Spawn Problems

Discussion in 'Mapping Questions & Discussion' started by .4ngryToasters, Nov 5, 2008.

  1. .4ngryToasters

    .4ngryToasters L1: Registered

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    Well I have just under a week until my first beta release, and I'm trying to work out all the kinks on my pl map. One major problem I've been having is with the spawns. The way my setup is there are three spawns:
    one that blue starts in
    a mid point spawn that red owns up to the 2nd cap, then blue owns after the third cap
    a final spawn that red gets pushed back to after the second cap

    for some reason both blue and red are spawning in the first spawn (which is not owned by red at any point in the map). For one test session i got all the spawns to work, except the mid spawn would not allow blue players to respawn there, but I haven't been able to get that result since.

    Here are two screens with the logic relays that control the transfer of spawns
    The two types of entities concerned here are respawn_(name) (the respawn room brush entity) and Spawn_(name) (the spawn points themselves)
    http://i91.photobucket.com/albums/k313/4ngrytoasters/logic_relay01.jpg
    http://i91.photobucket.com/albums/k313/4ngrytoasters/logic_relay02.jpg

    Am I missing something here? Cause I'm all out of ideas...
     
  2. Acegikmo

    aa Acegikmo

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    You need to set "Blue spawn for round" to the current round being played. Even if it's only one stage.
     
  3. Nineaxis

    aa Nineaxis Quack Doctor

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    You need to set both Red spawn and Blue spawn for round for where BLU and RED will spawn on map load. From there you can change it, disable it, whatever, but without those parameters it'll just spawn everyone the first place it can find.
     
  4. .4ngryToasters

    .4ngryToasters L1: Registered

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    Thanks guys, I figured I was making a nub mistake somewhere. I'll try it later to see how it works, right now I got class.