is there any way to make people spawn on counter terrorist and terrorist spawns on a map? I can't seem to find an answer, is there such a function to make the player spawn on a ct or t spawn specifically?
[editline]03:11PM[/editline]
forgot to subscribe.
still no answer?
spawn entity info_player_ct or something along those lines i don't remember
[QUOTE=RiceWarrior;22717488]spawn entity info_player_ct or something along those lines i don't remember[/QUOTE]
I meant, can you make a player spawn in the t spawn for example then have the other team spawn in the ct spawn?
I still haven't gotten an answer.
Taken directly from Shared.lua in Base lines 196-221
[CODE]/*---------------------------------------------------------
Name: gamemode:CreateTeams()
Desc: Note - HAS to be shared.
---------------------------------------------------------*/
function GM:CreateTeams()
// Don't do this if not teambased. But if it is teambased we
// create a few teams here as an example. If you're making a teambased
// gamemode you should override this function in your gamemode
if ( !GAMEMODE.TeamBased ) then return end
TEAM_BLUE = 1
team.SetUp( TEAM_BLUE, "Blue Team", Color( 0, 0, 255 ) )
team.SetSpawnPoint( TEAM_BLUE, "ai_hint" ) // <-- This would be info_terrorist or some entity that is in your map
TEAM_ORANGE = 2
team.SetUp( TEAM_ORANGE, "Orange Team", Color( 255, 150, 0 ) )
team.SetSpawnPoint( TEAM_ORANGE, "sky_camera" ) // <-- This would be info_terrorist or some entity that is in your map
TEAM_SEXY = 3
team.SetUp( TEAM_SEXY, "Sexy Team", Color( 255, 150, 150 ) )
team.SetSpawnPoint( TEAM_SEXY, "info_player_start" ) // <-- This would be info_terrorist or some entity that is in your map
team.SetSpawnPoint( TEAM_SPECTATOR, "worldspawn" )
end[/CODE]
Assuming you know what to do with this.
You can edit the map in hammer, and put info_player_spawn in the place of info_player_ct/t. Unless you mean "teams" spawn on team specific spawn points in a gamemode, then I don't know how.
[QUOTE=z-machine;22725464]Taken directly from Shared.lua in Base lines 196-221
[CODE]/*---------------------------------------------------------
Name: gamemode:CreateTeams()
Desc: Note - HAS to be shared.
---------------------------------------------------------*/
function GM:CreateTeams()
// Don't do this if not teambased. But if it is teambased we
// create a few teams here as an example. If you're making a teambased
// gamemode you should override this function in your gamemode
if ( !GAMEMODE.TeamBased ) then return end
TEAM_BLUE = 1
team.SetUp( TEAM_BLUE, "Blue Team", Color( 0, 0, 255 ) )
team.SetSpawnPoint( TEAM_BLUE, "ai_hint" ) // <-- This would be info_terrorist or some entity that is in your map
TEAM_ORANGE = 2
team.SetUp( TEAM_ORANGE, "Orange Team", Color( 255, 150, 0 ) )
team.SetSpawnPoint( TEAM_ORANGE, "sky_camera" ) // <-- This would be info_terrorist or some entity that is in your map
TEAM_SEXY = 3
team.SetUp( TEAM_SEXY, "Sexy Team", Color( 255, 150, 150 ) )
team.SetSpawnPoint( TEAM_SEXY, "info_player_start" ) // <-- This would be info_terrorist or some entity that is in your map
team.SetSpawnPoint( TEAM_SPECTATOR, "worldspawn" )
end[/CODE]Assuming you know what to do with this.[/QUOTE]
thanks, I needed this, so if I put GM.TeamBased = true in my shared then it would be a team-based gamemode?
[QUOTE=Carmine3777;22743525]thanks, I needed this, so if I put GM.TeamBased = true in my shared then it would be a team-based gamemode?[/QUOTE]
right, but the team still has to correspond to its spawn name.
edit - or to be clearer, team.SetSpawnPoint( TEAM_ORANGE, "sky_camera" ) // <-- This would be info_terrorist or some entity that is in your map
needs to correspond to the spawn you want them to use
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