Payload Spawn Problems

Discussion in 'Mapping Questions & Discussion' started by RedMser, Sep 3, 2013.

  1. RedMser

    RedMser L1: Registered

    Messages:
    12
    Positive Ratings:
    3
    I have a payload map with 2 checkpoints (CP_A_1 and 2) and a final point (CP_A_3).

    I want the players to spawn on spawn_blueA and spawn_redA until the second point is captured, then they should spawn at spawn_blueB and spawn_redB.

    Now for the second point, they should spawn back at spawn_blueA and spawn_redA, because a short cut door to the second and final point gets opened.

    Now the problem is how to do all that. I tried using enable and disable only to later find out that "If you have ANY team_control_point_round entities in your map, you MUST also set the '<team> spawn for round' settings below. If this is not done both teams will spawn at all spawn points". Obviously this is the case, so I hook up my round_a to those teamspawns.

    But then there is a new problem :O : The spawn for round keyvalue overrides the Enable/Disable inputs, so I would have to have multiple rounds. But I want the whole map to be in one single round!

    What can I do?
     
  2. takabuschik

    aa takabuschik

    Messages:
    663
    Positive Ratings:
    315
    Do you have multiple rounds (like on goldrush)?
     
  3. RedMser

    RedMser L1: Registered

    Messages:
    12
    Positive Ratings:
    3
    I only have one round, and I only want one.
     
  4. nightwatch

    aa nightwatch

    Messages:
    640
    Positive Ratings:
    446
    Try changing your team_control_point_round to something else - aren't you supposed to use team_control_point_master for single stage maps?
     
    • Thanks Thanks x 1
  5. RedMser

    RedMser L1: Registered

    Messages:
    12
    Positive Ratings:
    3
    Wow. I can't beleave I didn't notice the Note on the tutorial saying that the following doesn't apply for single-stage payload maps. Going to compile and try it again and will see if it fixes it!