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Removing original spawns

Posted: Fri Nov 23, 2007 11:24 pm
by Broadus
So, I'm modifying the single player campaign to be multiplayer, and right now all I want to do is delete the player's original spawn location.
Y'know, like "playersoriginalspawnlocation remove".
How can I do that? I don't know anything about Radiant or how to use it and I'm just wandering what the name of the player's spawn thing is... I need to get rid of it so I can use my "info_player_deathmatch" things.

Posted: Sat Nov 24, 2007 12:42 am
by ViPER
You can block it - spawn a crate at the same coords as the info_start

Posted: Sat Nov 24, 2007 9:23 am
by Broadus
Well, I finally downloaded Radiant and figured out that the spawn point is called info_player_start.
The info_player_start I want to disable is floating in the air. How do I spawn an object that will float in the air at the coordinates 352 -7440 -464 and also be invisible so players couldn't see it all obvious?



I'm actually adding co-op support to Omaha Beach, which so far is going fine except that the only player who can play is the one who spawns first on the Higgins, while players who spawn later (or respawn) start above the ocean, then fall into the ocean and have to walk to shore, but the shore is blocked off by some invisible wall.
Actually, it would be even better if I could just get rid of the invisible wall! But I don't know the name of it or anything so oh, well.

Posted: Sat Nov 24, 2007 10:24 am
by bdbodger
Try spawning the fx/dummy.tik it is a model that does not draw .

Posted: Sat Nov 24, 2007 7:17 pm
by Broadus
Is it a model that also floats and is solid?

Posted: Sun Nov 25, 2007 5:33 am
by HDL_CinC_Dragon
For the spawning over the ocean thing, your going to have to bind the spawn point to the higgins boat via script. It would also be best to have more than just one spawn point to avoid tele-fragging... dont remember if tele-fragging is a problem in MOHAA or not....

Posted: Sun Nov 25, 2007 5:56 am
by Broadus
Um... I'd love to move the spawn point, but I don't want to bind it to the Higgins because then players will spawn out in the open where the machine guns can get them.
Also, Medal of Honor doesn't have telefragging, people will just be stuck inside of eachother.

How can I move the original spawn point? That'd be even better than trying to remove or block it.

classname

Posted: Sun Nov 25, 2007 10:53 am
by tltrude
You can't move it without a targetname. But, you can remove it by its "classname" and then spawn a new one.

remove info_player_start.classname

I think that is how its done.

Posted: Sun Nov 25, 2007 12:43 pm
by bdbodger
If you start a server as a DM match it should use spawned MP spawnpoints shouldn't it ? If so you shouldn't have to bother with the info_playerstart

*** Edit

As a test I changed the script for m3l1a omaha beach for AA all you have to do is put this into the maps directory and name it m3l1a.scr . Uncomment the removeclass actor to get rid of the ai so you can find spawnpoints locations with the coord command in the console . I am showing just 1 for this example .

Code: Select all

main:

//removeclass actor
spawn PlayerAlliedDeathmatchStart origin ( 2213.10 5438.11 -579.24 )

end
after you save it start a dm game then in the console type map m3l1a . After the map starts choose allies and you will spawn inside of the bunker . If you comment out the remove class actor then you will have to fight them :) Starting from the map list won't work you will be in single player mode you have to start a server . Don't know about a DED server but works with a local server .