Author Topic: Specific Spawn Location  (Read 8401 times)

lmz

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Specific Spawn Location
« on: February 20, 2010, 09:21:49 pm »
Does anyone know a way to make people spawn in a specific location (or stop people from spawning in a specific location)? I'm attempting to make an area (that contains spawns) closed off after a period of time.

Thanks in advance

mooseberry

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Re: Specific Spawn Location
« Reply #1 on: February 20, 2010, 10:18:44 pm »
Telenodes?

Not exactly sure what you're asking.
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lmz

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Re: Specific Spawn Location
« Reply #2 on: February 20, 2010, 11:59:04 pm »
Umm. Let's see. When you start the map, you spawn based on the location of the telenodes. You are able to spawn on any of the telenodes. I want to make it so that if a certain thing has happened, say, the an event trigger, some telenodes would be disabled/enabled or something to that effect.

UniqPhoeniX

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Re: Specific Spawn Location
« Reply #3 on: February 21, 2010, 12:14:17 am »
You can just make a func_door crush some nodes. However, enabling will be a bit tougher. As players always spawn in nodes closest to where they died (if node is ready to spawn), you could have LOTS of nodes (10-20, enough that max players can't queue all of them), in 2 places, 1 of those places is further from the map play area then the other. That way, every1 will spawn from the closer area and from there you teleport them to wherever. After that event, the first nodes would be crushed, and every1 will spawn in the 2nd area, from where you teleport them to somewhere else. With AMP you could make even more complex systems.

lmz

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Re: Specific Spawn Location
« Reply #4 on: February 21, 2010, 01:18:45 am »
You can just make a func_door crush some nodes. However, enabling will be a bit tougher. As players always spawn in nodes closest to where they died (if node is ready to spawn), you could have LOTS of nodes (10-20, enough that max players can't queue all of them), in 2 places, 1 of those places is further from the map play area then the other. That way, every1 will spawn from the closer area and from there you teleport them to wherever. After that event, the first nodes would be crushed, and every1 will spawn in the 2nd area, from where you teleport them to somewhere else. With AMP you could make even more complex systems.

That sounds like it'll do what I want it to do. I'll give it a try. Thanks. ;D

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*EDIT* It worked. Kind of. Once the nodes die, people do spawn in the correct location. However, for players who just join, they go to a random node location (some to the first area, some to the second). Is there a way to stop that from happening? IE: Stop a node from working for a set amount of time?
« Last Edit: February 21, 2010, 02:02:37 am by lmz »

UniqPhoeniX

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Re: Specific Spawn Location
« Reply #5 on: February 21, 2010, 02:40:16 am »
I'm not really sure how the first node is chosen. Maybe it's the closest to map origin, maybe closest to info_player/human_intermission, maybe random. You can test that easily tho, and if you do find out, please post.

lmz

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Re: Specific Spawn Location
« Reply #6 on: February 21, 2010, 03:35:06 am »
By reloading the map about 5 times, I always spawned in the same node. Theory based on this limited testing is as follows: First node is the one farthest away from the intermission OR first node is the last one created. More testing will be done a little later.

Bit busy with something else right now which is the reason for the limited testing. :P

your face

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Re: Specific Spawn Location
« Reply #7 on: February 21, 2010, 06:48:21 am »
is your name lmz or Imz
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Demolution

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Re: Specific Spawn Location
« Reply #8 on: February 21, 2010, 08:55:13 am »
It's an L

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Knowitall66

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Re: Specific Spawn Location
« Reply #9 on: February 21, 2010, 09:33:07 am »
You could probably do it with teleports...

Asvarox

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Re: Specific Spawn Location
« Reply #10 on: February 21, 2010, 10:24:29 am »
I'm a newbie, but isn't it possible to add hurt thing over the nodes in second area (so everyone who spawn there dies) and disable/move/delete it once it [second area] is enabled?
« Last Edit: February 21, 2010, 11:50:59 am by Asvarox »
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mooseberry

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Re: Specific Spawn Location
« Reply #11 on: February 21, 2010, 11:02:23 am »
You could use func_kills, but I don't know if you could link it to go on or off. It depends what the specifics are I guess.
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lmz

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Re: Specific Spawn Location
« Reply #12 on: February 21, 2010, 02:04:55 pm »
I'm a newbie, but isn't it possible to add hurt thing over the nodes in second area (so everyone who spawn there dies) and disable/move/delete it once it [second area] is enabled?
While something like that could work, I'm not aware of any way to remove it. Also, simply killing the players forces them to have to click again to respawn, and that'd get annoying rather quickly.

You could probably do it with teleports...
Yes, but how would I remove the teleports once I get rid of the old nodes? I'm not aware of a way to disable teleports. If you have a way I'd love to know as that's what I've been trying to figure out.

You could use func_kills, but I don't know if you could link it to go on or off. It depends what the specifics are I guess.
The way to turn it on/off is the main problem. I'm not aware of a way to do that. Also, killing players constantly forcing them to click again to respawn doesn't make for a very fun map.
« Last Edit: February 21, 2010, 02:07:07 pm by lmz »

Knowitall66

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Re: Specific Spawn Location
« Reply #13 on: March 07, 2010, 01:03:24 am »
Well the MEEP method could be used, section of floor is a func_door and in the func_door is a trigger_teleport.
Or have a Tele room that players start in and teleporters open/seal (with door) when triggered.
Soz if I'm completely misunderstanding

Plasma

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Re: Specific Spawn Location
« Reply #14 on: March 18, 2010, 12:40:29 am »
you could put blocks right above the node to the point where they dont kill but they prevent spawning and then have a trigger remove the block =P

Plasma

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Re: Specific Spawn Location
« Reply #15 on: March 23, 2010, 12:34:10 am »
you could put blocks right above the node to the point where they dont kill but they prevent spawning and then have a trigger remove the block =P
in other words ever played puzzle beta? rembmer how the ceiling comes down and crushed when button is pressed? well have it right above place so nodes dont get hurt but you cant spawn there. push the right button and make the blobk go away so that you "can" spawn there.... easy solution for a hard problem.  ;D

UniqPhoeniX

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Re: Specific Spawn Location
« Reply #16 on: March 23, 2010, 10:25:59 am »
AFAIK nodes die if something (except players) is blocking the spawn area.

Plasma

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Re: Specific Spawn Location
« Reply #17 on: March 23, 2010, 01:59:23 pm »
o rly? well i thought there was a bunch of empty none hurtable space right above the node thats why the adv goons shoot right over them and that can stand on a node and "node block" thats what i was thinking. Go try pussle beta it does a pretty good job on showing what i'm talking about just with an additional smash action,

UniqPhoeniX

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Re: Specific Spawn Location
« Reply #18 on: March 23, 2010, 03:03:12 pm »
If a door/train blocks that area, even without touching the node, the node dies.

Plasma

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Re: Specific Spawn Location
« Reply #19 on: March 24, 2010, 12:56:57 am »
If a door/train blocks that area, even without touching the node, the node dies.
think thats right but haven't tried that,
but i am almost certain that just a block of land or something will not kill it.