Team spawning - TFC conc map

Team spawning - TFC conc map

Re: Team spawning - TFC conc map Posted by Koa on Mon Mar 8th 2004 at 11:56pm
Koa
27 posts
Posted 2004-03-08 11:56pm
Koa
member
27 posts 3 snarkmarks Registered: Feb 24th 2004
Ok, im sure a lot of you know what im talkng about, but ill give a little detail for those not familiar with this map type.

Im making a conc map for TFC.
Im trying to solve a spawning problem.
I have a couple of idea's, but im looking for the "best" way.

Traditionally, throughout a conc map, if you miss a jump, you trigger a teleport destination which takes you back to try the jump again.
I've played a lot of conc maps, and this is the common way to do it.(teleporting all the players for a particular jump back to a single destination) However this causes a few problems in my opinion, and im wondering if someone knows an answer.

Sometimes you spawn simotainiously as another player does, and as we all know you get "spawn killed". Its rare on maps with multiple "team spawns", but on a conc map you are teleported to a specific location (a teleport destination, not a team spawn) to try again. The other thing is that if you die like that, and youve accomplished several jumps in the map, and some are really hard....guess what? You start ALL over again at the player_starts. I've seen lots of people leave a map because of this.

So im looking for another way.
Is there a way to have multiple teleport destinations tied to a single trigger teleport? And if there is, would it ensure that players wouldnt spawn in the same location, in the way multiple team spawns seem to do? (is the engine keeping track of that?)
If you have an answer, give me the details on how you would set up the entities.

PS. I just thought about the territorial control maps, where as you gain control of an area your team begins spawning in the area. Could this be a help?
Re: Team spawning - TFC conc map Posted by fishy on Tue Mar 9th 2004 at 10:07am
fishy
2623 posts
Posted 2004-03-09 10:07am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
you could split the trigger_tele at each jump into several different teles, all targeting different destinations. that would be the easiest way.

[edit] and keep the tele_destination well off the ground and well below the roof.
Re: Team spawning - TFC conc map Posted by fraggard on Tue Mar 9th 2004 at 10:34am
fraggard
1110 posts
Posted 2004-03-09 10:34am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
Re: Team spawning - TFC conc map Posted by Koa on Tue Mar 9th 2004 at 4:53pm
Koa
27 posts
Posted 2004-03-09 4:53pm
Koa
member
27 posts 3 snarkmarks Registered: Feb 24th 2004
Thanks for the advice....
This would be a LOT of entity work. Being that this process would need to be repeated several times throughout the map (possibly 20 or more times), my head is spinning thinking of it lol :dizzy:

How do you mark a question answer accepted?
Re: Team spawning - TFC conc map Posted by Leperous on Tue Mar 9th 2004 at 4:59pm
Leperous
3382 posts
Posted 2004-03-09 4:59pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Tick the big 'yes' button above it, if you're logged in.

I don't think you can spawn-kill your teammates anyway? I remember from my old dustbowl days occasionally spawning inside someone else, and it didn't really matter. I've never played a conc map so I don't know if you're meant to kill other people at the same time, but I'd just tell you not to worry about the spawns if not! Or at least get it to respawn you in the air/a funnel, so you are forced away from the teleport location.
Re: Team spawning - TFC conc map Posted by fishy on Tue Mar 9th 2004 at 5:38pm
fishy
2623 posts
Posted 2004-03-09 5:38pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
Leperous said:
I don't think you can spawn-kill your teammates anyway?
uhmm, yes, you can. it doesnt happen evert time, but it's quite common to get 'telefragged' in tfc. especially if the tele_destination is at ground level, and the player using it doesnt get to fall below it a bit, or move out of the way. sometimes you wont get fragged, but two or more players can get stuck in each other. as long as the player that's on top can jump, they will come apart. thats why i added the bit about staying well below the roof. to give the player on top the space to jump and break free.
Re: Team spawning - TFC conc map Posted by ZenKilliZen on Tue Mar 9th 2004 at 6:26pm
ZenKilliZen
20 posts
Posted 2004-03-09 6:26pm
20 posts 62 snarkmarks Registered: Jan 25th 2004 Location: Wa
Fishy has the basic and most feasible solution of jst making the tele_destination about 3 player model lengths above the ground should work 9 outa 10 times smoothly, but if your worried try the other idea I heard as an example like concmap_r the longjump #5 I think sectionalize the I missed the jump landing into multiple teleport sections and align the tele_destination along each jumps back wall like you would the info_player_teamspawn in the spawn.
Re: Team spawning - TFC conc map Posted by matt on Tue Mar 9th 2004 at 6:53pm
matt
1100 posts
Posted 2004-03-09 6:53pm
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Loving that avatar btw zen.
Re: Team spawning - TFC conc map Posted by ZenKilliZen on Tue Mar 9th 2004 at 10:19pm
ZenKilliZen
20 posts
Posted 2004-03-09 10:19pm
20 posts 62 snarkmarks Registered: Jan 25th 2004 Location: Wa
lolz ty matt, Woulda had it animated but it would be 23kb above the avater size limit :o