How would I remove spawn points on OBJ maps? I know how to add, but I'd like to remove some of the existing as well.
I've read somewhere that this can be done by spawning something else (like a crate) into the spawn location. is that the only way? If so, could anyone show me the code to spawn, say, a box, where a spawn point would be? (I can get the coordinates so don't worry).
Thanks!
Removing spawn points on OBJ maps
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AfterDeath
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Bjarne BZR
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Well, I dont know of removing, but moving is not a problem: Here is a mod to "The Hunt" I did to move the spawns around a bit to make the map a bit more balanced: http://dynamic6.gamespy.com/%7Erjukanpr ... alleryId=2
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AfterDeath
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I see you also "cleaned up" the scripting for the Hunt. However I am tempted to ask what else you changed other than moving the spawn points (I'm talking about v1.0, not the one with CP mapfix).
Added: I see you removed "first", 2nd, 3rd and 4th threads... I guess they don't do anything?? I'm curious.
Added: I see you removed "first", 2nd, 3rd and 4th threads... I guess they don't do anything?? I'm curious.
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Bjarne BZR
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The cleanup only removed dead code. I suspect that "The Hunt" was an early map where the standard bombing scripts were still not created, so the script has a "raw" version of the bombing in it ( that does the same as using the thread global/exploder.scr::main and $my_bomb thread global/obj_dm.scr::bomb_thinker ).
Oh, and i added to things more:
* The Flak is fired when the map time is up.
* The breach text now says "Aliens" instead of "Allies".
Oh, and i added to things more:
* The Flak is fired when the map time is up.
* The breach text now says "Aliens" instead of "Allies".
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Bjarne BZR
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Using a big piece of hardware like a Flak to bombard close range like that seems a bit unlogical, I think that is up to the infantry ( but the spawn moving gives the Allies a chance to get out of that road before beeing pinned down by a rain of axis grenades and well positioned snipers
, so it should make spawn campers a bit less of a problem ).
