Spawn controller? Is it possible? Created 17 years ago2006-10-21 16:31:25 UTC by Xyos212 Xyos212

Created 17 years ago2006-10-21 16:31:25 UTC by Xyos212 Xyos212

Posted 17 years ago2006-10-21 16:31:25 UTC Post #200311
Im wondering if its possible to set up an entity that control's a players spawn status. An example would be: On first spawn, Go here. On second spawn spawn here. Ive never heard of anything like it, and am pretty sure you cant do it, short of creating your on entity by coding, but Ive thought of things like that before and it turned out someone knew how to do it here. Im hoping there is a way. If anyone can help I would appreciate it :)
Posted 17 years ago2006-10-21 17:48:59 UTC Post #200312
If theres not a way, just use teleporters.
Luke LukeLuke
Posted 17 years ago2006-10-21 17:56:00 UTC Post #200313
Ah yes, but this is for Multiplayer. I need the players as soon as they load the map to start in a "mini- tutorial area", then get transported back to the original map.

But wait A second, you just gave me a really good idea Luke. I can have the players spawn in the tutorial part of the map, then encompass the entire area with a trigger_teleport activating after a minute or so. After the tutorial for how to play the map is done, it will the teleport will activate. THere will be player_teleport destinations next to each info player start. I will then have the teleporter select ones at random to teleport the players to. After the tutorial is done and the players are in the map, I can then kill the teleport, activate another, and use the random teleporting to simulate actual spawning.

But wait again, that wont work either. You cannot kill an info player start, so every time a player spawns, its possible to spawn in the tutorial part again. The only way to stop this is disabling the spawns, but thats not possible. Ill just have to figure a way to make unique gameplay elements in the map that can be used obvious to the player so they know it can be used, but still make it not look dumb like a giant arrow :)
Posted 17 years ago2006-10-21 18:09:58 UTC Post #200315
it would get really annoying if you had to repeat the tutorial every time you play the map.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-10-21 18:32:46 UTC Post #200318
Annoyingly I tried making it so once you get to a certain area you would spawn there rather than back at the beginning...I tried editing with smart edit to no avail...Quite frankly this can't be done...teleports is the only way.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-10-21 18:36:12 UTC Post #200320
:(

As for seeing the tutorial over and over:

I neglected to mention there would be a teleport at start with an announcement stating to enter if you wish to skip the tutorial.

Well, It was just an idea. Ill just have to make the objects that are useable really obvious :)
Posted 17 years ago2006-10-21 20:43:32 UTC Post #200335
Yea people might not understand the tutorial idea and be like "zomg this map is small and sucky!"

But its a neat idea though :)
Posted 17 years ago2006-10-21 21:07:16 UTC Post #200336
I probably was not going to pursue the idea anyway. maybe if there was a way, but deep down I think I knew it wouldnt really work :(
Posted 17 years ago2006-10-22 01:01:28 UTC Post #200352
sometimes i do feel that spawns are controlled though.like theres a map where every couple rounds all cts spawn a corner further then usual? its an aim_ag_texture map
Posted 17 years ago2006-10-22 02:20:23 UTC Post #200362
Have you tried using a trigger zone around the desired spawns then using relays and a logic counter to trigger the desired results?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-10-22 06:44:51 UTC Post #200377
You could try and use a point_template to create new spawns after the first round, then kill the old spawns, since every entity can have a name.
Posted 17 years ago2006-10-22 09:21:55 UTC Post #200386
I think it is possible using multiple teleports which disables/unlocks by time.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-10-22 09:30:53 UTC Post #200389
You could try and use a point_template to create new spawns after the first round, then kill the old spawns, since every entity can have a name.
That might actually work!
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-10-22 10:32:52 UTC Post #200391
That might work, but info_player starts, or any start spawn for that matter cannot be named, or targeted by a trigger, or anything for that matter :(
Posted 17 years ago2006-10-22 11:32:11 UTC Post #200393
You can turn smart Edit off and type in the values yourself.
Posted 17 years ago2006-10-22 11:41:47 UTC Post #200394
Ya I did that and Hammer complained so I ignored it and it still didn't work...There must be a way!
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-11-08 17:24:12 UTC Post #202296
Bump

Xyos you should know this seeing as you go on Iwannamap but a guy posted this:

"There is an entity called "player" in hammer. You place it into the map and you will notice that it has a default name of "player" . By parenting stuff to it you can get some weird shit going on. You can also crash your game a million times over if you mess up."

Raeven0s FGD.

http://www.editlife.net/customfgd.php
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-11-21 06:41:46 UTC Post #203501
Just parent each spawn point to a func_train with some high speed, so by the time the players finish the tutorial, the info_player_starts are in new place. Use logic_auto "on map spawn" or whatever to trigger the trains. I am currently building a complex crane which bases on func_trains and parent function (veeeery handy!). So far a test version is working.

These 2 features let you move practically every entity - monsters, player starts, props...anything! I doubt it, but I guess lights too. Could make some nifty results like this =).
Posted 17 years ago2006-11-21 11:55:13 UTC Post #203530
Unless you use that FGD I linked to you can't parent a player start.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-11-21 14:13:53 UTC Post #203546
I think you can move any entity with logic_measure_movement (http://developer.valvesoftware.com/wiki/Logic_measure_movement).
Just have the Target and MeasureReference value say info_player_start, and all of them should move with the entity to measure movement from(MeasureTarget).
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