What order do spawn points work in?

Discussion in 'Mapping Questions & Discussion' started by Spacemonkeynz, Aug 29, 2008.

  1. Spacemonkeynz

    Spacemonkeynz L5: Dapper Member

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    For example, I have 10 spawn points, One player spawns, where does it spawn, at the first point, at the last point?

    From my experience it seams it's chosen at random, so the players could spawn at any point.

    Is they a way around this, i'm making a map where players on one team have to be split evenly between 3 spawns. (eg, if there are 9 players, then 3 will spawn in each area, if there are 12, then 4 will spawn in each area etc)

    Any ideas?

    Thanks
     
  2. FaTony

    FaTony Banned

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    Well they aren't spawned at random points. Every points has it's own number based on WHEN you have added it. 1st spawn in ur map will have number 1. When you shift+drag, next point will have number 2. If u drag multiple points, the number order will be preserved. So if u have 4 points and clone them, new 1 clone will have number 5, new 4 clone will have number 8. Let's observe 2 cases.

    Map start: 16 players connecting and spawning. 1st connected players will spawn at point 1, 2nd at 2 etc.

    1 player test: 1st, u'll spawn at point 1, when u die or change class u'll spawn at point 2, etc.
     
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  3. Spacemonkeynz

    Spacemonkeynz L5: Dapper Member

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    Is there anyway to see what number the spawn is?
     
  4. FaTony

    FaTony Banned

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    Erm, no afaik. I usually plan numbers ahead and do them once. But maybe EntSpy can help.
     
  5. bobby1211

    bobby1211 L2: Junior Member

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    Fatony is correct, the players spawn in the order the spawn points are created.

    If you need to split them up try this.

    Create a spawn point (know that this is #1)

    Clone it (Know that you have created #2) and put it in the 2nd spawn.

    Clone again (making #3) and put it in the 3rd spawn area.

    Clone again (creating #4) and put it back with # 1

    #5 with #2

    #6 with #3

    #7 with #1

    ...so on up to 24 or 36

    Then if you have 3 players they will go to the three different spawns, and as each player is spawned they will spawn equally at the different spawns.

    NOTE: You will need to test this because as far as I know this will help at the beginning of the game, I believe once the round starts everyone will spawn back at #1 unless more then one player spawns and then they would continue to split equally again. Fatony is saying otherwise.

    -Bobby
     
  6. FaTony

    FaTony Banned

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    Quoted situation is 1-player-on-server case.
     
  7. Zephyr

    Zephyr L1: Registered

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    A quick way to tell the numbers is to just load the map then type bot into the console, see where the bot spawns (it will be in spot #2, you took number 1 when you spawned, but the bots switch teams with each bot) each team has it's own numbered set of spawns, just keep typing bot and number them as they appear.
     
  8. Half-Life_Maniac

    Half-Life_Maniac L3: Member

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    If you really wanted, and you've already got all your spawns placed, you could do it this way:
    Give each spawn a name, numbered in the order you want the players to spawn (spawn1, spawn2 etc).
    Save your map and open the VMF in Notepad.

    Look for your info_player_teamspawn entities. You'll notice that each entity has an "id" value.

    All you have to do now is modify each entity in the list so that the first spawn (spawn1) starts with the lowest "id" number , going up to the last one with the highest.

    When you're done, you can get rid of each spawn's name.

    PS. I always thought the spawn point order was random..
     
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    Last edited: Aug 30, 2008
  9. Spacemonkeynz

    Spacemonkeynz L5: Dapper Member

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    cool, thanks

    It's for an arena map, so there will be only spawn one per round (however players respawn when they change classes, so that could be a problem).

    I've noticed with valve maps the hammerid shows up in their entities as a readonly value, anyway for us to make it show up in hammer?
     
  10. FaTony

    FaTony Banned

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    Hammerid is generated during VBSP phase. VMEX works the way so it scans every keyvalue and write it into vmf. So existence of hammerid in vmf is a good evidence that someone is using decompiled stuff in his/her map! :spy: