Spawn protection


biggd
08-01-2006, 02:27 PM
I was wandering someone could help me with spawn protection. I have been working on this map for some time now and I want to protect the allied spawn so that the axis can not run into it or shoot into it or throw nades, etc. I tried putting a trigger_hurt into the doorway or the allied spawn and it keeps axis from getting in but it also hurts the allies from getting out.

Could someone please tell me how to do correct this?

Thanks,
BiggD

JohnnyBeverage
08-01-2006, 02:56 PM
I dont know how to stop nades from going into spawn, but follow the link I have provided. In the thread is a download of the spawn protection Valve uses on the maps now to protect spawns. Also join this website they have great info over there.
http://www.dod-federation.com/forum/showthread.php?t=345

Rommels
08-01-2006, 09:58 PM
You could use a trigger_push with a filter...
More on filters HERE (http://www.editlife.net/tutorial.php?tutid=2)

FuzzDad
08-01-2006, 10:13 PM
The sdk *should* be released soon and it will have the new spawn protection scheme...it will keep players out but you'll have to work architectural things to keep bullets and nades out.

PanFrie
08-01-2006, 11:46 PM
http://developer.valvesoftware.com/wiki/Dod_det.fgd

you can use that. right click the dl link and goto save as then add it to your dods hammer thingy. works well enough.

FuzzDad
08-02-2006, 02:46 PM
From Valve Dev wiki:

On Jul 28th Mike Durand tells the HLCoders list:

We are having an issue with getting the new SDK to work as a beta alongside the shipping SDK. Since we don't want to cause any problems for MOD makers we are going to delay the release until next week in order to work out this issue.

next week = this week so mebbie we get the sdk on Friday.

Dustin Diamond
08-02-2006, 05:57 PM
Originally posted by FuzzDad

next week = this week so mebbie we get the sdk on Friday.
Yes, but in Valve terminology, "week" is a relative term. My plan is to never expect it, and then when it finally does come, I'll be pleasantly surprised.

Rommels
08-02-2006, 06:28 PM
Originally posted by Dustin Diamond
Yes, but in Valve terminology, "week" is a relative term. My plan is to never expect it, and then when it finally does come, I'll be pleasantly surprised.

That is what I live my life by!! ;p

MeleeMe!
08-02-2006, 08:07 PM
Originally posted by Dustin Diamond
Yes, but in Valve terminology, "week" is a relative term. My plan is to never expect it, and then when it finally does come, I'll be pleasantly surprised.

Heh, as long as Doug L. isnt saying it will be out "soon" then we should be okay. :p

Rommels
08-02-2006, 11:07 PM
This just came to me...you could but an invisible wall that nothing can pass though then on the spawn side put a teleporter the teleports the players to the other side of the invisible 1 unit wide wall...

I think a teleporter could also be put on the outside of the spawn and made to teleport certain objects like grenades only to someplace harmless.

Not sure about the second but think I read about that...

pluckster
08-03-2006, 12:59 PM
an unordodox way would be an invisible displacement facing away from the spawn.

PanFrie
08-03-2006, 06:16 PM
yea pluck, i tried that a long time ago... its good until people figure out how to climb up it..


OR... you could just make a solid brush with the trigger material and tie it to an entity, and instead of using the pull down list type in the classname box "func_team_wall", make a new value thingy, name it block_team, and give its value 2 for allies or 3 for axis.

http://developer.valvesoftware.com/wiki/Func_team_wall
more info there

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