Team Fortress 2/Creating a Spawnroom: Difference between revisions
m (→Last words) |
|||
Line 20: | Line 20: | ||
Some players like to camp in spawn rooms, spawn-killing players. There, however, is an easy solution. Create a {{ent|func_respawnroomvisualizer}} brush-based entity with material <code>tools/nodraw</code>. Assign material <code>overlay/no_entry</code> to the side that faces away from the spawn area. Be sure to set its <code>Associated Respawn Room</code> accordingly. This will block only the opposite Team Players.{{clr}} | Some players like to camp in spawn rooms, spawn-killing players. There, however, is an easy solution. Create a {{ent|func_respawnroomvisualizer}} brush-based entity with material <code>tools/nodraw</code>. Assign material <code>overlay/no_entry</code> to the side that faces away from the spawn area. Be sure to set its <code>Associated Respawn Room</code> accordingly. This will block only the opposite Team Players.{{clr}} | ||
== | == Making a Door == | ||
The next step is to make a door that will seal off (non-vis) the room from most fire and allow it privacy for the team. First things first. Place a [[prop_dynamic]] down and give it the model: <code>models/props_gameplay/door_slide_large_door.mdl</code> |
Revision as of 15:54, 27 September 2007
Creating your room
First of all, you should have an area which you consider the spawnroom. This may be of any shape, color, and size. For this example, the room you see on the right will be transformed into a spawnroom for the RED team.
Making it a respawn room
Create a func_respawnroom brush-based entity with material tools/toolstrigger
that fills your area. Name it something like red_respawn_room_01
and set its team to RED. Name it accordingly due to how many spawn rooms you may have for the same team.
Bring the players inside
Now you need to add the player spawns. Create an info_player_teamspawn in your room. Change the spawn's team to RED. Make 11 to 15 copies of the player spawn entity, giving each of them plenty of space. Give your Info_player_teamspawn entity's all the same name. In example Team_red_player_01. This naming system can later help also with which entity spawns in what spawnroom.
Respawn and resupply
It may be a good to have a resupply area inside your respawn. A resupply consists of 2 things: a prop_dynamic, representing the resupply locker, and a func_regenerate, which gives it functionality. Create a prop_dynamic somewhere in the room, set its model to models/props_gameplay/resupply_locker.mdl
, and give it a name resup1
. Now create a func_regenerate brush-based entity with material tools/toolstrigger
, making sure it occupies a larger area around the prop. However note that you might need to make the volume a certain size that way it does not create exploits in anyway. Set its Associated Model
to the name of the dynamic prop its and Team to RED.
Keeping the bullies out
Some players like to camp in spawn rooms, spawn-killing players. There, however, is an easy solution. Create a func_respawnroomvisualizer brush-based entity with material tools/nodraw
. Assign material overlay/no_entry
to the side that faces away from the spawn area. Be sure to set its Associated Respawn Room
accordingly. This will block only the opposite Team Players.
Making a Door
The next step is to make a door that will seal off (non-vis) the room from most fire and allow it privacy for the team. First things first. Place a prop_dynamic down and give it the model: models/props_gameplay/door_slide_large_door.mdl