There is no way to set spawn time is there?

Discussion in 'Mapping Questions & Discussion' started by Open Blade, Jul 23, 2008.

  1. Open Blade

    Open Blade L7: Fancy Member

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    I hear it all the time on my clan server. Please change the spawn time. As I know it, you can only have it set to default or instant respawn right? You can add time and remove time based on capture points but as I said to them, if it makes it faster on one side, it's slower on the other and it all goes around the same.

    So.........to close this chapter, is there no way to set a constant spawn time of say like 7 seconds???
     
  2. Apex_

    Apex_ L3: Member

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    mp_respawnwavetime <value>

    10 is default, 0 won't disable but will drastically lower times (< 5 seconds usually). Remember that it's just a base, not the exact amount. Valve's wave system does a bunch of magic to determine the actual spawn times, so the command is more of a guideline.
     
  3. MrAlBobo

    MrAlBobo L13: Stunning Member

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    yawn...learn to look around
    http://developer.valvesoftware.com/wiki/TF2/Modifying_the_Respawn_Time
    i only use these parameters though
    You can set the parameter overrides to any number you want, i believe it sets the respawn time to 3 times the number there
    oh, and since they have released the tf_gamerules entity, its a good idea to create that and just name it tf_gamerules so the hammer doesn't think there are broken outputs

    EDIT: just saw apex's post...the way i named changes it as part of your map, apex's method is server side
     
  4. mishi

    mishi L1: Registered

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    could someone explain this in a more detailed way? i want the respawn times for both teams to be 7 seconds. i tried this:
    [​IMG]
    which resulted (not very surprisingly) in an error.
     
  5. Bereth

    Bereth L3: Member

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    [​IMG]
     
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  6. Berry

    aa Berry Sharing is caring, and I don't care

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    Why have you got *respawntime in your Outputs? You should use a proper output like OnMultiNewRound. If you select the down arrow next to the outputs box it shows a list of valid outputs.

    edit: go away bereth
     
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  7. mishi

    mishi L1: Registered

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    i only can chose between:

    OnUser1/2/3/4
    OnWonByTeam1/2
    Team1/2PlayersChanged

    edit: just noticed that youre using logic_auto, not tf_gamerules
    oh and do i need those other things aswell in bereth's screen, or are those just for sth else?
     
    Last edited: Mar 30, 2014
  8. Bereth

    Bereth L3: Member

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    Those are just other parts of that 5cp map's logic. It does something completely unrelated.
     
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  9. mishi

    mishi L1: Registered

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    the respawn times are working, but now the capture points are not working anymore. :confused: when standing on a point it says i dont own the previous one, but in the properties i have specified that no previous point needs to be owned (this has worked before i made the changes with logic_auto and tf_gamerules)
     
  10. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    CP ownership logic by default is automated to be linear according to the Index settings on the CP. (0 <-> 1 <-> 2 <-> 3 <-> 4) etc. Either you need to have the indices in the correct order (if you are doing a linear map) or you need to manually specify the order by using the Required Point keys on each CP. Telling a point to require itself will "null" any automated requirements and make it always available.
     
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  11. mishi

    mishi L1: Registered

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    i wonder why it did work before i did all that then :confused: anyway, the capping works properly now except that the locked symbol doesnt show up on the hud for the last 2 points (the last 2 cant be capped until the first 2 + middle are capped). when i stand on them it does say that i need to cap a previous point first, its just the symbol on the hud that doesnt appear.
     
  12. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Can you describe your CPs and what order you want them in?
     
  13. mishi

    mishi L1: Registered

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    sorta like this:

    Blu1--Blu2

    --Mid--

    Red1--Red2

    team red requires red1+red2 for mid. red1+red2+mid in order to cap blu1 and blu2. theres no requirement for the red team for red1 and red2.
    the other way round with blue.

    [​IMG]
     
    Last edited: Apr 1, 2014
  14. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    hmm, if I was doing it I would set it up as:

    B1:
    blue requires B1
    red requires MID

    B2:
    blue requires B2
    red requires MID

    MID :
    blue requires B1, B2
    red requires R1, R2

    R1:
    blue requires MID
    red requires R1

    R2:
    blue requires MID
    red requires R2

    Basically the same, except without the farther back points being included. Not sure if that fixes your problem but you usually want to have the minimum requirements. The ends only need to require mid, because you can't have mid if you don't already have the other two.
     
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  15. mishi

    mishi L1: Registered

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    tried your suggestion, that didnt fix it

    e: making a new thread since this doesnt have anything to do with the OP
     
    Last edited: Apr 9, 2014