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Show spawn points....
Posted: Wed Aug 20, 2003 3:13 am
by John Chambers
I am trying to make tactical overhead maps for my clan, and there are things I need to be able to do in order to accomplish this. First of all, my plan is to host a server, and take screenshots, and label them with a graphics program. I want to be able to view all the spawn points for the stock maps (and custom maps too) without going through hours of tedious trial and error. Is there a way through "developer mode" perhaps that I can do this? Also, is there a scale I can enable to show game units so I can measure distances?
Posted: Wed Aug 20, 2003 12:30 pm
by Bjarne BZR
Well... I dont think there is a "mode" to display them...
But if there is a way to iterate over the spawns in the same way as you can iterate over the $player array, you should be able to script this:
Code: Select all
for( local.index = 1 ; local.index < $axis_spawn.size ; local.index++ ) {
$axis_spawn[local.index] light 1.0 0.0 0.0 300
$axis_spawn[local.index] lightOn
}
for( local.index = 1 ; local.index < $allies_spawn.size ; local.index++ ) {
$allies_spawn[local.index] light 0.0 0.0 1.0 300
$allies_spawn[local.index] lightOn
}
This will light up the axis spawns in red and allies in blue.
Not sure how you can get the spawn objects however... anyone else?
Posted: Wed Aug 20, 2003 5:39 pm
by Alcoholic
well, 16 units is equal to a foot, you can draw a beam or "scale" there some kind of way...
as for bjarne's reply, you can't "return" the individual spawns unless they have a targetname (and most times they don't). the only one I can remember with SOME named spawns is in obj_team3 (whichever one is omaha).
heres one beam: (place under level waittill prespawn)
Code: Select all
level.scale = spawn func_beam
level.scale.origin = (x y z) //you're gonna replace this see below
local.marker = spawn script_origin //this will find north for us
local.marker.origin = level.scale.origin //put it in level.scale's shoes
local.marker movenorth 16 //move 1 foot north
level.scale.endpoint = local.marker.origin //the endpoint will be the marker
level.scale.maxoffset = 0
level.scale.color = (0 0 1) //blue, wohoo
level.scale forceactivate
for x y z, you'll have to run around in the map, whereever you want the beam to 'start', and type 'coord' in your console to get the x y z coordinates. whatever the 'z' coordinate is, you're best off adding 256 to that, just to make it above ground.

the code i made will make a one foot long beam that starts whereever you designated it, and it will shoot a beam forward 'north' one foot. look on your compass for north.
Posted: Thu Aug 21, 2003 12:03 am
by Bjarne BZR
Maby I'm beeing stoopid here... but what would U use that code for Alcoholic? How does it fit into John's question?
Re: Show spawn points....
Posted: Thu Aug 21, 2003 12:17 am
by Alcoholic
Well, John asked:
John Chambers wrote:I am trying to make tactical overhead maps for my clan, and there are things I need to be able to do in order to accomplish this. First of all, my plan is to host a server, and take screenshots, and label them with a graphics program. I want to be able to view all the spawn points for the stock maps (and custom maps too) without going through hours of tedious trial and error. Is there a way through "developer mode" perhaps that I can do this? Also, is there a scale I can enable to show game units so I can measure distances?
So, my code would make a beam in game just to show how long one foot is. I wouldn't exactly use it, I would decompile a map for distances. I didn't want to confuse him with decompiling and all that so I just showed how to make a 'scale'. However, If I did want to measure something in game, like the width of the trenches in obj_team3, I would put that code in, and probably multiply the number or something.
Posted: Thu Aug 21, 2003 3:55 am
by Bjarne BZR
Ahhh... OK, now I see... I'm a bit slow sometimes
So, about the spawns... is there no way in a warm place to get the spawnpoints?
Posted: Thu Aug 21, 2003 7:49 am
by HappyChappy_7000
$spawnpoint show
would that work?

Posted: Thu Aug 21, 2003 12:04 pm
by bdbodger
If you have a decompiler maybe this might work . First to to the map you want to use and type coord to find where you are in the map . Take a screenshot . Next decomplie the map and take out all except the spawnpoints and maybe a landmark , put brushes where the spawnpoints are . Compile the map . Run the map and change your origin to the spot you took the first screenshot if you can and take a second screen shot . In your graphics program overlay the second screenshot on the first .
corona
Posted: Thu Aug 21, 2003 3:16 pm
by tltrude
Bjarne BZR, it would be better to spawn a script_model corona rather than a light.
Posted: Thu Aug 21, 2003 5:54 pm
by Alcoholic
bdbodger, thats no simple thing. You'll have to do ALOT of rebuilding just to get it to compile right...

Re: corona
Posted: Thu Aug 21, 2003 6:40 pm
by Bjarne BZR
tltrude wrote:Bjarne BZR, it would be better to spawn a script_model corona rather than a light.
Well... models are a bit unpredictable as to what distance they stop beeing rendered... And as he is intending to make overwiews of the maps: he will need to get way up to get the "big pivture", so I thought a light would bee safer... and dont forget: It looks cool

Posted: Thu Aug 21, 2003 6:42 pm
by Alcoholic
I don't remember if this applys to script_models, but theres a class alwaysdraw out there somewhere...
Posted: Mon Aug 25, 2003 2:59 pm
by John Chambers
I will post some screenies of what I came up with in the next couple days, once I figure out how to get the file size down a bit. I ended up taking an easy route, and approximating and plotting the spawn points on an overhead screenshot, while looking at the decompiled bsp file. I dodged all that tedious scripting, but since I want a more exact finished version for my clan, I will be working on all those ideas eventually. Thanks for your help guys.
Posted: Tue Aug 26, 2003 5:34 pm
by Yarik
Your making things a little complicated.....
anyways to your question above... yes there is.. but You have to search for it in one of the developer menus....
The developers menu have everything from sun lights to built in wall hacks.