Keeping enemies out of the spawn.

  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.

Cee Cee

L1: Registered
Oct 14, 2017
4
Hello, I am kind of new to the TF2 mapping and I come with a question.
How do I prevent players to fly into opposite spawns with noclip?
My server will use Roll the Dice plugin and I want people to NOT go to other team's spawnroom.
Would trigger_hurt work?
 

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
Trigger_hurt with team filters will kill enemies if they try to enter then there is func_respawnroomvisualizer that will make an invisible wall the enemies can't pass through.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
How do you make team filters though?
Spawn a "filter_activator_tfteam" entity, give it a name and set the Team you want to kill. Then, go to the trigger_hurt's properties and select the filter's name in the "Filter" field. This way, only the team matching that entity will get killed when touching the volume.
 

henke37

aa
Sep 23, 2011
2,075
That team, and the winning team. That's a nasty gotcha that's poorly documented.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
That team, and the winning team. That's a nasty gotcha that's poorly documented.
Completely forgot about that, sorry. I used to play on cp_orange_x3_fix (the fixed version of the map, not the original one), and whenever the winning team entered the enemy spawn, we all died. I guess disabling the trigger is the proper solution.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
That would be how you would normally do it, but it doesn't stop noclipped players.
In Counter-Strike: Source, the noclip mode seems to also put you in godmode. This isn't the case for TF2 since I've done a lot of things in the game and often touched those entities while accidentally flying into them.

Unless you meant something else by "doesn't stop them", I know no other meaning to that sentence.
 

Cee Cee

L1: Registered
Oct 14, 2017
4
Also, could there be a way to make projectiles bounce off respawnroomvisualizer?
I saw it before on maps like Trade_Plaza, where although bullets could go in, the projectiles like rockets and stickies couldn't.
 

Werewolf

Probably not a real Werewolf
Apr 12, 2011
872
Also, could there be a way to make projectiles bounce off respawnroomvisualizer?
I saw it before on maps like Trade_Plaza, where although bullets could go in, the projectiles like rockets and stickies couldn't.
Sounds like they were using a func_clip_vphysics brush. Those stop stickies, grenades, jarate, milk and sandman balls from passing though but not rockets. Rockets (and other explosives) can be countered with func_nogrenades.

You could also copy Valves own method for protecting MvM bots, by giving them an uber while in their spawn area. For that you'd use a trigger_add_tf_player_condition brush and set it to either 5 (TF_COND_INVULNERABLE) or 51 (TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED), the 2nd one being the one Valve uses on MvM bots.

However when it comes to spawn rooms you're better off using simple world brushes to stop projectiles from getting too far in. So long as player don't have a direct line of sight into where enemy players will spawn, and there is a buffer zone where any projectiles will be caught/contained, then the players inside should be fine.
 

Powerlord

L3: Member
May 8, 2010
127
In Counter-Strike: Source, the noclip mode seems to also put you in godmode. This isn't the case for TF2 since I've done a lot of things in the game and often touched those entities while accidentally flying into them.

Unless you meant something else by "doesn't stop them", I know no other meaning to that sentence.
I quoted the post I replied to, which was about blocking players with func_respawnroomvisualizers.