Posted by MeatStick on Mon Dec 6th at 1:29am 2004
If you can explain to me what I'm not understanding I'd appreciate it. Thanks.
Posted by MeatStick on Mon Dec 6th at 1:44am 2004
Posted by KungFuDiscoMonkey on Mon Dec 6th at 2:42am 2004
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Posted by ReNo on Mon Dec 6th at 2:54am 2004
An info_player_deathmatch is of course a different matter, did you mean you are using this entity, or are you using the info_player_start?
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Posted by Nanodeath on Mon Dec 6th at 2:59am 2004
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Posted by Leperous on Mon Dec 6th at 11:08am 2004
As Reno said- info_player_starts are for single player. Load up the hl2dm FGD in Hammer and you'll have info_player_deathmatch entities. However, these don't have any outputs either, and I don't think there are any entities with a player-spawn output.
Obviously one solution would be to place the player starts a height above the ground, and encase them in a trigger (which targets the game_texts or whatever you want).
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Posted by MeatStick on Mon Dec 6th at 4:01pm 2004
Ok I mistakenly had both info_player_start and deathmatch, thinking I had to have at-least one of the _start's in place. From the replies I gather I should completely stop using the info_player_start and use only (about 32...) _deathmatch. Np there.
BUMMER that the entitiy (_deathmatch) itself does not produce some kind of firable/monitorable mechanism when it is activated by the act of a player spawning! Considering the extremely interesting/complex ways things *appear* to offer I'm shocked that this one doesn't offer a simple way to monitor the act of spawning!
I will try to use a t_mult and see if I can get it to work. To me this is a very clucnky way of doing what I'm after because I'll have to take a number of things into account to make it ONLY activate when a player spawns there, and not repeatedly activate if the player keeps standing there, or walks out then back in to the spawn area, etc. For that the only way I can think of will be to pysically prevent the player from re-entering the "spawn" area once they leave, etc. Clunky 
Posted by Leperous on Mon Dec 6th at 4:08pm 2004
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Posted by MeatStick on Mon Dec 6th at 4:25pm 2004
Posted by Neural Scan on Mon Dec 6th at 4:29pm 2004
I have the perfect solution!
Make them shoot out of the ground with a trigger_push (or similar) instead! That would be hilarious... ![]()
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Posted by Cyantist on Mon Dec 6th at 4:35pm 2004
Another work around thought is that the trigger could be turned off when a player approached it, but just long enough so that it'll be on when a player automagically spawns there.
I agree: it's unfortunate if a work-around has to be used to get player spawn to trigger something, especially if it causes a physical restructuring of the map. I'm curious, is Adrenalin Gamer or another DM mod likely to add this functionality? Reno? It's certainly a feature that would make a lot of sense.
Posted by Tracer Bullet on Mon Dec 6th at 5:19pm 2004
I suppose you could make sort of a doughnut shaped trigger around each spawn that would temporarily disable the trigger under the spawn point so that players just running through that volume of space would by not trigger your effects, but one who spawns inside the doughnut would
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Posted by ReNo on Mon Dec 6th at 5:57pm 2004
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Posted by MeatStick on Mon Dec 6th at 6:00pm 2004
Posted by MeatStick on Mon Dec 6th at 6:49pm 2004
I think an elegant final solution to prevent someone from being in the spawn-area when another player is *brought* there using my mechanism will be to fire off a nice plump explosion to incenerate anyone that might be hanging around to long
M O V E!...

Posted by KungFuDiscoMonkey on Mon Dec 6th at 7:48pm 2004
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Posted by ReNo on Mon Dec 6th at 7:50pm 2004
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Posted by thundercleese on Mon Dec 6th at 8:37pm 2004
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Posted by MeatStick on Mon Dec 6th at 8:42pm 2004
I'm going to have to do this anyway. What ever I finally decide to do has to be duplicated 31 more times to be consistent with what I have in my head. And I'm being stuburn and REALLY want to get what's in my head into the map so this is gonna take quite some time to implement. If possible, I'll try and design the peices in a way more easily suitable for duplication but there's no getting around that requirement in the end.
The teleport idea is interesting. If it's really *instant* then that might be the best choice. Plus, teleporters will auto telefrag someone standing there anyway, right?
Posted by Nanodeath on Mon Dec 6th at 8:44pm 2004
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