activates a hurt trigger for red team in that spawn room, killing all red players inside it.
     
  8. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    This may be somewhat of an unrelated question but I don't want to make a separate post for it. How do I activate entities through the console? I'm pretty sure there's some kind of command to make them fire but I can't seem to find it online.
     
  9. Vel0city

    aa Vel0city personal pick-pocketing parrot

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    ent_fire is the command you're looking for.
     
  10. YM

    aa YM LVL100 YM

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    Killing players is poor form despite the fact it can be thematically appropriate, teleporting players is sloppy and very infuriating when it's you that it happens to (the point is capped, you're a foot away from the spawndoor about to back up your team and ZAP gotta walk for another 30 seconds)

    I'd recommend doing what Borneo does and disable the respawn brush, lock the door open and sink the resupply cabinet into the ground.
    (send 'kill' to the respawn brush, tell the door prop to play the open anim and the brush door to 'open', send 'kill' to the door trigger and lastly parent the resupply cabinet to a func_door that sinks into the ground)

    This method allows players who are halfway to the door to leave without getting zapped away and it allows any player who is afk to be killed by an advancing team, it also prevents the room being hidden in.
    It's what I'm doing in ququmannz and (excepting where I had some issues with the names of my doors) it's worked perfectly.


    Coincidentally this is also what Overwatch does.
     
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