Progressive Spawning in Orange Box mods

Any aspects of level design for the Source engine.

Progressive Spawning in Orange Box mods

Postby JakeParlay on Thu Oct 30, 2008 5:21 am

Recently we moved our Battlegrounds 2 code from the old HL2MP to the newer orange box base. I'm having a hell of a time getting progressive spawn systems to work now... In the past, you could disable whole banks of player starts and enable new ones, based on events like flag captures, area control, etc. Now, since migrating to the new code, our player starts are no longer responsive to enable/disable commands.

Actually, I take that back. At map load, I have a logic_auto disable every group of spawns except for the initial set. And that works. It's just that when level events fire to unlock newer sets (or disable the original sets) it doesn't happen. Any insight?
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JakeParlay
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