Advancing Spawns


TheMiede
10-17-2006, 02:56 AM
I believe FD did this in Anvil, but how exactly did you get the spawns to be dynamic like that. Like what brush entity did you use to block the player spawns. Because I can set up all the outputs and stuff like that, I am just confused on how you got a brush to be enabled and disabled on the spawn point and it not obstruct a players movement.

McJewels
10-17-2006, 03:24 AM
I dont think youre looking for advancing spawns...

this is what you do for spawn exits these days:

http://developer.valvesoftware.com/wiki/Func_team_wall

good luck.

bone450
10-17-2006, 07:19 AM
Here is a way I did advanceing spawns: http://fnfonline.com/forums/index.php?showtopic=2987
Might be other ways, but this is what I did. In the example I have the spawns triggered on flag captures, but I would think they could be triggered off of a timer. They put 3 sets of advanceing spawns in dod_twin_rivers and it works great.

FuzzDad
10-17-2006, 02:34 PM
You can either use brushes to invalidate spawns or, and a far better way, is to use teleports that you turn on-and-off. A teleport set under a spawn point and activated as a input from some world event is all you need to do. Set the destination at whatever point you want and you're set. I think you can even then teleport that destination as well...so if you want points that start at X, then go to Y and terminate at Z all you need to do is work with the telport entities. I also suspect we'll have a more elegant way to do this in future releases of the engine...I've specifically asked Mugs to add a naming convention to both the allied and axis spawn positions and also to add "Enable" and "Disable" switches to each that we can call from other entities.

Someth|ngW|cked
10-17-2006, 05:54 PM
In my upcoming beach map, WN71 i use a teleport system like FuzzDad talked about but instead of disabling and enabling tele destinations i just have the existing tele triggers redirect to the new set through the outputs of what ever causes the advance, this eliminates the need for multiple entity sets for each spawn area

Hey FuzzDad, can you also please ask mugsy to add a Parenting option to the spawn entities? this would be nice for maps that have spawns on moving objects like LCVPs etc

TheMiede
10-17-2006, 08:56 PM
Hmm, interesting. I will test this out thanks guys. And yeah I am doign this for my Juno Beach map. I will make a WIP thread when i get near completion. My map is currently in alpha(a lot of map props are missing like barbed wire wich is supposed to line the barricade and gutter pipes, etc.)

but here are some screens of my latest compile:
Beach Head from Higgins(Left Flank):
http://i96.photobucket.com/albums/l180/dyspatch/nansector/dod_nansector0012.jpg
Left Flank after climbing the barricade
http://i96.photobucket.com/albums/l180/dyspatch/nansector/dod_nansector0011.jpg
Left Flank after climbing the barricade
http://i96.photobucket.com/albums/l180/dyspatch/nansector/dod_nansector0010.jpg
Inner city to beach house:
http://i96.photobucket.com/albums/l180/dyspatch/nansector/dod_nansector0009.jpg
Right Flank after climbing the barricade
http://i96.photobucket.com/albums/l180/dyspatch/nansector/dod_nansector0008.jpg
Beach Head from Higgins(Right Flank)
http://i96.photobucket.com/albums/l180/dyspatch/nansector/dod_nansector0007.jpg

Someth|ngW|cked
10-17-2006, 09:13 PM
Lookin pretty true, i actually had started a juno beach map for a ut03 based mod i was working on but it was short lived . . .

I would reccomend pushing back and darkening the fog a bit though

Dustin Diamond
10-17-2006, 11:02 PM
Yeah use teleports. That's what I did for the retreating axis spawns in dod_strand. Works pretty nicely.

TheMiede
10-17-2006, 11:02 PM
Hmm, what do you mean by pushing back and darkening the fog?

If i darken the fog, it wont fit as well with the skybox, infact i was thinking of making it lighter to fit the skybox. And the fog distance is alright. My clan and I test the first objective already and it went better than expected. I will make changes later when i complete all the objectives.

Someth|ngW|cked
10-18-2006, 02:09 AM
Well, i would make it lighter because it ruins the atmosphere of the map being so light in my opinion and usually maps with such short view distances die out early because no one wants to play them

TheMiede
10-18-2006, 08:01 AM
Ok, well, I will see what happens if i make the fog a bit thinner then.

FuzzDad
10-27-2006, 10:54 AM
Originally posted by Someth|ngW|cked
Hey FuzzDad, can you also please ask mugsy to add a Parenting option to the spawn entities? this would be nice for maps that have spawns on moving objects like LCVPs etc

Yea...I think he's hip to it. What I've asked him to consider is to look at the npc maker entities...they have dozens of variables like the ability to tie the spawning npc to a group and then use other entities to call that group on/off. I know we're going to get more flexibility in spawning but I'm just not sure yet how it's all going to pan out (and I don't have a due date either).

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