Author Topic: New Spawnroom Concept  (Read 1197 times)

Hello.

I have been trying lately to complete a working spawnroom that allows for utmost customization without the use of a stuffton of bricks.

Ive been on many servers with the typical "classes" (mine included), because they are simple to make. Others have taken it a step further and made a "Custom" class that takes you to a larger room with rows of weapons to choose from.
This takes bricks to allow for the custom class, which many people like to have.

VCE is proving to be challenging, and I have brought this up to a few of my friends with the eventing skills, and still nothing is working.


The Idea:

Players would spawn in a typical spawnroom, except for one key fact:


This


Clicking each of the arrows would cause the printcount to rise by 1.
For each # there would be a weapon assigned to it.
Idk if VCE could do this, but I imagined the events as follows:
(Events for the Weapon # brick)

VCE if printcount = #
onvar true-> Weapon Brick -> SetItem(Assigned Item for that #)
Repeat for all weapons and #s





Then there would be a "Spawn" Button.
Clicking it would add the weapon on the weapon brick and a secondary(not in examples, customizable.) and a Grenade(Also not shown, but customizable.)

This would allow for a massive reduction in brickcount concerning spawnrooms.

So help me out on the VCE or tell me if this idea is impossible.


/Discuss


This seems extremely easy to make.
In fact I feel like you can do this easier without VCE.
Just set up a cycle of increments along with a cycle of different weapons spawning, in sync.

This seems extremely easy to make.
In fact I feel like you can do this easier without VCE.
Just set up a cycle of increments along with a cycle of different weapons spawning, in sync.

Doing it that way would cause problems if someone decides to spam click the arrow print though, the number would end up out of sync with the weapon very easily

get up a server and i'll event it for you
Doing it that way would cause problems if someone decides to spam click the arrow print though, the number would end up out of sync with the weapon very easily
doubt it, besides, you could make a timeout so that it can only be clicked every so often

Once I made a dispenser like this.
Might upload the video of it.


I'm going to upload it.
The dispenser lets you select from a small amount of items, and when you click a button, the dispenser creates the weapon you can pick up.

I also made a simple combination door using particles.
« Last Edit: March 10, 2012, 07:55:01 AM by popman98 »



The only real issue with spawnrooms is these:
-You're getting rid of the invincible timer.
-You're also forcing them to come out of a single predicable 'spawn'.

Thus, spawnkilling occurs much more often.

The only real issue with spawnrooms is these:
-You're getting rid of the invincible timer.
-You're also forcing them to come out of a single predicable 'spawn'.

Thus, spawnkilling occurs much more often.
When a player have chosen a weapon, they could as well go to a room where they choose their spawn.

what if someone wants one weapon while someone else wants another? it will just become a mass spamfest. also, i hate going through 50 spawn rooms before i even get to fight.

weapon-secondary weapon-grenade-secondary grenade-misc item-choose spawn

what if someone wants one weapon while someone else wants another? it will just become a mass spamfest. also, i hate going through 50 spawn rooms before i even get to fight.

weapon-secondary weapon-grenade-secondary grenade-misc item-choose spawn
Who said there can only be one of those

Who said there can only be one of those
no one, but then it defeats the purpose

no one, but then it defeats the purpose
[/quote
Yeah that's right

all though this would defeat the purpose it would reduce spam fest if there were several rooms each for a different weapon and clicking the left or right arrow would teleport you to the next room, it would stop the problems heed was talking about