How do you make teams switch spawns?
Vaelen_Elexorien
09-01-2007, 07:52 PM
I actually have three problems here, but the main one first:
How do you make teams switch spawn areas when the round ends?
And another thing, I used winBSP to make a .map file which I then saved as an .rmf in the previous version of Hammer. I opened it in the newest one for source and saved it as a .vmf. Obviously none of the brushes got textured (everything is gray), but when I try to add a texture to a brush, the texture doesn't show up, the brush just turns darker.
And lastly... how do you add a round timer?
Watevaman
09-01-2007, 07:54 PM
For the teams thing, I may be speaking totally out of place here (and pardon me if I am), but I think that spawn switching is done through server mods from what I've seen.
rrwalkertr
09-01-2007, 08:45 PM
i need to know how to force a team switch to, please if u know how let us know, thanks
You can use func_train and attach it to a trigger_multiple that's linked to the flag funcs (yes, I'm very vague, but it's a good pointer) :P
Vaelen_Elexorien
09-02-2007, 12:23 AM
I have an idea... would it work?
I'd like to port (an exact port, not sourcifying because I'm lazy) a map from 1.3 that only has one flag (it's called dod_beefbowl). When the team that's supposed to capture the flag gets it, the round ends and they switch sides. Could I make a trigger that, when someone captures the flag, teleports the info_player_axis/allies entities to the other side of the map?
rrwalkertr
09-02-2007, 02:20 AM
well in schwetz, im porting it calling it schwetzingen and i need to know if i can force the teams to switch at the end of the round, someone please help thanks
To switch spawn sides you can use switch mod its a server side plugin for metamod it works well on most flag capture maps .
rrwalkertr
09-02-2007, 10:36 AM
so there is no way for source to tell the game to force a swap sides command?
Vaelen_Elexorien
09-02-2007, 12:33 PM
Well at the very least, is there something in hammer that can make the actual clients switch the teams they're on when the round ends?
Sly Assassin
09-02-2007, 02:24 PM
add a logic_case I think it is, name your spawns say axis side1, axis side2 and the same for the allies, then in the I/O area add a trigger for onmapstart then name of spawn etc and either enable/disable.
You'll need another logic_case or something for the maproundend trigger aswell, otherwise it won't work.
BTW this is all off the top of my head and may not work.
add a logic_case I think it is, name your spawns say axis side1, axis side2 and the same for the allies, then in the I/O area add a trigger for onmapstart then name of spawn etc and either enable/disable.
You'll need another logic_case or something for the maproundend trigger aswell, otherwise it won't work.
BTW this is all off the top of my head and may not work.
That's not a bad idea actually
rrwalkertr
09-02-2007, 06:08 PM
well the thing is this, if you are only moving their spawns to the other side of the map, then thats all good, but if you need to force the axis to be allies the next round thats no good. reason this would be a factor is if you have objectives in the map that are axis only objectives, then moving their spawn does nothing in this case. there has to be something that would force a team swap, thanks
Sly Assassin
09-02-2007, 06:42 PM
if you're doing a Schwetz remake the way I suggested is fine seeing it was only a flag/area capture map and not objectives.
You could using the same method turn on/off objectives etc for each side if you take your time and think it out anything is possible
Cpl. Punishment
09-02-2007, 09:59 PM
Couldn't you then use a logic_case to turn on a master control point (and the control points themselves)? Just have duplicates of everything, with the Axis flags on when they're defending, and off when they're attacking.
You may want to take apart the original Schwetz to see how it was done. Maybe it's similar?
rrwalkertr
09-02-2007, 10:15 PM
can you decompile the old maps like u can source maps? i see what your saying about the swap, i could do a test map to test that theory out, righ tnow im focused on getting this to a point where it can be tested for play, not texture and glitch test, but a game play test, hopefully we will be testing the game play tomorrow night, lets hope, thanks
You know, you could use the time you waste into decompiling maps to actually try to make the triggers work :P
rrwalkertr
09-02-2007, 11:09 PM
actually it only took about 5 mins to download bsptwomap and decompile, i see tho you had to do things way different then to get triggers working then you do now, so it was still no help lol
rrwalkertr
09-03-2007, 12:59 AM
btw, i dont see a way to give a info_player_allie a name, nor the axis, so how do you name ur spawns?
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