Removing spawn point from stock maps.

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Parts
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Post by Parts »

works a treat!

Now have all axis spawning inside a plane. When they jump out they parachute to the ground :lol:
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Parts
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Post by Parts »

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.

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
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silversound
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Post by silversound »

Man this post has turned into a tutorial while I wasn't looking!

Good Show!
PM me your tips of the day.

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Gold
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Post by Gold »

Glad i could be of assitance for a change lol
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Post by [JPC] Heli-man »

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?
Parts
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Post by Parts »

[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?


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.
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JardiGol
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Re: Removing spawn point from stock maps.

Post by JardiGol »

Hi.
I'm new in this. Where can I download that HEX program to change the spawns?
Thank you very much.
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Gold
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Re: Removing spawn point from stock maps.

Post by Gold »

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.
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