Payload team spawn moving.

Discussion in 'Mapping Questions & Discussion' started by chris8), Jan 5, 2010.

  1. chris8)

    chris8) L1: Registered

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    Hi,

    I'm currently making a "badwater" style payload map but I'm a bit stuck on how to move where each team spawns after respective capture points have been captured.

    The setup I'm aiming for is:

    - blue cap point 1, red spawn moves to furthest back, blue stay at original spawn.
    - blue cap point 2, red stay at 2nd spawn, blue move forward to red original spawn.

    and then the spawns remain like that for the remainder of the round.

    On another smaller slightly unrelated note. I also have a small bug where my game's HUD is not showing the capture points at an approprite distance from the start (and each other). Any ideas why this might be?

    Thanks in advance.
     
  2. Nutomic

    Nutomic L11: Posh Member

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    You can look the spawns up in the decompiled version of badwater:

    http://forums.tf2maps.net/showthread.php?t=5952

    There should be an output on the third point, something like

    OnCap | BluSpawn1 | Disable
    OnCap | BluSpawn2 | Enable

    For the distance, i believe it gets that distance via the number of path_tracks betweeen the caps, check if those match the length.
     
  3. chris8)

    chris8) L1: Registered

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    yeah already been looking through that but couldn't see the specific option that triggered then spawn change. will give that a go, thanks.

    edit: ah i see, its all in the logic_relay outputs.
     
    Last edited: Jan 5, 2010