(SOLVED) Both Teams Spawning in the Same Spawn Spot (Single Stage A/D Map)

Discussion in 'Mapping Questions & Discussion' started by FrostyBlade, Nov 1, 2015.

  1. FrostyBlade

    FrostyBlade L1: Registered

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    I have been creating a single stage attack/defend map. However, the spawns are messed up because both teams are spawning in one spot. I have tried creating a round entity and assigning each spawn point to the round entity, but the same thing happened. The spawn rooms are set up correctly and everything else in the map works. It has happened in both the RED and BLU spawns and all the spawn points have separate names.
    Help would be appreciated.
     
  2. zahndah

    aa zahndah professional letter

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    Have you checked that the spawnpoints are set to the correct teams?

    Also, you do not need to name the spawnpoints.
     
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  3. FrostyBlade

    FrostyBlade L1: Registered

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    Yes, they're set to the correct teams.
    And thanks for the tip.
     
  4. Muddy

    Server Staff Muddy Muddy

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    Check if your spawn points are 16 units off the ground. Also check if your func_respawnrooms are set to specific teams.
     
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  5. Dr. Orange

    Dr. Orange L6: Sharp Member

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    Well, any distance will do. I usually use 8, but 1 unit is also enough. Though, it's more easily accesible to have it 8/16 units above the ground, since that's the grid sixe (I hope) you'll be using the most.
    To sum it up: It needs to be any distance above the ground to work.
     
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  6. FrostyBlade

    FrostyBlade L1: Registered

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    The func_respawnrooms are set to the correct teams, and the spawn points are above the ground. I heard this is a common problem with A/D maps and has something to do with the control points.
     
  7. Hotel Detective

    Hotel Detective L4: Comfortable Member

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    I don't think you need to associate them to a round entity if it's a single stage A/D map. At least I never have?
    If you have foward-spawns then you need to associate them with the capture points.
     
  8. YM

    aa YM LVL100 YM

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    Don't use _any_ of the "associated control point" or "X team for round" fields, none of them. Don't do it, they're probably the reason this is messing up for you. They work by sending enable/disable inputs to the spawn entities and they don't care if a point is a forward spawn or not, if it's marked as for that round, it'll enable it and you'll be confused as to why shit's broken.
    (I've been working with TF2 for 8 years and only worked this out last year)


    Make your info_player_teamspawn entities for each team. Give them a team value, give them the correct 'start disabled' value.

    If you haven't got any of the associated cp or X team for round stuff set, this should now work.

    If you need to change where players spawn, do so only by manually calling enable/disable on the spawn points you want to change.
     
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  9. tyler

    aa tyler snail prince, master of a ruined tower

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  10. FrostyBlade

    FrostyBlade L1: Registered

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    Thanks for clearing it up, YM. Works like a charm.
     
  11. MoonFox

    MoonFox L10: Glamorous Member

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    didn't someone post this already, with a hilarious picture? *shrug* sorry, that was funny how all 16 people spawned into each other to form some deformed mass, well back to the depths of hammer compile log debuggery