Problem changing respawn times

Discussion in 'Mapping Questions & Discussion' started by RandomExplosion, Aug 19, 2014.

  1. RandomExplosion

    RandomExplosion L1: Registered

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    [FIXED]

    I am currently working on a map I call Koth_bad_map. It has a train running over the point everytime it's capped, killing everything in the way.

    The problem I'm having is that I want to shorten the respawn times because it's such a small map. I have a logic_auto firing the following outputs:

    OnMapSpawn > tf_gamerules > SetRedTeamRespawnWaveTime > 2
    OnMapSpawn > tf_gamerules > SetBlueTeamRespawnWaveTime > 2

    However, this doesn't seem to work, the respawn times are still 10 seconds. I am not getting any errors when I run the map and I have unchecked the "Remove on fire" flag in logic_auto.

    It is important for me to change the respawn times because being hilariously blown up by a train and than having to wait 10 seconds to continue playing on such a small map would suck all the fun out of being hilariously blown up by a train.
     
    Last edited: Aug 19, 2014
  2. Sergis

    aa Sergis L666: ])oo]v[

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    i prefer setting spawntimes on new round

    even when i dont change them afterwards in any way
     
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  3. RandomExplosion

    RandomExplosion L1: Registered

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    Ok, I changed OnMapSpan to OnMultiNewRound, but the respawn times are still 10 seconds, any other suggestions?
     
  4. henke37

    aa henke37

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    You do have the entity that you are firing at right?
     
  5. RandomExplosion

    RandomExplosion L1: Registered

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    Gah, it turns out I made the noobish mistake of tying displacements to a func_detail. But I only noticed after I didn't see any changes to the terrain when recompiling the map. The respawn times work now.
     
  6. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    I just thought I'd mention, tf_gamerules is a default game entity. If there isn't one in the BSP it is generated upon loading (Being able to place it in Hammer was actually an afterthought that wasn't originally necessary for anything). It is valid to send inputs to the "tf_gamerules" class as a whole (since there will only be one) and not have one in your VMF.