spawn point

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HDL_CinC_Dragon
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spawn point

Post by HDL_CinC_Dragon »

How do i put a spawn point into my map?
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hogleg
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Post by hogleg »

Right click on a 2d view, go to info/ player/ start.
If its a free for all give it a deathmatch too.

Leave a little space between the box and the ground.
I think these tutorials are pretty good!

http://users.1st.net/kimberly/Tutorial/playerstart.htm
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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

One problem, in that tutorial thing it shows the drop menu coming from the grid from a right click, well, my drop menu has like 5% of the stuff in thatn the tut your link goes to.do i not have the right MOHRADIANT? is there a worng one? :?: :?: :?: :?: :?: :?: :?: :?: :?: :?: :?: :?: :?: :?: :?: :?: :?:
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hogleg
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Post by hogleg »

Go here and make sure u have the right stuff.

http://www.wolfensteinx.com/surface/tut ... arted.html

And have it set up correctly, maybe your endefs file is not in the right spot.
I have heard people post that same complaint so you might want to do a search for that post.

Good luck
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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

my endefs file is in my "main" file along with all the other pk3 files
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tltrude
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entdef

Post by tltrude »

Well, if the entdef.pk3 is in main, the editor can't find it. Make sure it points to Mohaa in file/Project Settings. Here is what my "Basepath" looks like:

C:\Program Files\EA GAMES\MOHAA\
Tom Trude,

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HDL_CinC_Dragon
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GOOD NOO'S!

Post by HDL_CinC_Dragon »

Ive found an alternative, there is a map for show that comes with mohradiant, i opened up this map and BINGO! there is a player start on thtere so i just daved it to a prefab and loaded it into my map! I changed my directory to go off of the desktop with a folder, theb another folder for each game then sub folders in them, i am EXTREMELY organized so i doubt that is the problem but i will check it out, any way, Thnx guys for your help. But... i have one more question... WHAT THE HECK IS A PATH NODE :?: :!: :?: :!:
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m4rine
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Post by m4rine »

WHAT THE HECK IS A PATH NODE
A PATHNODE is a 'AI Node' as such, and can be used to show the AI in your map (german and allies) where places are good cover, places to lean around corners and places to sniper from or throw grenades from. It can also be used to set a patrol route with numerous pathnodes. You can access PATHNODES through right clicking and selecting info->pathnode, and apply there setting through the checkboxes in the 'n' entity window.

Here is a list of what the checkbox settings do:
Pathnode Flags
-------------------------------------------------------------------------------

DONT_LINK
Marks the node as not linking into navigation. Conserves memory and cpu usage.

DUCK
Tells the AI to duck at this node. Currently only used with cover nodes.

COVER
Tells the AI that this node is potentially a cover node. The definition of cover is that the enemy cannot see me. The AI will only consider cover nodes that satisfy leash, mindist, and maxdist constraints. This can target one or more nodes for the AI to randomly step toward when it is ready to attack the player again. If there are no targeted nodes, the AI will try to step out along a path to it?s enemy.

CONCEALMENT
Acts just like COVER, except that no sight trace is done to validate that it is in fact cover. This is useful for foliage and short walls and other things that provide some partial cover or make it harder for the player to see through. It can be used with any of the other cover flags, though it really shouldn?t be used with anything except DUCK and possibly CRATE.

CORNER_LEFT
Never used with any other flags, except possibly COVER. The COVER flag is assumed, so it is not necessary. Tells the AI to do special corner attack behavior. The corner is to the AI?s left with his back to the wall. The center of the node should be 16 units in from the corner and 16 units out from the wall. The node?s angles should point away from the wall; ie, the way the AI would be facing with his back to the wall.

CORNER_RIGHT
Never used with any other flags, except possibly COVER. The COVER flag is assumed, so it is not necessary. Tells the AI to do special corner attack behavior. The corner is to the AI?s right with his back to the wall. The center of the node should be 16 units in from the corner and 16 units out from the wall. The node?s angles should point away from the wall; ie, the way the AI would be facing with his back to the wall.

SNIPER
Currently only works with turret attack behavior. Never used with any other flags. Tells the AI that this is a good place to stand still and shoot people. Use at windows, for example. Can also be used to encourage guys to go inside a building to attack a guy shooting out of a window.

CRATE
Never used with any other flags, except possibly COVER. The COVER flag is assumed, so it is not necessary. Tells the AI to do special over-the-top attack behavior, as if he were behind a crate. The center of the node should be 16 units back from the crate. The node?s angles should point towards the crate.
Heres a tut on getting patrol routes working with PATHNODES:
http://map.moh-central.net/t.php?id=53

hope this helps :wink:
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