Re: multiple spawn areas
Posted by Rof on Mon Feb 21st at 7:38pm 2005
I believe, though I haven't actually tested, that info_player_* entites
can take "Enable" and "Disable" inputs. However the .fgd files don't
contain these commands, so you'll have to enter them manually on the
output tab. Also, you'll have to enter a name for the spawnpoint
manually (turn off smartedit).
If you run a map after entering "developer 2" in the console, you'll
see all the entity i/o messages and it'll tell you if there's an
unhandled input.
So make an info_player_counterterrorist
Turn off smartedit, and add a property: targetname ctspawn
Make a func_button or something and add an output:
Output: OnPressed
target: ctspawn
Input: Disable (you'll have to type this in manually, and it'll probably show up red)
Compile that.
Now turn on developer 2, load the map, spawn and try pressing the
button. If it doesn't work, you should see an error printed at the top
of the screen or in the console.
If that seems to work, kill yourself and see if you can respawn at the CT spawnpoint.
You can also try adding another spawnpoint that you can enable with the press of a button, and see if that works also.
[addsig]

Rof
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Registered: Dec 3rd 2004
Re: multiple spawn areas
Posted by French Toast on Mon Feb 21st at 8:53pm 2005
Or if you say, make more spawn points then players on a team, then you will cycle through the various points, thus a small amount of the time you will end up in said area.
[addsig]

French Toast
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Location: Canada
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