Difference between revisions of "Talk:Info player teamspawn"

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(Something wonky with assoc. Control Point?)
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Any ideas?
 
Any ideas?
 
[[User:Hovis|Hovis]] 10:34, 26 Dec 2007 (PST)
 
[[User:Hovis|Hovis]] 10:34, 26 Dec 2007 (PST)
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Yes, it must be the name of a team_control_point_round. --[[User:Samuraimushroom|Samuraimushroom]] 22:09, 26 Dec 2007 (PST)
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== team keyvalue useless ==
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The team keyvalue appears to not affect the functioning of this entity in the slightest. Instead, the associated control point field is what controls it. If it's a red spawn point, leave the blue team associated point blank, if it's a blue spawn point, leave the red associated point blank.

Revision as of 23:09, 26 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?

For the life of me I cannot figure out how to use the Associated Control Point mechanism here.

I would expect that if I set my CP's targetname in this field, players will spawn here when the CP is "owned"; but I can't get it to work.

For now, I'm using a klugey enable/disable/set_team IO system to handle where people spawn...

Any ideas? Hovis 10:34, 26 Dec 2007 (PST)

Yes, it must be the name of a team_control_point_round. --Samuraimushroom 22:09, 26 Dec 2007 (PST)


team keyvalue useless

The team keyvalue appears to not affect the functioning of this entity in the slightest. Instead, the associated control point field is what controls it. If it's a red spawn point, leave the blue team associated point blank, if it's a blue spawn point, leave the red associated point blank.