RED spawns in BLU's spawn.

Discussion in 'Mapping Questions & Discussion' started by Taxouck, Mar 8, 2016.

  1. Taxouck

    Taxouck L1: Registered

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    I don't even know why. The spawn points all seem correctly parametered. It's info_player_teamspawn, it has the team blue/red info filled, even blue spawn for round/red spawn for round just in case, but it still doesn't work for some reason. Do I have to finish the CP logic to get it to work or something? After 15 minutes of failed tries I finally managed to add the .vmf, if any experienced mapper wants to snoop around looking for the problem... EDIT: Nevermind, apparently 100% ISN'T "uploaded".
     
    Last edited: Mar 8, 2016
  2. Taxouck

    Taxouck L1: Registered

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    I... Think it finally,after about AN HOUR, decided to be nice and upload itself correctly. Sorry it has to be in an answer though.
     

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  3. Vel0city

    aa Vel0city func_fish

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    Are the spawns raised off the ground by at least 8 Hammer units? And yeah, if you're talking about forward spawns, the cp logic needs to be setup correctly. Otherwise the game has no clue where to spawn people after a point is capped.
     
  4. killohurtz

    aa killohurtz Distinction in Applied Carving

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    The problem is indeed caused by the info_player_teamspawn entities touching the ground, I just checked the vmf myself. Just raise them any number of HU off the ground and make sure they're not touching any walls, or the engine will usually consider them invalid and send players to a valid spawn point instead (even if it belongs to the other team).

    Also, your Red func_respawnroom entity is set to Blue team. It's not related to the spawn points problem, but you'll need to fix that in order for Red players to change class in spawn without dying and make the func_respawnroomvisualizers work right.
     
  5. Taxouck

    Taxouck L1: Registered

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    I had completely forgot spawn points have to not touch the ground. Thanks a lot for the help! Will fix that func_respawnroom too, of course.