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team spawnpoints

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pud Joined: 17 Jun 2005 Posts: 5 |

Posted: Mon Jun 20, 2005 2:40 am Post subject: team spawnpoints |

NOTE: I posted this at quakesrc already, but I figured a forum of qc coders could answer my question better. I apologize to anyway who's seen this twice now! okay, having some trouble with spawning a player at a team specific spawnpoint. I want the player to enter the server and appear at a regular spawnpoint, then select a team from an centerprint/impulse menu, then spawn for real at a team specific spawnpoint. teamfortress i know does this. lots of ctf mods probably do too. here's how i'm doing it and its not working:
in PutClientInServer, I leave the spawn code unchanged, but set the player to MOVETYPE_NONE, SOLID_NOT, and DAMAGE_NO. I have tried lots of movetype/solid combinations, as well as setting model to "" (both ways). Also in PutClientInServer I set a timer, self.menutime to time + 3. In PlayerPreThink, I check the timer and if its been three seconds I do the centerprint, but only if self.loyal is true (loyal as in they are loyal to a side, so if they haven't picked a team its false, putclientinserver sets this false on spawn.)
In ImpulseCommands I have this code: (and everything else is commented out)

Code:
if (self.loyal == FALSE) { if (self.impulse == 1) { self.team = 1;
self.loyal = TRUE;
spot = find (world, classname, "info_team1_start");
setorigin(self, spot.origin);
self.angles = spot.angles;
}
if (self.impulse == 2)
{
self.team = 2;
self.loyal = TRUE;
spot = find (world, classname, "info_team2_start");
setorigin(self, spot.origin);
self.angles = spot.angles;
}
}

when I enter the server, the info_player_start is high from the ground (in my test map) and I hear grunting as if I had fallen to the grounf, but I haven't. I stay at the player_start. Then when I select a team, the menu goes away, and I can shoot. (w_attack is set up to return if self.loyal == false) The shooting doesn't come from me though, it comes from the place where I want to be, the info_team1_start! has anyone had this problem before?

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Mon Jun 20, 2005 5:24 pm Post subject: |

This is a fairly complex subject. Basically, I recommend you instead modify selectspawnpoint() to figure out where you're supposed to go, and modify respawn() as well, and just use respawn() to place the player. _________________ "Roboto suggests Plasma Bazooka."

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Thu Jun 30, 2005 9:36 pm Post subject: |

ok for ctf, team spawn points are predetermined in the map, by info_player_team1 or info_player_team2. These are included in the bsp. I'd suggest the point that u use for spawns prior to team choice be info_player_deathmatch or info_player_start (if its an id map).
If you only need 2 teams just download 3wave 4.2 and convert the id maps yourself, and use the teamspawns there?
edit: and yes this would require changing entity () SelectSpawnPoint

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