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Removing spawn point from stock maps.

Posted: Sat Nov 01, 2003 12:05 am
by silversound
As a few of you may know I am a big Omaha fan. Like many, it was the map that sealed the deal with me for mohaa. I am like many though, stuck playing on several of the few Omaha only servers. Trouble is that they are usually so full of people that the hall becomes completely impassable. Part of this I believe is because of the many spawning points that are located inside the bunker, right next to the stairs. So as the map fills up with people, the stairs just get more and more chocked off.

Don't get me wrong, when the map has less people, I find it just fine. However after more than say 14 people, the map just becomes worthless, not to mention that everyone simply joins axis.

So I would like to know if there is a way to remove a few spawning points. Are there any tutorials out there that could lead me in the right direction?

My thoughts are to decompile it and find the locations of the spawning points I don't like. Then remove them from the original maps. I can't find anything that refers to entities so I take it that it is stored in the .bsp. I would imagine then (if you can even do this) what you need to do is script in something that counters each spawning point? Is it a func_remove of some sort?

None of this may even be possible, but any help you may have would be great. Complete noob. Sry

Posted: Sat Nov 01, 2003 2:43 am
by silversound
after more and more searching I found some answers. I know this topic has been done to death and is below most of you experianced guy. sry I guess I am lucky that Omaha is the only map with targetnames. After looking at the decompile of omaha I know know that the target name i want to remove is "spawn_axis2". So if you know the way to do it let me know. I have read most all of the past topics that came up searching "spawn points" and i am getting closer.

Now I am off to read more. Post less

Posted: Sat Nov 01, 2003 3:36 am
by silversound
could it be as simple as removing the

$spawn_axis2 enablespawn

from the Omaha Script?

shingle_right:

$bangalore_right playsound plantbomb1
$bangalore_right remove
$bangalore_nopulse_right show

wait 8

$bangalore_explosion_right1 anim start
$bangalore_explosion_right2 anim start
radiusdamage $bangalore_nopulse_right.origin 640 384
$bangalore_nopulse_right remove
$barbwire_clip_right remove
$barbwire_collision_right remove
$barbwire_right remove
$spawn_axis1 disablespawn
$spawn_axis2 enablespawn
$spawn_allied1 disablespawn
$spawn_allied3 enablespawn

end

Posted: Sat Nov 01, 2003 4:11 am
by silversound
Nope! Maby if i just tell it to turn it off right after it is turned on? hmmm

Sorry about the thinking aloud post.

Posted: Sat Nov 01, 2003 7:56 am
by jv_map
hehe well... I didn't real all of your posts, but if the spawn position has a targetname you could simply type:

$targetnameofspawnpos remove

(below level waittill prespawn, or possibly below level waittill spawn)

If the spawn position doesn't have a targetname there's nothing you can do to remove it (except for hacking the bsp file, which requires a client download).

Posted: Sat Nov 01, 2003 8:35 am
by silversound
Thanks JV. Talking to myself was getting kinda creepy.

I only wonder what will happen when the script tries to call up the spawn_axis2 later in the script.

Posted: Sat Nov 01, 2003 9:42 am
by jv_map
It will say:

'Cannot cast NULL to listener'

or something similar, maybe:

'Couldn't find an object with targetname 'spawn_axis2'. You are using a command that requires exactly one.'

It always suprises me what kind of creative error messages the game can think of :)

Posted: Sat Nov 01, 2003 2:31 pm
by smartaiguy
jv_map wrote: It always suprises me what kind of creative error messages the game can think of :)
To true

Posted: Sun Nov 02, 2003 6:11 am
by silversound
Makes me think I should target all my spawn points on my own maps and then just dissable them in the script? Seems like a good idea. That way you give anyone down the road total control after the fact. I would imagine you could (if you wanted to spend the time) target every spawn point for your maps. Would this cause problems?

Posted: Sun Nov 02, 2003 8:15 am
by jv_map
Nope just give all of them a targetname. A very noble undertaking :)

Removing spawn point from stock maps

Posted: Sun Nov 02, 2003 11:29 pm
by Gold
why not just use a hex editor to hex out the spawm points then add ya own spawn points such as...

//allied spawns
local.allied = spawn info_player_allied
local.allied.origin = ( 6571 -4366 -84)
local.allied.angle = 104

//axis spawns
local.axis = spawn info_player_axis
local.axis.origin = ( 6571 -4364 84)
local.axis.angle = 91

<<mohha freak:)

Posted: Mon Nov 03, 2003 5:21 pm
by jv_map
Because then you'd have to spread the modified bsp file I think.... people who don't have the right version of the map can still join though (since the filename is the same), which will probably lead to lots of artifacts.

Posted: Mon Nov 03, 2003 10:36 pm
by smartaiguy
yes...but that really helps on finding the right targetnames and such

Removing spawn point from stock maps

Posted: Sat Nov 08, 2003 11:16 pm
by Gold
actually jv there would be no need to distrudute the edited bsp,,so no artifacts laying around,,also if he want to do it so no bsp download is required,,all he has to do is change those spawn points hes referring to ,,to something like swawn point or tpawn points,,well ya know what i mean lol,,,
Gold<mohha freak:)

Re: Removing spawn point from stock maps

Posted: Sun Nov 09, 2003 9:18 am
by jv_map
Gold wrote:actually jv there would be no need to distrudute the edited bsp,,so no artifacts laying around,,also if he want to do it so no bsp download is required,,all he has to do is change those spawn points hes referring to ,,to something like swawn point or tpawn points,,well ya know what i mean lol,,,
Gold<mohha freak:)
Are you sure this will work properly? i.e. did you test it?