Strange manipulations of forward spawns

Discussion in 'Mapping Questions & Discussion' started by HQDefault, Dec 30, 2014.

  1. HQDefault

    aa HQDefault ...what

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    So, me and a ades are working on a collab map project, and the forward spawns should work fine, but for some reason, it keeps on throwing us in the forward spawn when I tested it with bots, and sometimes even put us in the wrong stage altogether

    ades and I turned the VMF upside down looking for it, and we couldn't find A HINT to the cause. We went by the book for everything.

    Then ades suggested that it was creating the NAV file that caused it to do that. For some reason. Based on my mapping knowledge, that should be impossible.

    So what is the cause? Any troubleshooting tips? Did I do something wrong?
     
  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    If you have multiple stages make sure your entities are pointing to the correct spawnpoints, or none of them will work properly.
     
  3. HQDefault

    aa HQDefault ...what

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    Yeah, we actually looked into that. That worked fine.
     
  4. henke37

    aa henke37

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    What we need, and not just OP, is a checklist for this.
     
  5. HQDefault

    aa HQDefault ...what

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    Let's get one thing outta the way: Can creating a nav mesh break the spawnrooms?
     
  6. ics

    aa ics http://ics-base.net

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    Nav shouldn't affect game logic, except if we are on L4D/L4D2. Not sure about TF2.
     
  7. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    check the console to make sure spawn entities are not blocked (that's probably not it but you know... just checkin)