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Info Player_Start

Posted: Tue Aug 31, 2004 4:18 pm
by Stratocaster
As my map takes 3 hours to compile, I'd rather ask a question here and then apply the knowledge when working with radiant.

just to make sure :

how many info player start are needed on a map?

also how many for allies and for axis?

my server has 20 slots and we also play free for all.
Is it true that you have to place the player start entities far from each other as you clone them? I guess for a free for all you make the first one and then the second very far and so on...

thank you very much in advance for your reply :wink:

One

Posted: Tue Aug 31, 2004 7:19 pm
by tltrude
There should be only one Info_player_start. In some games, that spawnpoint's view is used for players in prespawn (before they choose weapon).

You should inclued about 20 info_axis and 20 info_allied spawnpoints for your sever. The extra ones help to make respawning more random.

For FFA, it is important that each info_multiplayer spawnpoint can not be seen by any other info_multiplayer spawn point. That helps prevent spawn killing. Add about 32 of those, if there is room for that many.

Posted: Tue Aug 31, 2004 7:33 pm
by HDL_CinC_Dragon
basically what Tom said:
1 Info_playerstart
20 Info_Axis
20 Info_Allies
and about 40 Info_Deathmatch

Thats usually what i do and my maps work out pretty good

Posted: Wed Sep 01, 2004 1:52 am
by Stratocaster
Thank you very much, that's what I am gonna do! :wink:

Posted: Wed Sep 01, 2004 4:03 pm
by Splaetos
the info deathmatches take precedence in FFA, so you dont have to worry about spacing axis/allied if you DO use them(im pretty sure) and the info player start seems to work as the default map view only IF you dont have Deathmatch spawns(but most people dont care =) )

Posted: Wed Sep 01, 2004 4:12 pm
by Stratocaster
You are right, everytime I start testing the map on FFA, my respawn point is the player start, which is the default view for the map in radiant also. :wink:

Posted: Thu Sep 02, 2004 8:57 am
by Bjarne BZR
Oh, and you must not forget to add a single info_player_intermission !

It dictates the cameraview that all players are looked to when the map ends... great way of showing off the part of the map you are most proud of :D

Posted: Thu Sep 02, 2004 2:49 pm
by Splaetos
Intermission view only seems to work in Objective(not ffa or dm), at least for me.... but its cool, and works simply in objective.

Posted: Thu Sep 02, 2004 4:27 pm
by Stratocaster
Oh I didn't know about the intermission stuff but for sure I will be adding one to the map, thank you guys :wink: