How to make advancing spawns


FuzzDad
10-16-2005, 05:31 PM
I'm not going to go into details but Waldo and I figured out a way to toggle spawns on and off. It's not elegant but it's simple. A spawn will not work if any piece of it is enclosed in a solid brush. For my falaise remake I placed 11 spawn points near the center of the map and 11 more back at the regular spawns. I placed the spawns in both locations 4 units above ground. Underneath the forward spawns is a large func_button 4 units high w/one or two units below ground. It's set to activate once per round, on touch, and direction is set to "down". It calls a func_wall toggle that I've enclosed all the rear spawns in. The func_wall toggel is set to active at round start.

In essence...the rear spawns are encased in a solid brush and HL2 reports them as being "invalid". The forward placed 11 are over the button and are active. At round start the players drop down onto the button activating it. It moves up it's width which places it 2 units into the spawn points. Since you spawned on top of the button during the first round it can't trap you. The button calls the wall_toggle which deactivates it and POOF...the rear spawns are active and the front ones are deactived. On death you go to the first active spawn in the rear and gameplay continues.

I'm sure there are many ways to work this but it's now possible to "move" spawns around. Have fun playing!

ultranew_b
10-16-2005, 05:35 PM
Any chance on posting a .vmf file with this system in it? It sounds very interesting and helpful.

:)

hobosphere
10-19-2005, 09:02 PM
Yes this is very interesting though i don't really have any idea what you just said.

Does it work with flag caps? Like for example if someone was remaking heutau and needed advancing spawns.

Ca-Chicken-Soup
10-19-2005, 09:07 PM
Just make the flag cap toggle the swtiches or whatever makes the spawns go. Awsome trickery FD, gw :D

travis
10-19-2005, 09:15 PM
ahhh thats a nice way of doin it :)

Jibba-Jabba
10-19-2005, 10:02 PM
So, how many different spawn points could it change to? Unlimited?

FuzzDad
10-19-2005, 11:04 PM
As many as you want...you just need to be creative. In my scenario with the "Instant Combat" spawns (like Falaise) it's easy because there's only one active group at any one time. It could get complicated with mroe than one. And...truth be told...any map with more than say one set of advanced spawns is probably crap anyway so there's no real point in needing "more"

prone ranger
10-20-2005, 02:08 AM
nice, I was wondering if I'd have to wait for the SDK update to do that (although it will probably arrive before I even get close to adding the spawns, flags and everything else to my map)

meelo
10-21-2005, 11:27 PM
I did an ent_info on player spawn points, they don't have I/O triggers for "disable" and "enable" like some entities do (buttons, doors, etc) unfortunately... I was really hoping that they would, because it would really REALLY simplify advancing spawns ):

Unless they change spawn code before the SDK is released, waiting on it instead of using a custom FGD won't really change much.

Kicker
10-22-2005, 04:26 PM
what about infinitie spawn like back in beta 2.0 ?

theozzmancometh
10-22-2005, 04:32 PM
lol... neat 'engineering' job there m8!!!

kudos!

--Ozz

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