Shared spawn room?

Discussion in 'Mapping Questions & Discussion' started by l3eeron, Mar 17, 2008.

  1. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    Sup guys...

    I have a section of my map where the last blu/first red spawn land in the exact same location. Instead of making a red spawn room and a blu spawn room right on top of red's... can I just make the one spawn room able to switch from red to blu?

    (just give it neutral textures)


    I noticed the info_player_teamspawn has a setting for "either" team.
     
  2. Benny

    Benny L1: Registered

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    Yes,thats possible so far i know,first do the neutrol keyvalue in the info_player and in the Control Point Brush ,set the team to blue or red with the OuutPut whena team capped the cp.
     
  3. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    Thx Benny, I see where you're going with that. I was on the same track...

    What about the visualizer, how does it know which team to block?

    Do I just make two and turn them on/off depending on who's spawning?

    I guess I could make two of everything and turn them all on/off
     
  4. Pseudo

    Pseudo L6: Sharp Member

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    The func_respawnvisualizer determines who to block by the "associated respawn room" setting. The func_respawnroom can change the team that it belongs to when it receives a SetTeam input. The info_player_teamspawn can be set to be associated with a control point, and then will change based on who owns that point.
     
  5. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    So have all the spawn room entities set to either team, then use inputs (from cp's or logic relay etc) to tell it which team to spawn/block.... right?
     
  6. Spike

    Spike L10: Glamorous Member

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    dustbowl uses this system, you can look how it's done on the vmf, I don't know how :S
     
  7. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    Oh ya! duh....

    I'll check it out, I'm sure it's pretty simple
     
  8. nef

    nef L1: Registered

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    well, that may be true, but that uses a round-based system. what we're looking for here is a cap point controlling the whole thing.

    unless i'm entirely wrong in my idea of the system it uses.
    i haven't dabbled in those just yet.