Re: Team spawning - TFC conc map
Posted by Koa on
Mon Mar 8th 2004 at 11:56pm
Posted
2004-03-08 11:56pm
27 posts
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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
Posted
2004-03-09 10:07am
fishy
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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 Leperous on
Tue Mar 9th 2004 at 4:59pm
Leperous
Creator of SnarkPit!
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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 ZenKilliZen on
Tue Mar 9th 2004 at 6:26pm
20 posts
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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
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Loving that avatar btw zen.
Re: Team spawning - TFC conc map
Posted by ZenKilliZen on
Tue Mar 9th 2004 at 10:19pm
Posted
2004-03-09 10:19pm
20 posts
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Registered:
Jan 25th 2004
Location: Wa
lolz ty matt, Woulda had it animated but it would be 23kb above the avater size limit :o