Now have all axis spawning inside a plane. When they jump out they parachute to the ground
Removing spawn point from stock maps.
Moderator: Moderators
Have also now modified The Hunt. As a test to see if it evens play a little I've removed all the Axis spawn points and replaced them with ones all around the church area.
Hexing out the info_spawn_axis by renaming them to something like fnfo_spawn_axis as was sugested is very simple. I used hex workshop and did a search and replace.
I then added the following script into the map script file to create the new spawns.
Hexing out the info_spawn_axis by renaming them to something like fnfo_spawn_axis as was sugested is very simple. I used hex workshop and did a search and replace.
I then added the following script into the map script file to create the new spawns.
Code: Select all
Main
... usual main stuff
waitthread CreateAxisSpawnPoints
level waittill prespawn
... rest of usual main stuff
end
CreateAxisSpawnPoints:
println "***************************************"
println "Creating Axis Spawns"
println "***************************************"
waitthread CreateSpawn "axis" 2286 683 -350 0
waitthread CreateSpawn "axis" 2970 773 -350 0
waitthread CreateSpawn "axis" 2267 -682 -220 0
waitthread CreateSpawn "axis" 2287 -404 -190 0
waitthread CreateSpawn "axis" 3153 -758 -340 90
waitthread CreateSpawn "axis" 3800 -513 -290 90
waitthread CreateSpawn "axis" 4477 -168 -340 90
waitthread CreateSpawn "axis" 4010 571 -290 270
waitthread CreateSpawn "axis" 3264 360 -330 0
waitthread CreateSpawn "axis" 1420 210 -290 0
waitthread CreateSpawn "axis" 950 200 -300 0
waitthread CreateSpawn "axis" 1563 -365 -270 0
waitthread CreateSpawn "axis" 3356 1225 -40 270
waitthread CreateSpawn "axis" 2940 366 -330 90
waitthread CreateSpawn "axis" 2770 -1706 -370 90
waitthread CreateSpawn "axis" 3212 -1631 -340 90
end
CreateSpawn local.side local.x local.y local.z local.angle:
if (local.side == "axis")
local.SpawnPoint = spawn info_player_axis
else
local.SpawnPoint = spawn info_player_allied
local.SpawnOrigin = local.SpawnPoint.origin
local.SpawnOrigin[0] = local.x
local.SpawnOrigin[1] = local.y
local.SpawnOrigin[2] = local.z
local.SpawnPoint.origin = local.SpawnOrigin
local.SpawnPoint.angle = local.angle
end
[VS-UK]Capt.Parts[BnHQ]
- silversound
- Second Lieutenant
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- Location: West Seattle, WA, USA, Earth, Milky Way
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[JPC] Heli-man
- Private
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- Joined: Sun Jan 04, 2004 11:29 pm
If you just want to add new spawn points then you only need a similar script to the one posted above. It is only if you wish to remove existing spawn points that you need to hex out. I used Hex Workshop when I did it.[JPC] Heli-man wrote:Read this forum from start to finish and one question for you what hex software are you using.
i want to add some spawn points to an existing map can i use hexing to do it?
[VS-UK]Capt.Parts[BnHQ]
Re: Removing spawn point from stock maps.
Hi.
I'm new in this. Where can I download that HEX program to change the spawns?
Thank you very much.
I'm new in this. Where can I download that HEX program to change the spawns?
Thank you very much.
Re: Removing spawn point from stock maps.
https://skydrive.live.com/?cid=61526664 ... 66718F!974
download xvi32 and when searching for things make sure text string is selected and used to make changes.
download xvi32 and when searching for things make sure text string is selected and used to make changes.
