Spawn Protection


StreamlineData
08-27-2007, 01:14 AM
I've used the [Search] function, and I've looked back as far as 12 pages and haven't found anything on the subject. So I apologize if this is a repeat thread.

I'm looking for a good method of spawn protection. Right now, I'm doing the old-fashioned "piled sandbags" method, which isn't really working for my map (dod_fireshorts). I really want to do the "pushing" method, or if I have to, the "killing" method, but I can't find ANY tutorial on either of those methods. I've even looked on the VERCwiki and searched the DODF site. Nothing.

Anybody have any instructions, ideas, tutorials, or even better (in terms of "making it easy" for me) a sample map?

Thanks!

yodapower
08-27-2007, 02:55 AM
the simpliest way of doing it is to make a brush covering your spawn or in front of it (like a wall) and give it the "trigger" texture all over it, then turn it into a "trigger hurt" entity by selecting it and using CRTL+T, go to "trigger hurt" and select the type of class you want it to hurt and the amount of damage given. do the same on the other spawn but changing to the other team for damage.

it's simple but may be anoying because it doesn't give the information to the player before hurting...

you may want to add a delay before hurting the player with a logic_timer and a text saying for exampe: "danger! you have entered the enemy's spawn go back!!" and only having the trigger_hurt firing after 4 secondes for example...

Dustin Diamond
08-27-2007, 08:00 AM
look for func_teamwall. It's basically a clip that blocks a certain team (or both) from passing it.

Formologic23
08-27-2007, 08:01 AM
There is the func_team_wall you can use. You use the Nodraw texture and tie it to that entity and put a wall where ever you want and set the team that you want to block, and poof, spawn protection without the hurt.

rrwalkertr
08-27-2007, 08:13 AM
i was wondering something, i have tried and tried to get text to show up on the screen but i cant get it to work. could you please let me know in detail how to show text on the hud, thanks.

Formologic23
08-27-2007, 08:16 AM
I believe there is an option in the func_team_wall entity to have something show on the screen.

This is a good place to find many of your answers.

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

rrwalkertr
08-27-2007, 08:26 AM
yeah i have tried all the tuts i found to do text on the hud and none worked for me, didnt know if i was missing a trick to get those to work, thanks

Dash
08-27-2007, 04:21 PM
make a brush covering your spawn or in front of it (like a wall) and give it the "trigger" texture all over it, then turn it into a "trigger hurt" entity

If you do this I will personally kick you in the face 500 times.

Using trigger_hurt is the worst kind of spawn protection, EVER. Killing/Hurting players that have no idea where they're going (especially when you're trying to make your new map popular) is just plain outright annoying and, most of all, unrealistic.

Use teamwalls, they're way better and they don't piss people off (like trigger_hurt will)

rrwalkertr
08-27-2007, 05:06 PM
what i want to do is after the allies spawn, i want their to be some text hit the screen 30 seconds later, so 30 seconds after the allies spawn, i want to send a message to their screen, but i cant get it to work.

Ol' Noodle Head
08-27-2007, 05:23 PM
Since team walls came out, trigger hurts are passe.

I can't think of a good justificatioin for using one.

Punish
08-27-2007, 06:07 PM
func_team_wall is also what I use and is sufficient. You don't even have to have a texture except nodraw on it cause you couldn't see it the walls regardless. It's very effective.

Cpl. Punishment
08-27-2007, 09:01 PM
Since team walls came out, trigger hurts are passe.

I can't think of a good justificatioin for using one.

Barbed wire? :confused:

Ol' Noodle Head
08-27-2007, 10:45 PM
Well then again there is that piranha pool I keep wanting to put in a map. Maybe for TF2 though. ;)

StreamlineData
08-28-2007, 03:12 AM
Well then again there is that piranha pool I keep wanting to put in a map. Maybe for TF2 though. ;)LOL!

That func_team_wall works perfectly. Thanks people! :)

Toby Wong
08-28-2007, 06:00 AM
Congrats on choosing the correct method. trigger_hurt is just WRONG!

yodapower
08-28-2007, 06:45 AM
LOOOL guys okay I get your point!!! what I meant to say about using trigger hurt is that I use them with intelligence that meaning that you don't get hurt as soon as you touch the trigger, it first displays a text saying that you've entered a forbidden area (spawn) and that you should get out.... before hurting (so unless you can't read you won't be suprised to get hurt if you don't move will you?)

I don't see what's wrong with that... I just hate campers staying just beside the teamwall at spawn and waiting for you to come out.. it's one solution... that's all I meant... now you can also change the trigger hurt by a trigger push that would push you out of it....

but just using team wall isn't enough in my opinion, to stop noobs from stiking to the spawn entrances.... that's all.

feel free to use what ever you prefer.. but don't come and say that trigger hurt is wrong... it's not true. I also use them with logic timer in places were guys would be camping too long... (for example in a sewer passage long side pipes with an MG.....) and adding a steam burst in the players face on activating the trigger hurt makes it VERY REALISTIC ....

Dash
08-28-2007, 09:27 AM
Well, trigger_hurt is still WRONG in my opinion. If your map has risks of having noobs camping at the spawn exits, it might be a problem with the map itself. Usually, spawns have 2-3 different exits to avoid this kind of problem. If your map only has one, or two that are very close to eachother (like you can see one from the other for example), then it might be the time to hit that delete key and start your spawn area over with a different design.

It may be realistic when it's staged, but it's still not an excuse to kill someone just because they're playing in a different way. IMO, camping is a part of DOD:S, and to be honest, it's a part of war. Besides, taking out an MG isn't that hard with a well placed nade.

yodapower
08-28-2007, 09:56 AM
ok you get a point!

back to the mapping room then I suppose lol

Dash
08-28-2007, 10:18 AM
I said "hit the delete button" a bit too fast. A good example of creating fast secondary spawn exits on a problematic spawn area depends on how your spawn area is made. If it's enclosed in a wall and has a big exit somewhere (like Anzio on Axis for example), then make several 1-man exits via the same wall, but very far away, in such a way that you can add minimal visual obstruction from the other exit (crates, demolished wall, etc.)

The biggest issue with bad spawn exits is that you shouldn't be able to have a view of all of them from any point in the map. They should all try to "lead on" the players to a different part, be separated by walls or full buildings if possible. In all the DOD:S Maps, the best example is Anzio and Avalanche. Argentan and Kalt are, IMO, very bad examples as they only have one general exit (although Kalt has a physical separation, it's still possible for 2 MG's to camp them all to hell)

yodapower
08-29-2007, 01:52 AM
yeah I get the idea... but then sometimes the way you want your map to look like makes it a hard choice: One should always advantage gameplay instead of visual good looking realistic map (better to manage and have both as good!)

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