Spawn room barriers not functioning

Discussion in 'Mapping Questions & Discussion' started by Portalman4, Jul 28, 2015.

  1. Portalman4

    Portalman4 L1: Registered

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    I am working on a map that is getting dangerously close to a1. It will be my first map, and I am looking forward to having a complete version I can receive feedback on. However, one issue has stalled me completely. The team-specific barriers in front of each spawn don't function correctly. I have a forward spawn in one section, and the Blu barrier is active before it is enabled by a checkpoint (it is a pl map). It has a visible (X) and blocks Red players. It is set to start disabled and is linked to a disabled Blu spawn, but still functions. The Red barrier also kind of works, but is invisible, as does the first Blu spawn barriers.
    I don't know how to fix this issue, and I decided to ask you guys when I was unsuccessful in fixing it myself. Thanks for any help you can give.
     
  2. MaccyF

    aa MaccyF Notoriously Unreliable

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    Instead of disabling and enabling a func_respawnroom fire an output from your path_track:

    OnPass, Respawnroom, SetTeam, 3(for blue) or 2(for red)

    only one respawnroom_visualiser is needed, it doesn't change at all, and needs no inputs so long as it is pointing to the func_respawnroom which changes team
     
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  3. Portalman4

    Portalman4 L1: Registered

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    Thanks, I was doing everything twice. This will help, you are kredit to team.
     
  4. MaccyF

    aa MaccyF Notoriously Unreliable

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