connecting spawns together


(Igloo) #1

Hello,

Does linking between team_CTF_[i]blue[/i]/redspawn and team_WOLF_objective really work?

I mean I saw sth like this:

team_WOLF_objective:

description Axis Base
targetname axis_spawn_wobj
origin 30 80 66
[b]target axis_resp[/b]
spawnflags 1

team_CTF_redspawn:

origin 510 -1430 65
[b]targetname axis_resp[/b]
spawnflags 3
angle 360

(the main thing is marked with bold print)

It doesn’t crash the game but I want it to work always - not matter how far from the team_WOLF_objective the spawn points are. I want to place them in many rooms so it must be O.K.

Thank you.

Greetings,
Igloo


(isbowhten) #2

well as far as i know the spawn entity nearest to the WOBJ is taken as spawnpoint.
so it should be quite hard to test this alone :stuck_out_tongue:
why you wanna have so many spawns in different rooms?
if you want the ppl to spawn randomly then i think it is not possible because the nearest spawnentity is taken iirc.

note: i dont think it the following is worth trying out:
well you could try out this:
you put in a testmap 2 WOBJs and 2 spawnentites, each one near to one WOBJ.
then you link one WOBJ to the one far away ! which is the nearest to the 2nd WOBJ.

wobj-a links to spawn-b and wobj-b links to spawn-a
and spawn-a and wobj-a are near , spawn-b and wobj-b are near…
it you then spawn far away from your chosen spawn then it works :stuck_out_tongue:
but i think you should test it with 2 ppl … cause i still think if you chose wobj-a you spawn at spawn-b first.

what i think that linking means is that the spawn entities are toggled if they are active or inactive


(Igloo) #3

Yeah, I guess it’s only about active/inactive so I have to find another way… just another spawn point or sth like this.

Thanks :wink:


(-SSF-Sage) #4

I just rather setstate both to be saved from confusion. I never link them… When you select the wobj, it starts spawning by the distance. The player first in the spawning row spawns to the nearest to wobj, next one second nearest and so on. I always make the spawnpoints startactive so i don’t need to alert them later on.

When you want to disable/enable spawns/wobj, just use setstate and it works always. Using alertentitying on spawnpoints is sometimes troublesome, cos they are not really “unusable”… there’s some situations you may be able to use them even tho they are inactive. But if setstated… never.