 |
Divide team in two subteams |
 |
11-03-2009, 12:56 PM
|
#1
|
|
L2: Member
zaratustra is offline
Posts: 51
Thanks: 0
Thanked: 0
|
Divide team in two subteams
Is there a way to divide both teams in two groups that spawn in different places, and keep the number of players balanced on each side?
|
|
|
|
11-03-2009, 01:07 PM
|
#2
|
|
Veteran Member
Randdalf is offline
Posts: 862
Thanks: 102
Thanked: 313
|
You can have two spawns, but there would be no way of controlling where they respawn when they die (or maybe there is... with some trickery)
__________________
Quote:
[Φ] Randdalf!: was there like a quake telegram messaging service?
Shmitz: to play Quake you had to wait for packets to arrive by pony
|
|
|
|
|
11-03-2009, 01:11 PM
|
#3
|
|
Needs Therapy
grazr is offline
Posts: 2,891
Thanks: 482
Thanked: 1,499
|
Quote:
Originally Posted by Randdalf
...there would be no way of controlling where they respawn... ...(or maybe there is... with some trickery)...
|
Helpful post is helpful!
__________________
Quote:
|
A Boojum Snark: Don't listen to grazr he is probably drunk
|
|
|
|
|
11-03-2009, 01:25 PM
|
#4
|
|
L1: Registered
Dracky is offline
Posts: 32
Thanks: 1
Thanked: 2
|
You could very easily set up the two spawn rooms, however the same player wont always spawn in the same room, but its very easy, just set up two groups of player starts
|
|
|
|
11-03-2009, 07:45 PM
|
#5
|
|
Grand Vizier
Ravidge is offline
Posts: 989
Thanks: 321
Thanked: 880
|
actually.. from what I've seen, the first player to enter the map spawns at the (teams) spawnpoint with the lowest ID (placed first in hammer). And then it continues like that...
can be noticed on 2fort if you've ever done 1 on 1 sniper duels, you will always spawn in the courtyard spawnroom until you've died enough to start spawning in that other spawn.
So, if you want even amount of people spawning in different rooms, try putting down the spawnpoints 1 by 1 in an alternating fashion.
This may just be bullshit from my part though, but it's the closest thing I can think of at this time.
|
|
|
|
|
The Following User Says Thank You to Ravidge For This Useful Post:
|
|
11-03-2009, 08:45 PM
|
#6
|
|
L3: Junior Member
Firest0rm is offline
Posts: 169
Thanks: 22
Thanked: 31
|
for keeping the spawns even, you could probably have a special brush that detects kills around the whole map (theres a tutorial for something like that somewhere), and have it alternate between turning on and off spawn points in spawn room. i would go into more detail, but i have to go
|
|
|
|
11-03-2009, 09:31 PM
|
#7
|
|
L3: Junior Member
Blue552 is offline
Posts: 137
Thanks: 5
Thanked: 18
|
This would be achievable but pretty tricky.
Here is my example:
Lets say you wanted 10 people to respawn in each area. Have a trigger_multiple at the door with an output -> on start touch -> [math_counter] -> add 1
When the counter hits it max disable the spawns and enable the other ones. Do the some thing with the other spawn.
I have no idea how you would keep individual players at each spawn - that is gonna be harder [but still possible] just get used to using the !activator entity in your output.
|
|
|
|
 |
|
 |
11-03-2009, 10:00 PM
|
#8
|
|
Veteran Member
Terr is offline
Posts: 1,291
Thanks: 36
Thanked: 340
|
Quote:
Originally Posted by Ravidge
actually.. from what I've seen, the first player to enter the map spawns at the (teams) spawnpoint with the lowest ID (placed first in hammer). And then it continues like that...
|
This.
It's entirely possible (but maybe not worth it) to write a script which would... - Find all spawn points owned by a team
- Cluster them by 3D location.
- Swap their hammer IDs so that IDs ascend evenly through each cluster.
You could run such a script against your VMF (or even on the compiled BSP!) to ensure that--on average--people would spawn in even groups across all open spawn points.
_______________________
Y'know, I could probably make something to do that for the BSP scenario--VMFs are trickier--if I had a good algorithm for breaking the "cloud" of spawn points into groups. (You can't go by the owning func_respawnroom entities, since there
may may be multiple ones in the same oddly-shaped physical room.)
Last edited by Terr; 11-03-2009 at 10:05 PM..
|
|
|
|
 |
11-03-2009, 10:04 PM
|
#9
|
|
Toraipoddodezain Mazahabado
A Boojum Snark is online now
Posts: 3,364
Thanks: 100
Thanked: 3,249
|
Why would you even need such a script... Who jumps between spawn rooms alternating the points they make? More likely than not they already ARE grouped. Additionally, hammerID isn't in the VMF, VBSP adds it when you compile.
|
|
|
|
 |
|
 |
11-03-2009, 10:12 PM
|
#10
|
|
Veteran Member
Terr is offline
Posts: 1,291
Thanks: 36
Thanked: 340
|
Quote:
Originally Posted by A Boojum Snark
Why would you even need such a script... Who jumps between spawn rooms alternating the points they make?
|
Exactly: Nobody. The script emulates the behavior for you. You can lay out your spawns in a line, copy-paste a new copy to multiple places, and still accomplish a "continuous spread" spawning situation instead of having waves that rotate positions.
Quote:
|
Additionally, hammerID isn't in the VMF, VBSP adds it when you compile.
|
 Then my compiling over here must be win-the-jackpot lucky when it comes to random numbers, because it appears every single ID for a teamspawn in the VMF... matches a HammerID in the BSP.
Ex:
VMF:
Code:
entity
{
"id" "23783"
"classname" "info_player_teamspawn"
"angles" "0 0 0"
"StartDisabled" "0"
"TeamNum" "3"
"origin" "-2240 -2240 148.924"
}
BSP:
Code:
{
"origin" "-2240 -2240 148.924"
"TeamNum" "3"
"StartDisabled" "0"
"angles" "0 0 0"
"classname" "info_player_teamspawn"
"hammerid" "23783"
}
|
|
|
|
 |
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
|
All times are GMT -5. The time now is 05:27 PM. |
|
|