Lights + anything with glass can cause a lot of framerate issues. Either on their own is fine though.
What is the priority for respawn zones? Or, more specifically, what happens if I have a forced anti-spawn inside a ctf_respawn_away?
I've discovered that lights + glass = framerate issues. At one point, my Disco Slip map had lights instead of shields on the walls and I was...
thesuicidefox
Well you would have to remember the offsets for each weapon which is where it is inconsistent. Rather than knowing just A B and C spawn at 90...
I actually came up with a very similar idea last night, though I didn't get the chance to test it. Basically it's as you say, but a little...
I understand that. I would only suggest to have a few objects spawn per interval as possible just to ensure even better consistency.
I'm currently building a map with a lot of scripting features, and I have a switch that activates everything with a timer to turn it all off after...
FYI, your static spawn system is doing the 10, 9, 8 seconds thing because as far as I have discovered, the game can only spawn so many objects at...
*EDIT Double post. Browser lagged :/
Looks pretty clean. Nice work. Pics are a little low res, or those blocks might just be that ugly. But I must admit I hate it because it's named...
Instead of using a power channel try setting it's respawn channel. Set it to not spawn at start then have 2 timer-on once. The first will turn it...
Looks good for vehicles and BTB.