Advancing spawns:- Possible?


Rolk
06-25-2006, 05:14 AM
Alright I'm curious if this is possible or not,, say there are 2 flags, a, b -- Now Allies start at A, then capture B -> I want their spawns to move up to B but also stay at A -> However if they loose B I want them to lose their B spawn points too -> Also if they capture B and loose A, I want them to loose their spawnpoints at A too...

Is it possible? I haven't investigated into it too much, I think it would be a blast, in a map idea I have... Cheers!

_MB_
06-25-2006, 05:59 AM
Was possible when the best map ever aka Heutau was in old dod.

HAWHAW
06-25-2006, 06:08 AM
Originally posted by Rolk
Alright I'm curious if this is possible or not,, say there are 2 flags, a, b -- Now Allies start at A, then capture B -> I want their spawns to move up to B but also stay at A -> However if they loose B I want them to lose their B spawn points too -> Also if they capture B and loose A, I want them to loose their spawnpoints at A too...

Is it possible? I haven't investigated into it too much, I think it would be a blast, in a map idea I have... Cheers!

I think we need clarification. How can spawn points be at B AND A at the same time?

[oap]Agent_S
06-25-2006, 07:18 AM
It is possible by using func_wall toggle and triggers, i.e. when a flag is captured by allies it triggers a small block that intrudes on spawn A and turns off a small block on spawn B thus forcing the spawns at whichever spawn is active.

Basically you use the fact that a spawn will not work if any part of it is touching a world brush, i.e. a small block covered in nodraw.

ultranew_b
06-25-2006, 08:23 AM
hello,

There are 2 possible methods to move spawns. Usings a func_wall and teleporting. Teleporting does not generate log errors so it is the ideal method.

more info:

http://www.hl2world.com/bbs/advancing-spawns-for-dods-vt42296.html?highlight=advancing+spawn

:)

Ol' Noodle Head
06-25-2006, 10:01 AM
Here's the "more info" from that thread:
I think you might be able to with teleports.
HL2world is so helpful!

Someth|ngW|cked
06-25-2006, 10:59 AM
Yeah use teleports that are activated when you want to advance the spawns

[oap]Agent_S
06-25-2006, 02:14 PM
Originally posted by ultranew_b
hello,

There are 2 possible methods to move spawns. Usings a func_wall and teleporting. Teleporting does not generate log errors so it is the ideal method.

more info:

http://www.hl2world.com/bbs/advancing-spawns-for-dods-vt42296.html?highlight=advancing+spawn

:)

Im away from the forum for a few months, Im a year older and already Im outdated :( :p

Semjonov
06-25-2006, 03:22 PM
So when are you mappers gonna get us a nice map with advancing spawns...=)

El Capitan
06-25-2006, 05:01 PM
I used the teleport method, works a treat. Just don't put them too close together or you will get players spawning into each other! Its a little buggy but only on the rare occasion; can't wait for the next update!

Ol' Noodle Head
06-25-2006, 06:53 PM
Capitan, what do you mean you can't wait for the next update...:confused: ...is there going to be E-Z Moveable Spawn Points in the update?

Moe
06-25-2006, 07:53 PM
I tried FuzzDad's method, and it was wierd in source (thanks for pointing it out, Ace). It messed with the flag cap zones.

purplemonkey
06-26-2006, 12:04 PM
Didnt a version of Omaha on orig dod have advancing spawn points? Ahh memories....

Ca-Chicken-Soup
06-27-2006, 01:48 AM
I made this thread on advancing spawns (http://www.dayofdefeat.net/forums/showthread.php?s=&postid=864334#post864334) a while ago. Has example map free for use.

Rolk
06-27-2006, 07:29 AM
Thanks Ca-Chicken-Soup. Knew someone made something on it, will check it out!

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