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Adding new spawn points: Heres the info...

Posted: Fri May 30, 2003 8:54 pm
by Sitting_Duck
Rindog posted a topic last week on adding new spawn points "server side" to SH servers. I took his example and added numerous spawns across all of the SH TDM maps except for Holland and Unterseit. For the AA maps I added new spawns on Destroyed Village, and I used the example script for Remagen which Rindog had made.

The results are great and over all there have been no issues which can not be dealt with. I have been running it on my clans server and the over all response hs been great. Spawn campers and spawn killers don't like it too much, mainly because the enemy "pops" up somewhere else instead of where they are camping.

So I spoke with Rindog and he gave me the "go ahead" to spread the good word.

Known issues: This doesn't seem to work on AA servers, but AA maps on SH work like a charm. Also at some ladders it appears the new spawns may have a conflict which bars you from goin up it all the way. The last issue we have found is with some areas you need to spawn a player above the noted elevation given by coord. This way they drop down a little bit instead of falling through the ground.

the guide
http://www.mohadmin.com/nuke/modules.ph ... age&pid=40

the origional thread
http://www.modtheater.com/forum/showthr ... eadid=7818

my first spawn mod map pack (pls ignore the simple web site)

http://wave.prohosting.com/uberduck/

The maps which have new spawn points are:

Destroyed Village
Remagen
Bahnhof
Bazaar
Brest
Gewitter
Malta
Stadt
Verschneit

I plan on messing around with Unterseit and Holland later on. These two maps are not liked alot on my clans server. I used the Remagen example script Rindog posted in these forums. Thanks again to Rindog and to all those who posted thoughts and data here for this great new leaf in the MOH community. Please let me know of any issues you have with the spawn points. There may be a couple which may have to be elevated.

Posted: Sat May 31, 2003 3:20 pm
by king_of_hi_ping
Thanks duck ... was not clear it was only working for SH... ibeen going nuts on AA trying to make it work. . to bad realy =LMAO= would have gone nuts . spawning in our uboat for up river sub attacks .. guess us aa freaks will just have to stick with the teleport

Posted: Sat May 31, 2003 5:58 pm
by Sitting_Duck
I'm not happy about it either. Rindog is still working on it though. Its funny though, if you think about it, SH is usually the game that has the limitations....well at least its how I look at it.

Posted: Sun Jun 01, 2003 4:03 pm
by MPowell1944
Excellent discovery Duck. Bothers me that this dosent work for AA, you have any clue why this is?

Posted: Mon Jun 02, 2003 12:32 am
by Sitting_Duck
Actually Rindog discovered it...my input was given with any problems which arose from the placement of spawns near other scripted objects, ladders, etc.

As for the reason why it doesn't work, I don't really know. Rindogs theory is it was somethin which was being worked on and was never completed. Possibley by a developer on the team who left before the completion....stranger things have happened.

I know you can take a pre-SH custom map and add new spawns to it. Sadly they can only work on SH servers. So I am not sure what is going on.