Respawn/it

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Rigenerazione può riferirsi si all'atto di rigenerarsi, o al luogo dove avvinene. Il gioco rigenera i giocatori a ondate, così possono rigenerearsi insieme ad altri giocatori che sono morti nello stesso periodo, costringendoli a fare gioco di squadra.

Quando usato come evento o azione, il termine "rigenerazione" si riferisce all'atto di rientrare automaticamente nel mondo di gioco dopo essere stati uccisi. L'ingresso iniziale quando ti unisci per la prima volta ad una mappa è semplicemente chiamato spawn. Il termine "respawn" può anche riferirsi al riapparire dei pickups dopo essere stati usati, come scatole di munizioni o kit medici.

Nella modalità Arena, o quando nella modalità Control Point la partità va ai tempi supplementari, i giocatori che moriranno non si rigenereranno finche il prossimo round non sarà cominciato.

Tempi di rigenerazione

Per l'esatta misura del tempo di respawn delle mappe ufficiali, vedere respawn times.

The time it takes for the respawn wave to occur after being killed is variable, and a countdown is shown at the top of your HUD when your character has died. Respawn waves occur on regular intervals, based on the map settings. Most official maps use a 10 second respawn wave time. That 10 seconds is then modified by the map state, generally reduced for the team that controls the most capture points. Each team's respawn wave time is then scaled down if the team has less than 8 players in it, to a minimum of 5 seconds if team has 3 or less players in it. When you die, you are assigned to the respawn wave after the next one. So if the respawn wave time is currently 10 seconds for your team, you'll respawn somewhere between 10 and 20 seconds from your death. Your individual performance doesn't affect your respawn time in any way. Respawn Wave Time on a server can be altered by changing the mp_respawnwavetime variable.

Instant respawn

Some servers feature "instant respawn" times, where the waiting period for players to respawn is drastically reduced or even eliminated for all players. Servers can use either third-party custom plugins to enable this feature, or the in-built command mp_disable_respawn_times. The amount of time between death and actual respawn can vary if the server forces the deathcam to be displayed.

Areas

Respawn

The respawn area refers to where newly-joined and resurrected players are placed. On some maps, this may be a separate room from the resupply area. Frequently, the two areas overlap and there is no visible distinction between the two. The use of the respawn area as a separate room is frequent on Capture the Flag maps. In this case, there are sometimes automatic double doors leading to the resupply area. These doors frequently may only be opened from the inside, and when present provide one of the few safe places during Humiliation.

You may change your class within the respawn area without committing suicide. On most maps, it is also safe to change class within the resupply area, even if they are separate rooms. The point where you respawn is randomly chosen, but in control point maps, it is often determined by which points your team has control over. Note that changing class may sometimes instantly place you in a different respawn area, if more than one are present.

In the GCF files of Team Fortress 2, and in unused sound effects, there is a turret that may have been used to guard the respawn room rather than the eventual invisible wall, similar to Team Fortress Classic.

Resupply

The resupply area is a room which is generally safe from opponents and provides you with supply closets to replenish your health and ammunition. Depending on the map, this area may be adjacent to the respawn area, separate, or overlapping. Most resupply areas contain one or more supply closets, which instantly provide full health, metal and ammunition (including refilling all of your weapons magazines) upon opening. They also remove the effects of Jarate and Mad Milk, stop bleeding and extinguish afterburn. Using a resupply locker also allows players to switch between hats and/or weapons if they have already respawned, therefore eliminating the need to switch between classes in order to update your weapon load-out (unless you have the option of "Automatically Respawning when you change your loadout" on). Using a supply cabinet as Spy using the Your Eternal Reward will also remove your disguise. To open a supply closet, the player must simply walk near it. Note that supply closets cannot be opened during sudden death, or by the losing team during humiliation.

Other purely decorative objects within the resupply area may include lockers in which the various classes keep their personal belongings, free weights and targets for practice.

Gallery

Related achievements

Leaderboard class spy.png Spia

Carattere Focoso
Carattere Focoso
Pugnala alle spalle un nemico che diventa un Piro prima di rigenerarsi.

Update history

October 5, 2007 Patch
  • Fixed teleporter/spawn doorway exploit

November 15, 2007 Patch

  • Fixed exploit where spectators could spawn into the world without actually joining a team

December 31, 2007 Patch

  • Fixed an exploit allowing players to spawn into the enemy territory at the start of a round

June 25, 2009 Patch

  • Fixed Bonk! ammo count exploit after using a regeneration locker

July 14, 2009 Patch

  • Fixed being able to respawn during the chat time before a level change

September 30, 2010 Patch

  • [Non documentato] Players will automatically be respawned with their new loadouts if they switch weapons while in a spawn area.

March 11, 2011 Patch

  • Fixed players not being able to fire their weapons right after spawning.

March 21, 2011 Patch

  • Updated honor-bound weapons so they can be holstered within a second of touching a supply cabinet

April 14, 2011 Patch (Hatless Update)

  • Items in the action slot no longer swap before returning to a supply cabinet.

August 23, 2011 Patch

  • Fixed supply closets regenerating players while they are taunting

See also

External links