Is it possible to make it so that the spawn points of both the axis and allies change if an objective is complete? I'm thinking of sort of a team fortress classic dustbowl/avanti level where if the first objective is completed, the spawn points are moved forward (backward for the defenders), and the players move on to the second objective (and so on). The idea is to make it feel like the battle is moving forward across the map while at the same time keeping the players close to front.
In order to accomplish this, I need to be able to tell MOH to ignore certain spawn points until the trigger is pushed and then ignore the ones it used up to that point.
Again, is this even possible?
moving spawn points
Moderator: Moderators
-
TheShiznaeSpe
- Major
- Posts: 304
- Joined: Wed Feb 05, 2003 11:45 pm
- Location: US
- Contact:
create spawns for both the start and spawns for when the obj is complete
name the spawns by original start startspawn1, startspawn2, startspawn3, etc. and the "moved up" spawns objspawn1, objspawn2, objspawn3, etc.
then put this line in after level waittill spawn
then add this line below the obj complete thingy
name the spawns by original start startspawn1, startspawn2, startspawn3, etc. and the "moved up" spawns objspawn1, objspawn2, objspawn3, etc.
then put this line in after level waittill spawn
Code: Select all
disablespawn $objspawn1
disablespawn $objspawn2
disablespawn $objspawn3Code: Select all
enablespawn $objspawn1
enablespawn $objspawn2
enablespawn $objspawn3
disablespawn $startpawn1
disablespawn $startspawn2
disablespawn $startspawn3Just the other way around
Code: Select all
$objspawn1 enablespawn
$objspawn2 enablespawn
$objspawn3 enablespawn
$startpawn1 disablespawn
$startspawn2 disablespawn
$startspawn3 disablespawn
