He wants to make it so that after you're past a certain point in the map (let's label it Point A), if you die you can respawn at Point A instead of the original spawn.
Then if you get past Point B, after you die you respawn at Point B rather than Point A.
I don't think this can be done without coding.
Also, there are no monsters in Counter Strike, unless you've coded a mod based off CS; in which case you're already doing custom code. As for which code file you'd need to tinker with to accomplish the above, I have no idea. Maybe somebody else does.
omg im not coding again, im only mapping XD but VERY THANKS to your guys are the best the mod its for cs, in amx coding, but the coder cannot do it for now, only need this type (checkpoint) to finish the mod. pd.:(discostu you ever stay here when I need you (finally we need to arrange a marriage ceremony :P)
i have a idea! he can use teleporters... move player spawn points outside of the world where you cant see anything. you can use "null" texture to close all sides.
remember this is only team 1 and you need knowledge of teleports:
now make a 3 trigger_teleport, 2 multi_source, 2 trigger_relay.
place trigger_teleport where players first spawn(outside of the world). this trigger_teleport will instantly teleport players to your world.
you will kill this teleport (deactivate) when you complete objective 1.
place trigger_teleport where players first spawn(outside of the world) (this entity is not activated yet) name: checkpoint1 master: pointcaptured1
put the multi_source somewhere. name: pointcaptured1 target: instant_teleport_killer
put trigger_relay somewhere.(This entity kills instant teleporter) name: instant_teleport_killer killtarget: instant_teleport_kill
when you trigger "pointcaptured1" (players completed to capture checkpoint1) players will spawn near checkpoint1
another check point:
place trigger_teleport where players first spawn(outside of the world) (this entity is not activated yet) name: checkpoint2 master: pointcaptured2
put the multi_source somewhere. name: pointcaptured1 target: checkpoint1_killer
put trigger_relay somewhere.(This entity kills checkpoint1) name: checkpoint1_killer killtarget: checkpoint1
when you trigger "pointcaptured2" (players completed to capture checkpoint2) players will spawn near checkpoint2
if you don't understand i will make a example map for you
@DiscoStu I didn't understand; I think there is a possibility to turn everything default after finish the round, if that's what you mean.
I added kill triggers if you want to test its works or not. Did you activate "checkpoint 1" by walking through "one sign block" and opened door?(you need to see text "checkpoint x activated!") if yes, then I need to ask what mod are you using? counter strike 1.6? half life? Steam or won version? Maybe some entities can't be recognized with your mod.
also you can't test it with "singleplayer" you need open the game with "multiplayer" i mean don't use console or shortcut to open the map
I have the two versions of cs, yes I passed trought the two doors (and over the final skull) the kills work well, the transporters too but not 1 or 2 and now probing it on hl (won and steam) the entities (some of they are bad ?)