| closedReward for Full Capture (Advancing Spawns) |
| Started by Wilson [29th ID] on 03-10-2008, 07:08 AM |
Threads: 57
Joined: Oct 2005
Morning gents,rnrnI've added advancing spawns to dod_donner. It was not difficult, and once I get this stuff sorted out I don't mind sharing it with all of you.rnrnBasically, when your team caps the middle flag, your spawns move up to just behind the middle, around your 2nd flag. When you cap the 4th flag, your spawns move up to just behind that flag, a bit past middle.rnrnThis makes for more of an objective to the game and even more teamwork to capture flags. The only problem is it does not encourage a full cap as that would bring everyone back to the original spawn. Thus, it seems, the winning team will cap all 4 flags and spawn closer to the enemy and simply spawncamp them.rnrnThis does not happen always of course, as most people desire to cap and win, but there are of course those people who would rather just get kills.rnrnSo my question to you lot is what reward can we give a team for a full cap? What will benefit them enough to sacrifice racking up kills for a full cap?
Threads: 14
Joined: Jan 2006
How about... since they are advanced as far as they can go, and they do not cap within a certain time for the last cap, there spawn will retreat after that time expires?
Threads: 12
Joined: Aug 2006
oh hell yeah love it wilson, how about on a full cap the other team turns colors untill thier first kill. then back to normal thats all i could come up with off the whimm. but cant wait to mess with this one nice concept
Threads: 75
Joined: Nov 2007
Strip the loser team and give pbl on wining team a knife, and no round restart before the whole loser team is dead... would suck with a guy afk in a spawn that u cant get into tho..
Threads: 7
Joined: Nov 2006
I think I would just advance them to behind mid?nBut, I have a REALLY big personal hate for spawn campers who don't camp, so to me the best way to avoid it is make it impossible.nnHowever, I think that if you either enforced a timer before spawns got moved back, that would work best.nOther than that, I think good admins - maybe if not a timer, an admin command to move the spawn back one point?nnThis is a particularly hard problem - you could reward the capturing team with extra health the next round or something (for their first spawn) but hmm...
Threads: 23
Joined: Aug 2007
I've added advancing spawns to dod_donner. It was not difficult, and once I get this stuff sorted out I don't mind sharing it with all of you.rnrnrnI have a large map running that I would like to have advancing spawns.rnSearched for tutorials, but nothing around anymore.rnrnAny help?rnrnMeathead
Threads: 2
Joined: May 2008
the problem is if you advance the spawn.. its nearly imposible for the other team to figh back such as donner because you got bunker,ally and mid covered by the spawn and then you get some idiots that camp with mgs at thoes points. now i dunno but back to the other idea. i do rekon that they should be rewarded extra health or maybe to be immune to all attacks for 1 round..
Threads: 19
Joined: Oct 2004
I have a large map running that I would like to have advancing spawns.rnSearched for tutorials, but nothing around anymore.rnrnAny help?rnrnMeatheadrnrnI just saw this m8 :)rnrnTo explain might be a little long winded for a post although it's simple enough to actually do.rnI will write something up then email it to you. rnThe map you want to advance spawns on ? do you want the advance due to 1 capture for both teams or seperate for each i.e a bridge in the middle for both or say the 2nd flag for each team ?
Threads: 19
Joined: Oct 2004
email sent m8rnrnif you can follow it I will post info here
Threads: 23
Joined: Aug 2007
got the email but working 6-6 this week to buy an android!!!!
Threads: 19
Joined: Oct 2004
a quick tutorial to add advancing spawns to a dod map.rnrnI will use dod_kalt for the example.rnrnopen dod_kalt.bsp with bspeditrnrnlook for "classname" "dod_capture_area"rnyou will find 3 of these axis first, allies first and the bridge.rnThe bridge is known as "target" "centerflag" and this is the one that we are going to use to advance the spawns.rnWe just need to make a note of that target name "centerflag"rnWhat we need now is to setup our existing spawn points so that they are only active when we do not have control of the bridge.rnrnchange all existing info_player_allies and info_player_axis entities by adding the following 3 lines of text to them.rnrn"spawn_cp_master" "centerflag"rn"spawn_cp_notincontrol" "1"rn"spawn_cp_neutral" "1"rnrnso this is what we have for the first allies spawn pointrnrn{rn"origin" "-1232.30 942.75 45.03"rn"angles" "0 -93.83 0"rn"classname" "info_player_allies"rn}rnrnand below is what we needrnrn{rn"spawn_cp_master" "centerflag"rn"spawn_cp_notincontrol" "1"rn"spawn_cp_neutral" "1"rn"origin" "-1232.30 942.75 45.03"rn"angles" "0 -93.83 0"rn"classname" "info_player_allies"rn}rnrnnote the "centerflag" bit this target varies depending on your map.rnrnrepeat this for all allies and axis spawn points !!!!!rnrnwe now need to create our new spawn points. kalt has approx 15 sawn points for each. I use a converted cs plugin to create a text file with the spawn point info then use that to manually add the new spawns to my bsp.rnI think that most people will probably use something like bspviewer to get the origins from though.rnHere are 2 spawns for kalt that are near to the 2nd flags.rnrn{rn"origin" "-724.49 -1099.05 45.03"rn"angles" "0 -3.89 0"rn"classname" "info_player_axis"rn}rn{rn"origin" "-1232.30 942.75 45.03"rn"angles" "0 -93.83 0"rn"classname" "info_player_allies"rn}rnrnadd the new spawns then edit them with the 2 new lines of text.rnrn"spawn_cp_master" "centerflag"rn"spawn_cp_incontrol" "1"rnrnas you can see below when we have control of the "centerflag" we use the new spawn points.rnrn{rn"spawn_cp_master" "centerflag"rn"spawn_cp_incontrol" "1"rn"origin" "-724.49 -1099.05 45.03"rn"angles" "0 -3.89 0"rn"classname" "info_player_axis"rn}rn{rn"spawn_cp_master" "centerflag"rn"spawn_cp_incontrol" "1"rn"origin" "-1232.30 942.75 45.03"rn"angles" "0 -93.83 0"rn"classname" "info_player_allies"rn}rnrnYou probably want to add 15 axis and 15 allies spawn points to match the existing number.rnrnany problems with following this then please point out where and i will edit it or explain in clearer terms.
Threads: 23
Joined: Aug 2007
Excellent job M8! I google'd this a while back and never got enough info to finish it! Very nice!
Threads: 75
Joined: Nov 2007
It would be cool to have plugin edit the spawn points. Noddy whats the size of such entity?
Threads: 19
Joined: Oct 2004
I'm not sure what you mean by the size of the entity m8 ?rnrnI found 2 plugins but the simple one is the one that I used.rnhttp://forums.alliedmods.net/showthread.php?p=581404rnrnI looked at this but did not use it (more functions)rnhttp://forums.alliedmods.net/showthread.php?p=371317rnrnthese plugins are for CS not dod so info_player_deathmatch and info_player_start need changing for dod namesrnalso the models need changing to inf-us and inf-axisrnrnto add a normal spawn point to a map all you need is similar to the text belowrnrn{rn"origin" "-724.49 -1099.05 45.03"rn"angles" "0 -3.89 0"rn"classname" "info_player_axis"rn}rnrnorigin for position on map.rnangles for the direction player is facing when spawned.rnclassname for Axis or allies
Threads: 75
Joined: Nov 2007
Well i assumed that it needed a size, like a solid box eg. idk why lol.
Threads: 19
Joined: Oct 2004
ha, no m8 the only thing really that is needed is some space between each spawn.rnI think the second plugin has a space check between locations to make sure the player does not stick to another spawning team m8.

