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Old 11-03-2009, 11:34 PM   #11
Blue552
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Do triggers keep memory of the activator?

For instance to you could make the first 10 people to join only spawn in one respawn room.

[In reality they all spawn in the same room but are instantly teleported to their allocated spawn room depending on how late they joined.]

a.k.a first 10 activators teleport to your first spawn room, the rest there after go to the other one.
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Old 11-03-2009, 11:38 PM   #12
A Boojum Snark
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I shouldn't rush my posts when I'm tired. What I was trying to say is the hammerID isn't relevant to the spawn order, it's just something the compiler uses for error reports. Spawn order (or other entity priorities) is first-in-file (thus, first added) priority, which is unrelated to hammerID.
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Old 11-04-2009, 12:47 AM   #13
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Quote:
Originally Posted by A Boojum Snark View Post
I shouldn't rush my posts when I'm tired.
A chance to offer an entity correction to Boojum: Best Birthday Present Evar.

Quote:
Spawn order (or other entity priorities) is first-in-file (thus, first added) priority, which is unrelated to hammerID.
OK, so instead of swapping IDs within a valid pool, all it has to do is reorder them in the file... Perfectly doable with the support code I have in there now... Assuming bspzip will allow me to overwrite mapname.ent...
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Old 11-04-2009, 07:53 PM   #14
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It's <100 lines in SourceMod. (2 team, not hammerid stuff).
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