1. Overlay each spawn point with a trigger_teleport (name them 1,2,3,....) and have their state to initially disabled. (Under its properties, ensure only clients is checked)
2. place a single info_teleport_destination entity in the area of the map you want the player to be teleported to.
3. Place a logic_case into your map and put a,b,c,d,e,f etc for the case names. Name this logic_case "random_teleport"
4. For the outputs of the case, do the following:
OnCase01 -> 1 -> enable 0.00
OnCase01 -> 1 -> disable 0.20
Continue on with OnCase02 etc. for each trigger_teleport entity.
5. Place a ttt_map_settings entity in your map and under its "Outputs" tab, put the following:
RoundStart -> random_teleport -> PickRandom 0.00
Thats it.
Note: You may need to use more than one logic_case depending on how many player spawns you have.
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In other News: I recently found out that the following func_physbox or func_physbox_multiplayer outputs are not functional at all in TTT.
* OnPhysGunPickup
Fired when a player picks this object up, either with the physgun or +USE.
* OnPhysGunDrop
Fired when a player drops this object.
* OnPhysGunOnlyPickup
Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output.
If possible, could the next revision of TTT become possibly compatible with this entities outputs?
The OnPlayerUse output does however seem to be functional.
I believe the issue lies with the fact that the engine is searching for a "PhysGun" whenever the func_physbox is picked up or dropped, however perhaps the magneto stick is not seen as one, therefore the output is never executed. These outputs have great potential.