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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 05-05-2013 , 22:21   Re: [TF2] Spawn Stickybomb Removal
Reply With Quote #11

Wouldnt it be better to just cache all the spawn point entities (func respawnrooms/info teamspawns/visualizers)-whatever you decide to use on round/map start, rather than constantly scan for them? Obviously info teamspawn is going to give the most compatability with custom stuff, but since it is cached, and it kills it on first find of enemy info teamspawn, it wont have to iterate over much.

I have noticed a lot of valve maps will have info player teamspwans set with the any team out and about in random places, but this should not cause any problems as they can be ignored.

Edit: actually might be better to just use func respawnrooms. There are fewer, but I think all maps have those, except maybe arena, but that wont matter. Only real bad custom maps wont have them.

Then use onentitycreated tf projectile pipe or whatever it is to call into the spawned entity, and check team and ownership, and distance from saved entity? This would just get rid of them faster, i think.
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Last edited by friagram; 05-05-2013 at 22:35.
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