Advancing Spawns (Dod:S)


Greebo
10-10-2005, 11:35 PM
Hey all

Am working on a map (nothing really to show yet - never mapped for dod or source before) in which I was hoping to use advancing spawns, based on flag capture and ownership.

This was obviously possible in dod as there were some maps that could do it, but is it possible in dod source?

The tutorial site I looked at, which was for dod, had variables in the allies and axis spawns which could dictate whether or not those spawns were active but I can't see them in the source entities (having set up the custom fgd mentioned on this forum).

Is it possible that this will become possible in the future, or is my map plan doomed not to be?

Suppose it's possible they just haven't coded it yet and changes will come later.

Ca-Chicken-Soup
10-11-2005, 01:39 AM
Just to be nice I'll give you a definate "yes". Advancing spawns will be possible, just wait for the FDG to come out. If they aren't someone will put it in. Its even possbile to do it with HL2DM I reckon, Just have a room with teleports with spawns directly over/in them and teleport destinations that turn on and off.

Trp. Jed
10-11-2005, 10:44 AM
Don't count on something from another Source game automatically being available in another.

I doubt [i]very[i] much the Devs started coding DoD by using the HL2DM code as a template. :D

I'm sure a lot of code that was surplus to requirements was removed so don't expect everything to be available.

KominAaa
10-11-2005, 01:06 PM
I think in someway it will definitly be possible if not directly coded in a specific entity,people always find a way to do what they want with the entities.

I wouldnt worry,just wait for the official FGD.

meelo
10-11-2005, 05:26 PM
I'd have to doublecheck the I/O for player spawn points, but if they have an enable and disable I/O trigger, then yes, you can make spawnpoints that become enabled when X team owns X flag and inactive when the other team caps it.

There are "On Axis Capture" and "On Allied Capture" Outputs for the control points which could easily trigger a spawn to enable/disable.

Greebo
10-11-2005, 10:44 PM
That's the thing - as far as I can tell the spawn points have no i/o triggers...or indeed anything else other than the pitch yaw roll setting.

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