//********************************* GETSPAWNPOINTS *****************************
//Thothie JAN2010_20
//getspawnpoints <var>
//Stores spawn points in a token string
#ifdef VALVE_DLL
else if( Cmd.Name() == "getspawnpoints" )
{
if ( Params.size() >= 1 )
{
msstring thoth_return_spawnpoints;
mslist<CBaseEntity *> Spawnpoints;
CBaseEntity *pSpot = NULL;
while( pSpot = UTIL_FindEntityByClassname( pSpot, "ms_player_spawn" ) )
{
Spawnpoints.add( pSpot );
if ( pSpot )
{
thoth_return_spawnpoints.append(VecToString(pSpot->pev->origin));
thoth_return_spawnpoints.append(";");
}
}
SetVar( Cmd.m_Params[1], thoth_return_spawnpoints, Event );
}
else ERROR_MISSING_PARMS;
}
#endif
This doesn't work either. Players get stuck mid-air in each other when they use the shad_palace teleporter (or any other teleporter for that matter, regardless of the number of destinations).Thothie said:No. But if you put multiple info_teleport_destination's for a trigger_teleport, in theory, the player will be teleported to one of them at random. To test the effectiveness of that, gather together in the Star Gate teleporter in the Shad Palace library.
This is actually not true, if the player transitions from another map, and the ms_player_spawn has the proper message setting, he'll get sent to a random ms_player_spawn. However, if the player transitions illegally (eg. changelevel) or the map has no transition to it (disconnected) then you get sent to the ms_player_begin, and there's no system for multiple ms_player_begin's.The info_teleport_destination entity has behaved similar to ms_player_spawn for years now. You can place as many of them as you like, the game will only teleport people to one of them.
RockNRollJesus said:theres your problem... look at all those fencers