dragon_landon
03-12-2012, 05:59 PM
SPAWN ADVANCING SOURCE
spawn advancing is when you take a flag and your spawn moves closer to that flag. why is this
nessasary? well it is not.... but you do cut down on the long run from your starting spawn point.
here is how you would set up the spawn advancing-
set up your map for this tutorial lets use 5 flages 2 per side and 1 in the middle. start with the allies, there is nothing to do at the first flag it is already the closest to the original spawn.
at the allies 2nd flag you need to make a spawn area in in the area place the entities info_teleport_destination, for the name allies_spawn_2 and place as many as you would like. now you have the first advanced spawn area.
http://76ad.com/members/Landon/screenshots/advancing_spawns_pic_1.jpg
next go back to your original spawn and select the trigger brush and draw a trigger around all your info allies spawns. with the trigger selected ctrl+t to make an entity and make it a trigger_teleport entity
http://76ad.com/members/Landon/screenshots/advancing_spawns_pic_2.jpg
name allies_spawn_advance_1
start disabled yes
remote destination allies_spawn_2
make sure you go to the flags tab and check the clients
http://76ad.com/members/Landon/screenshots/advancing_spawns_pic_3.jpg
next we go to the 2nd flag this is where we will trigger the spawn advance. select your entity tool and make a new entity and place above the flag for easy access if you need to change something. make the entity a logic relay.
name allies_advance_1 select the flag and then alt+enter to open the properties click the output tab click add then in the fields
my output named - alliescapturepoint <--- when the allies cap the flag
targets entities named - allies_advance_1 <--- choose the entity
via this input - trigger <--- trigger the entity
should look like this
http://76ad.com/members/Landon/screenshots/advancing_spawns_pic_4.jpg
once the flag is caped it sends triggers our logic relay entity allies_advance_1 so now select that entity and open the properties on the output tab we want to add and in the fields here is what you want
my out put named - ontrigger <--- when activated
targets entities named - allies_spawn_advance_1 <--- selects entity named
via this input - enable <--- activates the disabled trigger_teleport at the original spawn
so at this point allies have control of there second flag and any allies that die will spawn at there original spawn site but with the trigger teleport now active will be teleported to allies_spawn_2 or the spawn area you set up at your second flag
at this point you want to set up your next spawn area at your middle flag and repeat all that you did
at the second flag make sure to draw your next trigger_teleport around your teleport desination entities so when you take the middle flag it activates this second teleport to advance your spawn
then repeat the process again at the axis 2nd flag.
so at this point you have successfully completed your spawn advancing for the allies. while all flags are in the control of the allies at this point each teleport is active and as you die you will be teleported instantly to each until you arrive at the spawn you set up for the axis 2nd. you dont need to set one up at the axis first cuz if you control all flags to this point as you cap thier first you
win the round! CONGRATULATIONS!!
but we are not done yet! if you have any good members on the axis side you will find that you will be pushed back and they will advance and thIer spawns will move up as yours did.
now we will set up the axis
start off the axis side the same way setting up the spawn at the axis 2nd flag and setting up the trigger at the original spawn use all the same names and settings for the allies except replace allies with axis in the names. set up axis with there own relay logic. once you have them set up your axis 2nd flag should look like this
http://76ad.com/members/Landon/screenshots/advancing_spawns_pic_5.jpg
open the properties of the axis second flag click on the output tab you should have the alliescapturepoint allies_advance_3 trigger (if not then you need to go back to the begining of this tutorial and start over)
click add the fields should read as follows
my out put named - axiscapturepoint <--- when the axis cap the flag
targets entities named - axis_advance_1 <--- choose the entity
via this input - trigger <--- trigger the entity
and should look like this
http://76ad.com/members/Landon/screenshots/advancing_spawns_pic_6.jpg
now open the properties for relay logic axis_advance_1 click the output tab and the fields should read as follows
my output named - ontrigger <--- when activated
targets entities named - axis_spawn_advance_1 <--- selects entity named
via this input - enable <--- activates the disabled trigger_teleport at the original spawn
that will activate the trigger_teleport for the axis so they spawn at there second.
but wait....
you need to deactive the trigger teleport for the allies so they get pushed back the axis now controls this capture area or flag so... click add and make the fields look like this
my out put named - ontrigger <--- when activated
targets entities named - allies_spawn_advance_3 <--- selects entity named
via this input - disable <--- diables the activated trigger_teleport at the axis second flag
it should look like this
http://76ad.com/members/Landon/screenshots/advancing_spawns_pic_7.jpg
now to make sure that the axis origial spawn is disabled when the allies take this flag open the
properties of the logic relay for the allies_advance_3 click the output tab and disable there
trigger_teleport at there original spawn it should look like this
http://76ad.com/members/Landon/screenshots/advancing_spawns_pic_8.jpg
now move to the middle flag and set up the axis advance then the allies second and set up the axis advance
and each time be sure that the flag properties has both alliescapturepoint and axiscapturepoint so when a member of either team captures the flag it triggers the appropriate logic relay and each relay should have 2 ontrigger one to enable the advancing teams spawn and one to disable the opposing team to push them back
now save your map and compile and test your advancing spawns.
if you have any questions please feel free to contact me at landon@76ad.com
=|[76AD]|= LANDON
spawn advancing is when you take a flag and your spawn moves closer to that flag. why is this
nessasary? well it is not.... but you do cut down on the long run from your starting spawn point.
here is how you would set up the spawn advancing-
set up your map for this tutorial lets use 5 flages 2 per side and 1 in the middle. start with the allies, there is nothing to do at the first flag it is already the closest to the original spawn.
at the allies 2nd flag you need to make a spawn area in in the area place the entities info_teleport_destination, for the name allies_spawn_2 and place as many as you would like. now you have the first advanced spawn area.
http://76ad.com/members/Landon/screenshots/advancing_spawns_pic_1.jpg
next go back to your original spawn and select the trigger brush and draw a trigger around all your info allies spawns. with the trigger selected ctrl+t to make an entity and make it a trigger_teleport entity
http://76ad.com/members/Landon/screenshots/advancing_spawns_pic_2.jpg
name allies_spawn_advance_1
start disabled yes
remote destination allies_spawn_2
make sure you go to the flags tab and check the clients
http://76ad.com/members/Landon/screenshots/advancing_spawns_pic_3.jpg
next we go to the 2nd flag this is where we will trigger the spawn advance. select your entity tool and make a new entity and place above the flag for easy access if you need to change something. make the entity a logic relay.
name allies_advance_1 select the flag and then alt+enter to open the properties click the output tab click add then in the fields
my output named - alliescapturepoint <--- when the allies cap the flag
targets entities named - allies_advance_1 <--- choose the entity
via this input - trigger <--- trigger the entity
should look like this
http://76ad.com/members/Landon/screenshots/advancing_spawns_pic_4.jpg
once the flag is caped it sends triggers our logic relay entity allies_advance_1 so now select that entity and open the properties on the output tab we want to add and in the fields here is what you want
my out put named - ontrigger <--- when activated
targets entities named - allies_spawn_advance_1 <--- selects entity named
via this input - enable <--- activates the disabled trigger_teleport at the original spawn
so at this point allies have control of there second flag and any allies that die will spawn at there original spawn site but with the trigger teleport now active will be teleported to allies_spawn_2 or the spawn area you set up at your second flag
at this point you want to set up your next spawn area at your middle flag and repeat all that you did
at the second flag make sure to draw your next trigger_teleport around your teleport desination entities so when you take the middle flag it activates this second teleport to advance your spawn
then repeat the process again at the axis 2nd flag.
so at this point you have successfully completed your spawn advancing for the allies. while all flags are in the control of the allies at this point each teleport is active and as you die you will be teleported instantly to each until you arrive at the spawn you set up for the axis 2nd. you dont need to set one up at the axis first cuz if you control all flags to this point as you cap thier first you
win the round! CONGRATULATIONS!!
but we are not done yet! if you have any good members on the axis side you will find that you will be pushed back and they will advance and thIer spawns will move up as yours did.
now we will set up the axis
start off the axis side the same way setting up the spawn at the axis 2nd flag and setting up the trigger at the original spawn use all the same names and settings for the allies except replace allies with axis in the names. set up axis with there own relay logic. once you have them set up your axis 2nd flag should look like this
http://76ad.com/members/Landon/screenshots/advancing_spawns_pic_5.jpg
open the properties of the axis second flag click on the output tab you should have the alliescapturepoint allies_advance_3 trigger (if not then you need to go back to the begining of this tutorial and start over)
click add the fields should read as follows
my out put named - axiscapturepoint <--- when the axis cap the flag
targets entities named - axis_advance_1 <--- choose the entity
via this input - trigger <--- trigger the entity
and should look like this
http://76ad.com/members/Landon/screenshots/advancing_spawns_pic_6.jpg
now open the properties for relay logic axis_advance_1 click the output tab and the fields should read as follows
my output named - ontrigger <--- when activated
targets entities named - axis_spawn_advance_1 <--- selects entity named
via this input - enable <--- activates the disabled trigger_teleport at the original spawn
that will activate the trigger_teleport for the axis so they spawn at there second.
but wait....
you need to deactive the trigger teleport for the allies so they get pushed back the axis now controls this capture area or flag so... click add and make the fields look like this
my out put named - ontrigger <--- when activated
targets entities named - allies_spawn_advance_3 <--- selects entity named
via this input - disable <--- diables the activated trigger_teleport at the axis second flag
it should look like this
http://76ad.com/members/Landon/screenshots/advancing_spawns_pic_7.jpg
now to make sure that the axis origial spawn is disabled when the allies take this flag open the
properties of the logic relay for the allies_advance_3 click the output tab and disable there
trigger_teleport at there original spawn it should look like this
http://76ad.com/members/Landon/screenshots/advancing_spawns_pic_8.jpg
now move to the middle flag and set up the axis advance then the allies second and set up the axis advance
and each time be sure that the flag properties has both alliescapturepoint and axiscapturepoint so when a member of either team captures the flag it triggers the appropriate logic relay and each relay should have 2 ontrigger one to enable the advancing teams spawn and one to disable the opposing team to push them back
now save your map and compile and test your advancing spawns.
if you have any questions please feel free to contact me at landon@76ad.com
=|[76AD]|= LANDON