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Could anyone please help me out here?

Posted: Tue Nov 21, 2006 4:20 pm
by SplitMeister
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

Posted: Tue Nov 21, 2006 6:01 pm
by tltrude
local.trig1 setsize ( 5000 10 2000 ) ( -5000 -10 -2000 )

Posted: Tue Nov 21, 2006 8:25 pm
by ViPER
The set size represents the distance from origin in six directions

set size (1 2 3) (4 5 6)

1 = minus x coord horizontal

2 = minus y coord horizontal

3 = minus z coord vertical

4 = plus x coord horizontal

5 = plus y coord horizontal

6 = plus z coord vertical

re: setsize

Posted: Thu Nov 23, 2006 1:16 pm
by SplitMeister
thnx Viper, exactly what i needed to know :)

Posted: Thu Nov 23, 2006 4:05 pm
by bdbodger
The origin of most things is at the bottom so I would make 3 a 0 and 6 how high you want it . The x and y would be 1/2 the total width and length you want for example you want it to be 20 wide you would use -10 and 10 a total of 20 front to back .

thnx

Posted: Fri Nov 24, 2006 5:54 am
by SplitMeister
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. :cry:
Think i will keep hanging around here :D
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. :D

Posted: Fri Nov 24, 2006 7:52 am
by ViPER
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

thnx

Posted: Fri Nov 24, 2006 11:02 am
by SplitMeister
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
}

Posted: Fri Nov 24, 2006 11:46 am
by ViPER
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))
{

}

hmzz

Posted: Fri Nov 24, 2006 12:36 pm
by SplitMeister
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??

Posted: Fri Nov 24, 2006 6:35 pm
by ViPER
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 -

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
if it still isnt working post your whole script

Posted: Sat Nov 25, 2006 4:56 pm
by Green Beret
have to have at least 1 player start.

Posted: Sat Nov 25, 2006 6:25 pm
by ViPER
Green Beret wrote:have to have at least 1 player start.
Modding stock map