Could anyone please help me out here?
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SplitMeister
- Private
- Posts: 7
- Joined: Tue Nov 21, 2006 4:15 pm
Could anyone please help me out here?
Hey there,
Does anyone know how to change the setsize?
so it is stretched over the spawning static/corona_reg.tik's
this is a no crossing script, but the setsize is all wrong.
Thanks a lot.
killtrig1:
local.trig1 = spawn trigger_multiple
local.trig1.origin = ( -1211 1204 10 )
local.trig1 setsize ( 10 5000 2000 ) ( -10 -5000 -2000 )
local.trig1 setthread die
local.trig1 message "Back to Battle soldier!"
local.trig1 delay 0
die:
local.info_player_allied = parm.other
local.info_player_allied stufftext "say I CROSS THE BORDER"
wait .1
local.info_player_allied kill
local.info_player_allied takeall
//nocross lights
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -2111 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -1911 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -1711 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -1511 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -1311 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -1111 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -911 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -711 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -511 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -311 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
Does anyone know how to change the setsize?
so it is stretched over the spawning static/corona_reg.tik's
this is a no crossing script, but the setsize is all wrong.
Thanks a lot.
killtrig1:
local.trig1 = spawn trigger_multiple
local.trig1.origin = ( -1211 1204 10 )
local.trig1 setsize ( 10 5000 2000 ) ( -10 -5000 -2000 )
local.trig1 setthread die
local.trig1 message "Back to Battle soldier!"
local.trig1 delay 0
die:
local.info_player_allied = parm.other
local.info_player_allied stufftext "say I CROSS THE BORDER"
wait .1
local.info_player_allied kill
local.info_player_allied takeall
//nocross lights
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -2111 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -1911 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -1711 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -1511 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -1311 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -1111 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -911 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -711 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -511 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static = spawn script_model
local.static model "static/corona_reg.tik"
local.static.origin = ( -311 1204 10 )
local.static.angles = ( 0 0 0 )
local.static solid
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SplitMeister
- Private
- Posts: 7
- Joined: Tue Nov 21, 2006 4:15 pm
re: setsize
thnx Viper, exactly what i needed to know 
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SplitMeister
- Private
- Posts: 7
- Joined: Tue Nov 21, 2006 4:15 pm
thnx
Thnx, nice too see that you people really reply to someone's thread,
a lot of forums u wait, and wait, and wait even more...
and still no answers.
Think i will keep hanging around here
Thanx a lot all,
SplitMeister
ps. is there a list somewhere witch contains about all possible spawning objects for spearhead multiplayer? i'm currently modding some maps for our new sniper only server. And one more question:
i know there are possibilyties to change the player spawn points for MP maps. does anyone know where we can find these scripts?
Sorry for all those questions, but this is basicly what we cannot figure out.
Thnx again.
a lot of forums u wait, and wait, and wait even more...
and still no answers.
Think i will keep hanging around here
Thanx a lot all,
SplitMeister
ps. is there a list somewhere witch contains about all possible spawning objects for spearhead multiplayer? i'm currently modding some maps for our new sniper only server. And one more question:
i know there are possibilyties to change the player spawn points for MP maps. does anyone know where we can find these scripts?
Sorry for all those questions, but this is basicly what we cannot figure out.
Thnx again.
Take a look in the main Pak0.pk3 - look in the models folder and you will find model tiks enough to keep you busy a long time in static folder - also look in miscobj folder and others like weapons or vehicles. You will find more in maita pak1.pk3.
It is easy to add spawns to a map scr. do a search for adding spawns I know we have gone through this before.
here i add spawns to malta in three different partition settings
/forum/viewtopic.php?t=11105&highlight=add+spawns
It is easy to add spawns to a map scr. do a search for adding spawns I know we have gone through this before.
here i add spawns to malta in three different partition settings
/forum/viewtopic.php?t=11105&highlight=add+spawns
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SplitMeister
- Private
- Posts: 7
- Joined: Tue Nov 21, 2006 4:15 pm
thnx
thnx m8, so i need only the following part:
local.totalpeeps = (int(getcvar totalpeeps))
///////////////////////////////////////////
/// Axis spawns ///
///////////////////////////////////////////
if((local.totalpeeps >= 0) && (local.totalpeeps <6>= 7) && (local.totalpeeps <= 20))
{
local.axisx1 = spawn info_player_axis
local.axisx1.origin = ( 2419 844 -837 )
local.axisx1.angle = 0
local.axisx2 = spawn info_player_axis
local.axisx2.origin = ( 2885 -299 -1613 )
local.axisx2.angle = 0
local.axisx3 = spawn info_player_axis
local.axisx3.origin = ( 1539 -2039 -1286 )
local.axisx3.angle = 0
local.axisx4 = spawn info_player_axis
local.axisx4.origin = ( 2398 -1177 -1197 )
local.axisx4.angle = 0
local.axisx5 = spawn info_player_axis
local.axisx5.origin = ( -894 -77 -1389 )
local.axisx5.angle = 0
local.axisx6 = spawn info_player_axis
local.axisx6.origin = ( 664 -455 -1039 )
local.axisx6.angle = 0
local.axisx7 = spawn info_player_axis
local.axisx7.origin = ( 903 -1258 -711 )
local.axisx7.angle = 0
local.axisx8 = spawn info_player_axis
local.axisx8.origin = ( -602 -23 -1343 )
local.axisx8.angle = 0
}
local.totalpeeps = (int(getcvar totalpeeps))
///////////////////////////////////////////
/// Axis spawns ///
///////////////////////////////////////////
if((local.totalpeeps >= 0) && (local.totalpeeps <6>= 7) && (local.totalpeeps <= 20))
{
local.axisx1 = spawn info_player_axis
local.axisx1.origin = ( 2419 844 -837 )
local.axisx1.angle = 0
local.axisx2 = spawn info_player_axis
local.axisx2.origin = ( 2885 -299 -1613 )
local.axisx2.angle = 0
local.axisx3 = spawn info_player_axis
local.axisx3.origin = ( 1539 -2039 -1286 )
local.axisx3.angle = 0
local.axisx4 = spawn info_player_axis
local.axisx4.origin = ( 2398 -1177 -1197 )
local.axisx4.angle = 0
local.axisx5 = spawn info_player_axis
local.axisx5.origin = ( -894 -77 -1389 )
local.axisx5.angle = 0
local.axisx6 = spawn info_player_axis
local.axisx6.origin = ( 664 -455 -1039 )
local.axisx6.angle = 0
local.axisx7 = spawn info_player_axis
local.axisx7.origin = ( 903 -1258 -711 )
local.axisx7.angle = 0
local.axisx8 = spawn info_player_axis
local.axisx8.origin = ( -602 -23 -1343 )
local.axisx8.angle = 0
}
well that was just an example - if you intend to add those same spawns to Malta take these lines out (in red)-
local.totalpeeps = (int(getcvar totalpeeps))
///////////////////////////////////////////
/// Axis spawns ///
///////////////////////////////////////////
if((local.totalpeeps >= 0) && (local.totalpeeps <6>= 7) && (local.totalpeeps <= 20))
{
}
local.totalpeeps = (int(getcvar totalpeeps))
///////////////////////////////////////////
/// Axis spawns ///
///////////////////////////////////////////
if((local.totalpeeps >= 0) && (local.totalpeeps <6>= 7) && (local.totalpeeps <= 20))
{
}
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SplitMeister
- Private
- Posts: 7
- Joined: Tue Nov 21, 2006 4:15 pm
hmzz
thnx, but it doesn't seem to work,
when i use your script in mohdm7, i do not spawn at the coords i gave the script:
///////////////////////////////////////////
/// Allied spawns ///
///////////////////////////////////////////
local.alliedx1 = spawn info_player_allied
local.alliedx1.origin = ( 980 -1151 -205 )
local.alliedx1.angle = 0
///////////////////////////////////////////
/// Axis spawns ///
///////////////////////////////////////////
local.axisx1 = spawn info_player_axis
local.axisx1.origin = ( -378 1476 -37 )
local.axisx1.angle = 0
Where do i go wrong??
when i use your script in mohdm7, i do not spawn at the coords i gave the script:
///////////////////////////////////////////
/// Allied spawns ///
///////////////////////////////////////////
local.alliedx1 = spawn info_player_allied
local.alliedx1.origin = ( 980 -1151 -205 )
local.alliedx1.angle = 0
///////////////////////////////////////////
/// Axis spawns ///
///////////////////////////////////////////
local.axisx1 = spawn info_player_axis
local.axisx1.origin = ( -378 1476 -37 )
local.axisx1.angle = 0
Where do i go wrong??
Its hard to tell if your spawns are working because you will still spawn in the original spawns as well - make more so you can tell, also set the scoreboard text so you can tell if your script is running or not
You want to thread your spawns just after main -
Then after end -
if it still isnt working post your whole script
You want to thread your spawns just after main -
Code: Select all
main:
thread my_spawns
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Algiers"
setcvar "g_obj_alliedtext2" "my spawn test"
//other stuff
//other stuff
//other stuff
end
Then after end -
Code: Select all
my_spawns:
///////////////////////////////////////////
/// Allied spawns ///
///////////////////////////////////////////
local.alliedx1 = spawn info_player_allied
local.alliedx1.origin = ( 980 -1151 -205 )
local.alliedx1.angle = 0
///////////////////////////////////////////
/// Axis spawns ///
///////////////////////////////////////////
local.axisx1 = spawn info_player_axis
local.axisx1.origin = ( -378 1476 -37 )
local.axisx1.angle = 0
end-
Green Beret
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- Posts: 746
- Joined: Mon Apr 19, 2004 12:21 pm
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