Respawn visualizer on shared spawn room stopping teams [Solved]

Discussion in 'Mapping Questions & Discussion' started by Kill_the_Bug, May 21, 2017.

  1. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Hi Guys,

    I have a shared spawn room but the respawnvis is stopping the opposite team on team switch.

    How or what's the best way of getting this to work?

    Thanks
     
  2. RodionJenga

    RodionJenga L5: Dapper Member

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    The func_respawnroomvisualizer should have its "associated spawn room" set to that particular func_respawnroom. If the func_respawnroom changes teams with an input the visualizer should change along with it. Is that what you're doing?

    A much less elegant solution I used for my multistage a/d was just killing the red func_respawnroomvisualizer on the start of the next round. There were setup doors so the blu team didn't need a visualizer on the actual spawn.
     
  3. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    I've never changed the spawn rooms before, I'll look into it and if that fails, maybe I'll try your kill option :)


    edit: I looked into it - not sure how to change team ownership

    edit 2: I think I figured it out looking at pl_upwards coding - i'll get back to you :)
     
    Last edited: May 22, 2017
  4. RodionJenga

    RodionJenga L5: Dapper Member

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    There's a SetTeam input for respawn rooms, send it from a control point or entity that handles multistage rounds. I'd assume the parameter would be 2 (red) or 3 (blu)
     
  5. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    yes that's what I did - on pass set team 3 :)