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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: ctf secondary player
morgawr
General Member
Since: Dec 15, 2004
Posts: 378
Last: Apr 26, 2024
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Monday, Jul. 29, 2013 11:37 pm
I have never used a trigger to force secondary player spawns in ctf, whilst it sounds to me to be correct and I always thought or felt it was in stock maps, I don't know if it is.
any thoughts please.

updated,
The reason for this train of thought is even now when playing say
ctf harbor you hear peeps say dont go past the spawn trigger.
will take a look at foy.map and try and put this to rest.
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TexasRebel
General Member
Since: May 1, 2006
Posts: 373
Last: Aug 20, 2013
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Tuesday, Jul. 30, 2013 08:02 am
I dont ever remember putting triggers in maps to force a secondary spawn. My understanding of the code is it searches for spawns close to teammates and away from enemies in ctf. Hence why on ponyri the russians take over north of factory, the germans spawn south if teammates are that direction.

It aint perfect as ive seen mixed spawns in some case, but I believe its all balancing how close teams spawn to each other via the gametype coding.
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morgawr
General Member
Since: Dec 15, 2004
Posts: 378
Last: Apr 26, 2024
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Tuesday, Jul. 30, 2013 09:29 am
Thanks tex,
must agree, spawn logic, I searched a load of stock bsp's
and found nothing and no posts about it either.
so I think this is an old wife's tale that can be put to rest.
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TexasRebel
General Member
Since: May 1, 2006
Posts: 373
Last: Aug 20, 2013
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Tuesday, Jul. 30, 2013 08:35 pm
Yea I think some people will say trigger because it seems like on certain maps there is an invisible line not to cross before a team gets moved to their secondary spawn. Kharkov and Ponyri would be my 2 prime examples for this occurrence.

The last gametype I went looking through a few months ago was domination and found some interesting things inside its code. First and foremost they have set a limit of 15 dom capture points, which looks like you could edit to 20 or 30 if you wanted and repackage into a mod. Second it appears you could remove a function so the round doesnt end when a team controls all the points ,like in later cods as I have been told by friends.

Just lots of interesting stuff to read through in most the gametypes to really understand how they fully work.
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