moving spawn points

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nihilo
Sergeant Major
Posts: 107
Joined: Thu Mar 13, 2003 6:07 am

moving spawn points

Post by nihilo »

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?
nuggets
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Post by nuggets »

yes, though i'm not sure how...

you should be able to create all sets of spawnpoints and have only the 1's necessary to be active when needed, then once the ojbective has been done deactivate spawnpoint1 activate spawnpoint2, that kinda thing :?
hope this helps, prob not cos it's all foreign 2 me :-/
TheShiznaeSpe
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Post by TheShiznaeSpe »

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

Code: Select all

disablespawn $objspawn1
disablespawn $objspawn2
disablespawn $objspawn3
then add this line below the obj complete thingy

Code: Select all

enablespawn $objspawn1
enablespawn $objspawn2
enablespawn $objspawn3

disablespawn $startpawn1
disablespawn $startspawn2
disablespawn $startspawn3
jv_map
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Post by jv_map »

Just the other way around ;)

Code: Select all

$objspawn1 enablespawn 
$objspawn2 enablespawn 
$objspawn3 enablespawn 

$startpawn1 disablespawn 
$startspawn2 disablespawn 
$startspawn3 disablespawn 
Image
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