Map advancing spawn issues.

Discussion in 'Mapping Questions & Discussion' started by AgeNt_, Dec 11, 2009.

  1. AgeNt_

    AgeNt_ L5: Dapper Member

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    Hello TF2maps.net,
    I am currently in the process of making a multi-stage payload map. You can find the map here. Each stage has an advancing spawn point for each team once the first point has been captured. When my map was in "alpha 1" there were no problems with the advancing spawn points since it was just 1 stage. Here is my problem. Each of the advancing info_player_teamspawn have been disabled in their entity properties but once the 24 spawn points in a spawn room have been "spawned" they instead of looping over in those spawn points they spawn at the advancing points. I found this on both stages. I am running out of ideas on how to fix this problem.

    Thanks Much!
    ~AgeNt_

    Here is my first initial spawn point.
    [​IMG]

    And here is my second spawn point
    [​IMG]
     
    Last edited: Dec 11, 2009
  2. Lancey

    aa Lancey Currently On: ?????

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    Set the team spawn for round keyvalues
     
  3. Swiftmind

    Swiftmind L2: Junior Member

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    Whats going on is when you set the associated control point and spawn for round keyflags, the engine logic that reads these keyflags overrides the Enable/Disable of the teamspawn. So your enable/disable commands will not be followed. I experenced the same thing in the first few alphas of Silo_C. Teamspawn points are basically in a list of all those who are valid, as you keep spawning the engine will go down that list. And since you are using all the spawns in the same round, all the spawns are technically active and valid.

    There are two ways to fix this, 1) you manually control the teamspawns by enabling and disabling them all and not setting the associated control point and spawn for round keyflags.

    -or the better way-

    2) Section off your map into rounds. New spawn points constitues a new round. Then set the spawn for round keyflags like Nerdboy said.
     
    Last edited: Dec 12, 2009
  4. AgeNt_

    AgeNt_ L5: Dapper Member

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    alright, i got around to fixing this issue and i chose to do the manual way of enable'ing and disable'ing the spawn points only because i do not want to have 6 total rounds. so i finally finished tweeking everything and i guess i got a new problem. everybody spawns in only one point no matter who the spawn point is for. red and blu both spawn at the first spawn point on the map