Set Team

Discussion in 'Mapping Questions & Discussion' started by McFool, Jul 6, 2009.

  1. McFool

    McFool L1: Registered

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    Help with moving spawn.

    I read a bunch of tutorials and googled and came up with no resolve.
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    What I want is
    • When Blue owns D, Red should spawn at 4, Blue should spawn at 3
    • When Red owns D, Red should spawn at 3, Blue should spawn at 2
    • When Blue owns B, Red should spawn at 3, Blue should spawn at 2
    • When Red owns B, Red should spawn at 2, Blue should spawn at 1
    • On game start, Red should spawn at 3
    • On game start, Blue should spawn at 2

    The following is already set up and working but included incase you need to know to assist you assisting me.
    • E is locked unless D is captured
    • D is locked unless C and B are captured
    • B is locked unless D and C are captured
    • A is locked unless B is captured

    I'm having no luck, at the moment both teams spawn at 1 until a point is capped, and red can't exit 1 due to a func_respawnroomvisualizer :( Some one please help.
     
    Last edited: Jul 6, 2009
  2. ChickenLover

    ChickenLover L2: Junior Member

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    Every info_player_teamspawn should be set with a team and with an associated control point. They should all be bunched up within a func_respawnroom set with a team as well.

    Check out one of the decompiled Valve five point cp maps to see how they did it.
     
  3. McFool

    McFool L1: Registered

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    They are.

    Name one?
     
  4. TracerDX

    TracerDX L3: Member

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    cp_granary
     
  5. McFool

    McFool L1: Registered

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    Well that didn't help at all so I guess it can't be done. It sucks to give up now that everything works as I wanted, aside from the moving spawns and hdr cubemaps. Thanks anyway.
     
  6. TracerDX

    TracerDX L3: Member

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    If all else fails, use the team_control_point's OnCapTeam1/2 output to fire the enable/disable inputs for the spawns and doors. This gives you more control than tying the spawns to a CP anyways, but is a little more work. Consider it the "manual" method.
     
  7. McFool

    McFool L1: Registered

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    I pretty much already did that.

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    To tie it to the first above picture, bow is A, bridge is B, storage is C, reactor is D, and aft is E
     
  8. TracerDX

    TracerDX L3: Member

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    Then some of your spawn-points are too close to the ground and not valid. That is the only possible issue remaining.
     
  9. McFool

    McFool L1: Registered

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    I moved, deleted, resized rooms to be bigger than spawn rooms already working. I moved, deleted and remade spawn points. Its in the trigger system or the settings. I can't figure it out. I'd really hope someone who knows about this can help me out with this. Otherwise all this was a waste of my time. The map is retarded without the proper spawn points, and i know one of you who has not replied knows how to set this up. I'd really appreciate more help. I can provide the map, the pics of setting whatever is needed, but I need someone to assist me with this cause im getting no where. As of my last attempt, everyone spawns in the last red spawn until points are capped, then some spawns will move but i think its based only on the associated point parameter in the spawns more so than the triggers. Either way, rooms that will spawn people after a cap will not spawn before, even though they are set enabled, and as i mentioned above a disabled red room is where u will start regardless of team.
     
  10. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    SetTeam inputs are always the numerical values of the teams. 2 = red, 3 = blu (and if it applies, like with a control point, 0 = neutral).
     
  11. McFool

    McFool L1: Registered

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    :( this is no longer fun
     
  12. ChickenLover

    ChickenLover L2: Junior Member

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    You shouldn't need to disable spawn rooms. An associated spawn room setup on your info_player_teamspawns should spawn the players in the correct room. IIRC disabling func_spawnrooms doesn't even stop players from spawning. I believe the only thing that will accomplish is to break other entities tied to the spawn room like your visualizer.

    If I had to guess I'd say something is not correct with the entities that govern how the level is played.

    Edit: Actually, I think I might be thinking of disabling info_player_teamspawns doesn't stop spawning and not the func_respawnroom. Regardless, they shouldn't need to be disabled if the associated spawn room is working.
     
    Last edited: Jul 7, 2009
  13. McFool

    McFool L1: Registered

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    No matter what I set anything to, it will not work.
     
  14. TracerDX

    TracerDX L3: Member

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    Try the entity debug commands:

    ent_messages_draw 1 - Draws lines from one entity to another to show I/O events
    ent_fire (entity name) (entity input) (parameter) - Allows you to manually fire entity inputs.
    ent_text (entity name OR entity class) - Toggles in-world text describing an entity's state.

    With a little bit of debugging, you should be able to get to the bottom of this.