Talk:Info player teamspawn: Difference between revisions

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Hey guys played in a server today that had a 32 player slot, So it does exist!--[[User:MrTwoVideoCards|Gear]] 16:12, 28 Sep 2007 (PDT)
Hey guys played in a server today that had a 32 player slot, So it does exist!--[[User:MrTwoVideoCards|Gear]] 16:12, 28 Sep 2007 (PDT)
:Same, check my talk page. However, it seems like TF2 is optimized for 24 players as 16 per team doesn't even fit on the scoreboard ;) --[[User:Baliame|Baliame]] 01:45, 29 Sep 2007 (CET)
:Same, check my talk page. However, it seems like TF2 is optimized for 24 players as 16 per team doesn't even fit on the scoreboard ;) --[[User:Baliame|Baliame]] 01:45, 29 Sep 2007 (CET)
== Something wonky with assoc. Control Point? ==
I'm making a map with 4 control points, each one has a spawn-room associated with it.  Initially each team owns one control point.  My problem is that I'm not spawning at the correct rooms. (I spawn at a particular room, regardless of which team i'm on, and it's an "uncontrolled" room).
My info_player_teamspawn:
        (non-default values):
        Name____________________________teamspawn-south
        Pitch Yaw Roll__________________0 180 0
        Associated Control Point________cp_south
        (and the default values)
        Team____________________________Any
        Start Disabled__________________No
        Blue spawn for round____________-null
        Red spawn for round_____________-null
My team_control_point:
        (only values that might matter here)
        Name____________________________cp_south
        Default Owner___________________Blue
        Index___________________________2
        (Do my required CPs matter here?)
I've tried this with the teamspawns Start Disabled, and without but it doesn't seem to work either way.
Can someone who knows a little more figure out how to use this mechanic? I'm afraid it's critical to getting my map to work....
Thank you! -Hovis

Revision as of 10:55, 2 December 2007

Hey guys played in a server today that had a 32 player slot, So it does exist!--Gear 16:12, 28 Sep 2007 (PDT)

Same, check my talk page. However, it seems like TF2 is optimized for 24 players as 16 per team doesn't even fit on the scoreboard ;) --Baliame 01:45, 29 Sep 2007 (CET)

Something wonky with assoc. Control Point?

I'm making a map with 4 control points, each one has a spawn-room associated with it. Initially each team owns one control point. My problem is that I'm not spawning at the correct rooms. (I spawn at a particular room, regardless of which team i'm on, and it's an "uncontrolled" room).

My info_player_teamspawn:

       (non-default values):
       Name____________________________teamspawn-south
       Pitch Yaw Roll__________________0 180 0
       Associated Control Point________cp_south
       (and the default values)
       Team____________________________Any
       Start Disabled__________________No
       Blue spawn for round____________-null
       Red spawn for round_____________-null

My team_control_point:

       (only values that might matter here)
       Name____________________________cp_south
       Default Owner___________________Blue
       Index___________________________2
       (Do my required CPs matter here?)

I've tried this with the teamspawns Start Disabled, and without but it doesn't seem to work either way.

Can someone who knows a little more figure out how to use this mechanic? I'm afraid it's critical to getting my map to work....

Thank you! -Hovis