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By default, there is a delay of up to 20 seconds between death and respawn in Team Fortress 2.  However, the level designer can designate a custom respawn time for a map, and can even set different respawn times for each team.
{{lang|TF2/Modifying the Respawn Time}}
By default, there is a delay of up to ''20'' seconds between death and respawn in Team Fortress 2.  However, the level designer can designate a custom respawn time for a map, and can even set different respawn times for each team. Remember, spawn time can make or break a map!


__TOC__
== Dealing with Spawn Times ==
Some things you may want to consider before making spawn time adjustments are:


== Tutorial - Simple Instant Respawn ==
*Make sure the entire layout of your map is complete. It makes no sense to do this until everything is finalized.
Solution from joe at [http://forums.joe.to/viewtopic.php?f=185&t=43235 joe.to forums]
*Measure the time it takes to reach a goal with every class. While this takes time to do, it can make spawn times much more realistic based on the goal the team should be after.
*Balance out the time it may take for a goal to be captured, based on the time it takes for the opposite team to re-spawn, and then travel to the goal. Your ideal solution is to have the spawn time based on half of the goal capture time. However this might also change based on how far a team might need to travel to actually get to a goal.
*Always make it fair! It's almost never a good idea to have one team spawn faster then the other. If so, make them work for it.


'''logic_auto'''
After considering all this you can adjust your spawn times to better match how each team should spawn and handle a goal. Whether that be a flag or capture point, the ideal spawn time should always start off low and become longer if a team loses more of it's objectives.
* Create / edit a [[logic_auto]] entity on the map.
* In the outputs tab of the entity's properties, duplicate the following:
:*OnMultiNewRound, tf_gamerules, setblueteamrespawnwavetime, 0
:*OnMultiNewRound, tf_gamerules, setredteamrespawnwavetime, 0
:*OnMultiNewMap, tf_gamerules, setblueteamrespawnwavetime, 0
:*OnMultiNewMap, tf_gamerules, setredteamrespawnwavetime, 0
:*OnMapSpawn, tf_gamerules, setblueteamrespawnwavetime, 0
:*OnMapSpawn, tf_gamerules, setredteamrespawnwavetime, 0
:[[image:rustiznotch-logic_auto-instantspawn.jpg]]
* '''Done''', unless the map is multi-phase.
* If the map is multi-phase, create / edit a [[team_round_timer]] entity on the map.
* In the outputs tab of the entity's properties, duplicate the following:
:*On4MinRemain, tf_gamerules, addblueteamrespawnwavetime, 0
:*On3MinRemain, tf_gamerules, addblueteamrespawnwavetime, 0
:*On2MinRemain, tf_gamerules, addblueteamrespawnwavetime, 0
:*On4MinRemain, tf_gamerules, addredteamrespawnwavetime, 0
:*On3MinRemain, tf_gamerules, addredteamrespawnwavetime, 0
:*On2MinRemain, tf_gamerules, addredteamrespawnwavetime, 0
:*OnRoundStart, tf_gamerules, setredteamrespawnwavetime, 0
:*OnRoundStart, tf_gamerules, setblueteamrespawnwavetime, 0
:[[image:rustiznotch-team_round_timer-instantspawn.jpg]]


== Editing Spawn Times ==
To start off you'll need a [[tf_gamerules]] in the map. Its exact location doesn't matter. This is the entity that controls most of how the gameplay in your map plays out.


== Tutorial - Capture Point Instant Spawn ==
{{Note | If you already have one of these, you won't need to place a second one!}}


'''trigger_capture_area'''
You can also edit the respawn time based on which mode of gameplay your map will incorporate. A good example is modifying the respawn time based on capture points, which is briefly discussed in the next section below.
* Create a [[trigger_capture_area]] as a [[brush_entity]] and place it over all the spawn points ([[info_player_teamspawn]]) for one team.
* Properties:
:* Set the 'Name' and not-yet-created 'Control point' values arbitrarily.
:* Set 'Can BLUE Cap?' to 'No'.
:* Set both 'Red Spawn Adjust' and 'Blue Spawn Adjust' to '-20'.
:* Set 'Time to cap (sec)' to '.1'.
* Make sure the area covers the entire spawn zone, or it is large enough where a player from that team will be forced to capture the area when spawned.


:[[image:rustiznotch-trigger_capture_area.jpg|thumb|left|200px|An example trigger_capture_area for the red team.]][[image:rustiznotch-trigger_capture_area_properties.jpg|thumb|left|200px|The trigger_capture_area properties.]]
== [[trigger_capture_area |Capture Area]] ==
<br style="clear:both;"/>


'''team_control_point'''
Based on a capture area, much like a control point, you can then edit the spawn time based on a team capturing a control point.
* Create a [[team_control_point]] as an [[Entity_Creation|entity]] somewhere on your map. You can make it look pretty by following the [[Creating_a_Capture_Point|Creating a Capture Point]] tutorial.
* Properties:
:* Set the 'Name' to the arbitrary 'Control point' name you set in the previous step.
:* Set the 'Print Name' to something cool like 'Instant respawn capture point'
:* Set the 'Index' to a ''unique'' number, in this case '1' will do.


:[[image:rustiznotch-team_control_point.jpg|thumb|left|200px|An example team_control_point for the red team.]][[image:rustiznotch-team_control_point_properties.jpg|thumb|left|200px|The team_control_point properties.]]
== See also ==
<br style="clear:both;"/>
*[[Team Fortress 2 Level Creation]]


'''Duplicate'''
* Make the same setup for the other team.
* Note: Copy / Pasting might result in some problems (Red team spawning in blue area)
* Be sure to change the 'Name' attribute where appropriate. Also, the 'Index' of the team_control_point must be changed to a unique value ('2' would do nicely). A few other attributes must be set to align with the team (see above).


:[[image:rustiznotch_both_instant_respawns.jpg|thumb|left|200px|The duplicated respawn.]]
[[Category:Team Fortress 2|Modifying]]
<br style="clear:both;"/>
 
'''team_control_point_round'''
* Create a [[team_control_point_round]] as an [[Entity_Creation|entity]] somewhere on your map.
* Properties:
:* Set the 'Name' to something arbitrary.
:* Set 'Priority' to '1'.
:* Set 'Control points in this round' to a space-delimited list of the arbitrary [[team_control_point]]s 'Names' you defined. For example: 'red_control_point blue_control_point'.
 
:[[image:rustiznotch_team_control_point_round.jpg|thumb|left|200px|An example team_control_point_round.]][[image:rustiznotch_team_control_point_round_properties.jpg|thumb|left|200px|The team_control_point_round properties.]]
<br style="clear:both;"/>
 
'''team_control_point_master'''
* Create a [[team_control_point_master]] as an [[Entity_Creation|entity]] somewhere on your map.
* Properties:
:* Set the 'Name' to something arbitrary.
 
:[[image:rustiznotch_team_control_point_master.jpg|thumb|left|200px|An example team_control_point_master.]][[image:rustiznotch_team_control_point_master_properties.jpg|thumb|left|200px|The team_control_point_master_properties.]]
<br style="clear:both;"/>
 
== See Also.. ==
 
== Design Theory ==

Latest revision as of 18:27, 7 January 2024

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By default, there is a delay of up to 20 seconds between death and respawn in Team Fortress 2. However, the level designer can designate a custom respawn time for a map, and can even set different respawn times for each team. Remember, spawn time can make or break a map!

Dealing with Spawn Times

Some things you may want to consider before making spawn time adjustments are:

  • Make sure the entire layout of your map is complete. It makes no sense to do this until everything is finalized.
  • Measure the time it takes to reach a goal with every class. While this takes time to do, it can make spawn times much more realistic based on the goal the team should be after.
  • Balance out the time it may take for a goal to be captured, based on the time it takes for the opposite team to re-spawn, and then travel to the goal. Your ideal solution is to have the spawn time based on half of the goal capture time. However this might also change based on how far a team might need to travel to actually get to a goal.
  • Always make it fair! It's almost never a good idea to have one team spawn faster then the other. If so, make them work for it.

After considering all this you can adjust your spawn times to better match how each team should spawn and handle a goal. Whether that be a flag or capture point, the ideal spawn time should always start off low and become longer if a team loses more of it's objectives.

Editing Spawn Times

To start off you'll need a tf_gamerules in the map. Its exact location doesn't matter. This is the entity that controls most of how the gameplay in your map plays out.

Note.pngNote: If you already have one of these, you won't need to place a second one!

You can also edit the respawn time based on which mode of gameplay your map will incorporate. A good example is modifying the respawn time based on capture points, which is briefly discussed in the next section below.

Capture Area

Based on a capture area, much like a control point, you can then edit the spawn time based on a team capturing a control point.

See also