Skyforger
May 19 2007, 04:05 PM
so i got a perfect idea but i need to put a info_team_start and i need that the the 1st player is joined the team ( marines ) he will bi placed exatly where i whant.
I would be something like this : 10 players in redy room 1st player joines the marines and he is placed in one room where is a swich that opens the room where is all other marines. and i whant that olvays somebody or first player joined the marines will be in that place if not other players will not be able to get out

i hope you understand
are that can be done 
?
Skyforger
May 20 2007, 10:14 PM
mmm ?
BigD
May 23 2007, 07:34 AM
While you can't directly control where a player spawns with info_team_start's, (it's entirely random as far as I can tell) you could sort of get around it (I imagine) using teleports. You'd probably want trigger_presence's in the little room that would lock the teleport somehow to prevent extra people from entering, yet reallow a person when the guy inside does leave for some reason. It'd be some trixy entity work though.
amckern
Jun 2 2007, 03:23 PM
Keeping on topic, can you 'enable' or 'disable' the sate of the span?
In my case i have a map where the objective is for the marines to reach a safe zone, while the aliens are trying to kill them and the cc.
Once the marines reach a certain place (ie weld point) the spawn zone moves to the new area, effectivly stoping the players from spaning at the old spawn zone.
This is in a CO_ map in case your going WTH!?
BigD
Jun 3 2007, 05:23 AM
Assault map I'd presume? Always loved those in other games.
However, pretty sure you can't do such a thing. Certainly not without some clever hax0ring with metamod at the very least.
You could disable spawn points by firing a a "killtarget" somewhere, but I *think* you have to reload the map to get the entity back then, as I think it works by removing the entity from the game and isn't reloaded on map restart... emphasis on the "I think" part. Again though, you'd have to re-think what you're trying to do since marines would still spawn anywhere and everywhere. (Aliens destroying "func_breakable"'s until they get to the cc? Beware the friendly fire though... maybe an alien presence in an area could cause teleportation to a room to malfunction...)
StixNStonz
Jun 3 2007, 05:21 PM
couldnt you just have a one-time teleporter in MS? Have the spawns above it. People spawn, and they'd all fall into the teleporter, but have the spawns 'layered', so none are the same height. The lowest spawn hits the teleport first, teleports, and the teleport stops working, leaving everyone else in the room.
commofdoom
Jun 7 2007, 08:11 PM
info_start spawns players on the floor unless the same spawn point is used twice in which the next marine is placed above the previous one. However, placing an info start above a trigger may have the effect you're looking for. depending on when player starts get dropped.
Muzzzy
Jun 7 2007, 09:22 PM
I haven't looked if it works/is possible, but create all the spawns in the locked room. Place a teleport trigger under the the spawns and have it turn off after one person touches it and teleports. Have the receiving teleport outside the room/wherever. I have no idea if its possible but its worth a shot.
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