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CS2D General Custom Spawnpoints?Custom Spawnpoints?
16 replies 1
Call the first spawn "spawn1" and let's say a button triggers it and "spawn2".
Make sure "spawn2" gets deactivated first with a start trigger. Now kill yourself and watch the result. You should now always spawn at "spawn2".
Press the button again and kill yourself once more, now you always spawn at "spawn1".
You can also put effects (blinking lights, fire, etc.) with the same names around the spawns to make sure which ones are active.
This of course only makes sense if you're not in the Standard gamemode.
edited 2×, last 12.08.15 02:56:22 am
Anyway i hope he wants the map editor method.
The command is spawnplayer
IMHO, the best and bullet-proof and hopefully fully bug-free (waow, so many pretty adjectives here) solution is to set the respawn time to n+1 and spawn the player manually at 1 second remaining.
+ no bugs, because we're not using setpos (what happens if the player spawns in between enemy turrets? Dunno. Think of hypothetical scripts using a player's spawnpoint position, they won't know this player's position was used right after spawn)
- the player is force-spawned, he cannot choose himself when to spawn
https://www.dropbox.com/s/nq8lm1bhqs9pwer/example.map?dl=0
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