Re: TFC spawns
Posted by ZenKilliZen on
Mon May 3rd 2004 at 2:59pm
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Jan 25th 2004
Location: Wa
Heres my prob after my 3rd playtest on one of my newest maps im trying to get out everyone outa the group of 15 was being fragged when spawning with another person at the same time on his team. I ingnored it to a certain extent but after the 3rd playtest this has got to be fixed eek..
I spent some 3 hrs tweaking with the info_player_teamspawn and this is the conclusion I have 14 spawns in the spawn room each death cycles through each one till it starts all over again but heres the catch after all the spawns are cycled through it only uses one spawn the rest of the game for everyone. I tried this and thats including redoing all the spawns but nothings working anyone got any idea why this is and can be fixed?
Regards Z3n
Re: TFC spawns
Posted by Yak_Fighter on
Mon May 3rd 2004 at 3:06pm
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Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
what mod is this for?
If you are playing with more players than there are available spawn points you will inevitably have telefragging, regardless of this 'error' you've found. Without more information I would suggest placing more spawn points. I would also spread them out more so there's at least 64 units of space between them all.
Re: TFC spawns
Posted by ZenKilliZen on
Mon May 3rd 2004 at 3:12pm
20 posts
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Registered:
Jan 25th 2004
Location: Wa
Mod = TFC
And The maps has 14 spawns in the spawn room which theorectical should be effecient enuff but whats happening is after all the spawns are used once only one spawn seems to be active Thereafter at all after sitting in map continually killing myself Thats the conclussion of whats going on is in that it stops cycling through the many team_spawns and defaults to jst the one spawn for everyone.
Re: TFC spawns
Posted by fishy on
Mon May 3rd 2004 at 5:07pm
fishy
member
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Sep 7th 2003
Location: glasgow
you should set each teamspawn to be used by different player classes. this will stop too many people spawning at the same place.
make sure you dont have the 'stays active' property of the spawns set at -1. if they are, then that will be the reason the spawns only works once.
Re: TFC spawns
Posted by Hornpipe2 on
Mon May 3rd 2004 at 5:39pm
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Sep 7th 2003
Occupation: Programmer
Location: Conway, AR, USA
Raise the spawn points off the ground and you can double their spawning capacity!
Re: TFC spawns
Posted by ZenKilliZen on
Mon May 3rd 2004 at 5:43pm
20 posts
62 snarkmarks
Registered:
Jan 25th 2004
Location: Wa
That was the first immediate thought before posting as well but was still worried a scout would
telfrag a scout and had allready lifted the spawns high off the floor to no avail, I took a huge
step back grabbed a strong cup coffee and began to stare at all the options that were before me
in the info_player_teamspawn and here's what developed..
14 spawns in each base I labeled each spawn: spawn#1 -> 101 spawn group# 100, spawn#2 -> 102 spawn group# 100,
spawn#3 -> 103 spawn group# 100 etc etc to 14 being the last spawn, Then ran down top the option remove spawn
option and set it to remove the spawn the min it was used so it went something like this
spawn 14: remove spawn# 114 Restore spawn#101 spawn 13: remove spawn# 113 Restore spawn#102 did that
pattern all the way down to spawn # 101 see the pattern. Threw a trigger hurt below the spawn found
some silly bot addon fired up the srv and low and behold after 5 minutes of carefully watching there
were gibs a plenty but not one telefrag in sight and they removed and restored and rotated perfect with
15 poor bots as guinne pigs.
In short I have never seen this kinda only one spawn works after it cycles threw everyone of them
and hope anyone that gets the same prob finds this helpfull.
Regards Z3n