Problem with forwardspawns in Staged Payload.

Discussion in 'Mapping Questions & Discussion' started by Lain, Feb 9, 2016.

  1. Lain

    aa Lain Resident wrong opinion holder

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    My map pl_uptown was tested last night, and it got mixed reception due to how long the walk was for red to defend. So i've put in forwardspawns, but they only spawn red AFTER they repick a class, making most players just spawn in the original spawns. It seems like the 'Start Disabled' variable doesn't work, neither does setting it so when the round starts they are disabled. If anyone can help me and wants more info, hmu in pm.
     
  2. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Hacky solution: trigger_teleport.
     
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  3. YM

    aa YM LVL100 YM

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    @Lain are you using the "<team> spawn for round" keyvalues at all? Those overwrite the enabled/disabled status of teamspawns so if you're using those, in conjunction with manual enable/disable calls, you're going to run into conflicts. If you want to enable/disable teamspawns at any time I'd recommend 100% ditching the "<team> spawn for round" keyvalues and doing everything manually using regular IO instead. That should give you full control over the teamspawns.

    Using full manual IO means that as soon as one round ends you'll need to disable all the spawns in that round and enable the spawns in the next.


    Why would you even..... That is absolutely not the calibre of response staff should be posting :/
    "Hey my car won't start"
    "Hacky solution: Buy a motorbike"
     
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  4. Lain

    aa Lain Resident wrong opinion holder

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    I'll get @wiseguy149 to do a writeup on what she had to do while helping me, it's a pretty hacky way and it's not at all logical, but that's how the source engine is I guess. Your reply here helped her in figuring out what was going on, because it was completely over MY head.
     
  5. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    In three hours nobody else had posted. I felt that a quick rubbish solution - especially one marked as such, provided to a user experienced enough to know how quick and rubbish - was better than ignoring it and moving on.
     
  6. Luigi1000

    Luigi1000 L2: Junior Member

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    Honestly YM has basically said the same solution I would say. Presuming its a single round PL map then there is no need to even use the "team spawn for round" option and just manually disable and enable the spawns using IO on either capture of control points or other significant action on the map.
     
  7. Hotel Detective

    Hotel Detective L4: Comfortable Member

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    Probably would have been better to find someone who could answer it better. You don't instill bad work ethics in people just to give someone a solution.
     
  8. wiseguy149

    wiseguy149 Emperor of Entities and Amateur of Aesthetics

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    I feel like it's going a bit far to say that that's instilling a bad work ethic. It's merely presenting one option for how to go about things. If the "correct," non-hacky solution for fixing the spawns was proving to be hard to find and taking too long, it may be entirely reasonable to hack together something just as a temporary measure. Then the map could continue to get playtested while the mapper searches for another solution, and implement it when they find it.

    There's no be-all end-all single correct way to go about things in mapping. Every option has its advantages and disadvantages.
     
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  9. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    make sure your spawns(i.e. the yellow bounding box) are off the floor if they touch players can still spawn in the wrong spots