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Posted: Fri Dec 05, 2003 11:57 pm
by Parts
works a treat!

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

Posted: Thu Dec 11, 2003 10:43 am
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

Posted: Tue Dec 16, 2003 8:29 am
by silversound
Man this post has turned into a tutorial while I wasn't looking!

Good Show!

Posted: Sat Dec 20, 2003 3:23 am
by Gold
Glad i could be of assitance for a change lol
<TWZ>Gold<<mohha freak

Posted: Mon Jan 05, 2004 8:41 pm
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?

Posted: Tue Jan 06, 2004 8:25 am
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.

Re: Removing spawn point from stock maps.

Posted: Sat Jun 22, 2013 1:41 pm
by JardiGol
Hi.
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.

Posted: Sat Jun 22, 2013 7:57 pm
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.