View Full Version : What order do spawn points work in?
Spacemonkeynz
08-29-2008, 11:32 PM
For example, I have 10 spawn points, One player spawns, where does it spawn, at the first point, at the last point?
From my experience it seams it's chosen at random, so the players could spawn at any point.
Is they a way around this, i'm making a map where players on one team have to be split evenly between 3 spawns. (eg, if there are 9 players, then 3 will spawn in each area, if there are 12, then 4 will spawn in each area etc)
Any ideas?
Thanks
FaTony
08-30-2008, 12:49 AM
Well they aren't spawned at random points. Every points has it's own number based on WHEN you have added it. 1st spawn in ur map will have number 1. When you shift+drag, next point will have number 2. If u drag multiple points, the number order will be preserved. So if u have 4 points and clone them, new 1 clone will have number 5, new 4 clone will have number 8. Let's observe 2 cases.
Map start: 16 players connecting and spawning. 1st connected players will spawn at point 1, 2nd at 2 etc.
1 player test: 1st, u'll spawn at point 1, when u die or change class u'll spawn at point 2, etc.
Spacemonkeynz
08-30-2008, 02:53 AM
Is there anyway to see what number the spawn is?
FaTony
08-30-2008, 04:07 AM
Erm, no afaik. I usually plan numbers ahead and do them once. But maybe EntSpy can help.
bobby1211
08-30-2008, 01:45 PM
Fatony is correct, the players spawn in the order the spawn points are created.
If you need to split them up try this.
Create a spawn point (know that this is #1)
Clone it (Know that you have created #2) and put it in the 2nd spawn.
Clone again (making #3) and put it in the 3rd spawn area.
Clone again (creating #4) and put it back with # 1
#5 with #2
#6 with #3
#7 with #1
...so on up to 24 or 36
Then if you have 3 players they will go to the three different spawns, and as each player is spawned they will spawn equally at the different spawns.
NOTE: You will need to test this because as far as I know this will help at the beginning of the game, I believe once the round starts everyone will spawn back at #1 unless more then one player spawns and then they would continue to split equally again. Fatony is saying otherwise.
1 player test: 1st, u'll spawn at point 1, when u die or change class u'll spawn at point 2, etc.
-Bobby
FaTony
08-30-2008, 02:50 PM
Quoted situation is 1-player-on-server case.
Zephyr
08-30-2008, 04:04 PM
A quick way to tell the numbers is to just load the map then type bot into the console, see where the bot spawns (it will be in spot #2, you took number 1 when you spawned, but the bots switch teams with each bot) each team has it's own numbered set of spawns, just keep typing bot and number them as they appear.
Half-Life_Maniac
08-30-2008, 10:15 PM
If you really wanted, and you've already got all your spawns placed, you could do it this way:
Give each spawn a name, numbered in the order you want the players to spawn (spawn1, spawn2 etc).
Save your map and open the VMF in Notepad.
Look for your info_player_teamspawn entities. You'll notice that each entity has an "id" value.
All you have to do now is modify each entity in the list so that the first spawn (spawn1) starts with the lowest "id" number , going up to the last one with the highest.
When you're done, you can get rid of each spawn's name.
PS. I always thought the spawn point order was random..
Spacemonkeynz
08-31-2008, 03:57 PM
cool, thanks
It's for an arena map, so there will be only spawn one per round (however players respawn when they change classes, so that could be a problem).
I've noticed with valve maps the hammerid shows up in their entities as a readonly value, anyway for us to make it show up in hammer?
FaTony
08-31-2008, 04:17 PM
Hammerid is generated during VBSP phase. VMEX works the way so it scans every keyvalue and write it into vmf. So existence of hammerid in vmf is a good evidence that someone is using decompiled stuff in his/her map! :spy:
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