CS team swaping Created 19 years ago2005-09-10 22:08:11 UTC by mustang67 mustang67

Created 19 years ago2005-09-10 22:08:11 UTC by mustang67 mustang67

Posted 19 years ago2005-09-10 22:08:11 UTC Post #133883
i played this map where one team starts with knives and the other starts with awps. and after every round the CT's and the T's swhich weapon sets and starting posisons. (where the CT's started in the first round the T's will start in that area in the second, etc) how would i set up entites to do that?
Posted 19 years ago2005-09-11 01:51:12 UTC Post #133894
I'd suggest you see if you can control the activity of spawn points using multisources specified in the spawn's "Master" field (if they have one). There're Example Maps and stuff knocking around.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-09-11 14:01:30 UTC Post #134039
i know some 1 who has the map, "dustbunny" but he refuses to send it, yet hes the one that wanted a map that had that kind of setup
Posted 19 years ago2005-09-11 17:21:12 UTC Post #134080
If you can find the map, just decompile it and see how they worked it out.

You won't be able to use the map, because decompiling wrecks all the brushes, but the entity setup should remain intact.
Posted 19 years ago2005-09-11 17:36:00 UTC Post #134085
what if they're brush based entities? would those be killed?
Posted 19 years ago2005-09-11 18:21:50 UTC Post #134100
decompiling was my plan, and im prety sure that the entities are point based.
Posted 19 years ago2005-09-11 18:23:43 UTC Post #134101
The brush would be toast, but the entity tied to it would be fine. Try it, you'll see.

For example, decompiling will take a 6-sided cube, and make each side a new brush. So you now have 7 brushes, all intersecting and looking nasty, where there was only 1 before.

It might make 7 instances of the brush-based entity, but I don't think so.
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