switching team spawn places

switching team spawn places

Hammer Mapping — Page [1]
clogg
2008 Feb 9 • 4
I added teleports under each of info_player and made theyr targets in playing area. than I add change_targets for all of teleports to change theyr destinations to the different side of playground but I don know, how to turn theese changetargets on every second round.
Please don't ask me to download your map awp_lsb because there is too many spawns and weaponstrips and leaches and I don't know what else and its unposible to follow just the idea of changing spawns. I analysed that part to part but without solution..
 
 
2008 Feb 9 at 02:31 PST
SuperJer
Websiteman

2005 Mar 20 • 6232
There's no easy way to do it.

You need changetargets to change them one way, and more changetargets to change them back.

When you fire a changetarget it changes the target of the teleport from then on. You have to use another changetarget to change it back.

But that's not all.

You also need to trigger every other changetarget, every other round. You need changetargets for that too. You need something that gets triggered at the beginning of each round which fires off one of the sets of changetargets, and you need to use a changetarget on THAT to switch it each time.

It's almost impossible to explain but I hope I'm helping a little.
 
 
2008 Feb 9 at 22:01 PST
melloyellow582
The Original Portmanteau

Brisk.
2005 Mar 21 • 12858
666 ₧
w337!

is it possible to make an entity to do that? something like a game_spawn_switch?
i have no idea what it takes to make entities but its something valve should make easier.
 
 
2008 Feb 9 at 22:50 PST
SuperJer
Websiteman

2005 Mar 20 • 6232
You can make your own entities all you want as long as you make your own MOD.
 
 
2008 Feb 10 at 22:58 PST
clogg
2008 Feb 9 • 4
I didn'tget it. I am able to find some system between changetargets, releys and so one. But I must know, which entity stays unchanget to the next round (thats mean: stay unrestarted). Because you can make as complicated system of changetargets as you want, but when it is restarted every round, it does still the same..
 
 
2008 Feb 11 at 07:56 PST
SuperJer
Websiteman

2005 Mar 20 • 6232
Changed targets stay changed at the new round.

You need to have two systems. One that runs on rounds 1, 3, 5, 7, ... and one that runs on rounds 2, 4, 6, 8, ...

There should be one "first cause" each round (I used a func_breakable under all the player starts) which triggers one of your systems.

You need to change the target of the first cause to the other system at the end of the logic in each system.
 
 
2008 Feb 11 at 11:01 PST
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