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Englisch Custom Spawnpoints?

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alt Custom Spawnpoints?

HoOtix
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Is it possible to make custom spawnpoints? For example, You spawn at your "basic" spawnpoint. But when you pass a special area/zone/point your "basic" spawn gets de-activated and then a new spawn activates, so after you die you spawn on the 'new' spawnpoint? I'm not sure if this is possible, but... Is it?

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Seekay
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If you're talking about mapping, it is possible to de- and reactivate spawnpoints via triggers.

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.
2× editiert, zuletzt 12.08.15 02:56:22

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VADemon
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@user The Gajos, Nothing hinders you from checking whether the player is alive and then using either cs2d cmd setpos or cs2d cmd 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

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Seekay
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You guys assume he's talking about Lua scripting. He never mentioned that. You don't need Lua to trigger spawnpoints.

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Talented Doge
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I used to play on co-op maps with different spawn positions, so I think using trigger_move or whatever may work. Trigger_start the unused spawnpoints at start will work.

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gamus
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Well, yes. Add a Trigger_Start triggering a Trigger_Delay (1 second) triggering unused spawnpoints.

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Seekay
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..why would you need a delay? That means in that second before it gets deactivated, someone can spawn there... that's no good.
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