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spawn Info_player_allied/axis

Posted: Wed Apr 28, 2004 6:16 pm
by Phil
Is there anyway of spawning a Info_player_allied/axis into a map.

I would like to add somes spawns to a compiled map. I can do it threw the bsp, but this involves removing something to add something.

Is it possible to spawn them before the prespawn maybe like the way you would with a mg42, crate, etc....

Thanks :)

Posted: Wed Apr 28, 2004 6:54 pm
by jv_map
Yes 8-)

Posted: Wed Apr 28, 2004 7:07 pm
by Phil
Any ideas of the working script?

would this work or do you know what needs changing?

local.player1 = spawn info_Player_allied
local.player1.origin = ( 111.00 111.00 111.00 )
local.player1.angles = ( 90 )


Could'nt seem to get anything to work last night. :?

Posted: Wed Apr 28, 2004 7:23 pm
by jv_map
Should be info_player_allied (or maybe _allies), for all that matters do not type player with a capital :wink:

Also angles should be a vector, i.e. (0 90 0)

Posted: Thu Apr 29, 2004 2:43 pm
by WarTech
jv_map wrote:Should be info_player_allied (or maybe _allies), for all that matters do not type player with a capital :wink:

Also angles should be a vector, i.e. (0 90 0)
Hi there Jv.
Here is what I use:

// For Allies
local.allied = spawn info_player_allied origin "xxx xxx xxx" angle x

// For Axis
local.axis = spawn info_player_axis origin "xxx xxx xxx" angle x

Make sure its before this line or else you may want to call it with a thread.

level waitTill prespawn


<TWZ>WarTech
Remember, its just a game!! LOL 8-)

Posted: Fri Apr 30, 2004 3:54 pm
by Rindog
Both methods will work. The thing you must realize though, is that there are two different properties of an entity (angle and angles). Angles represent pitch, yaw and roll; whereas angle just represents Yaw. Since yaw is the only one that really applies to a spawn point, I prefer to use angle like WarTech did, but if you use angles then it has to be in vector form like JV_Map suggested.

Here's an example taken from Malta. Basically what I have is 3 different scenerios for Mefys Capture the Flag and based on the flag positions I change the spawn locations. It actually creates an array of spawn spots for each team and I used the indy crate to block the original spawns.

In the main script file for Malta I have the line:

Code: Select all

waitthread maps/dm/mapfixes/mp_malta_dm_fix.scr::main local.nextbase
And in the file maps/dm/mapfixes/mp_malta_dm_fix.scr

Code: Select all

main local.nextbase:
 switch (local.nextbase)
{
case 0 : Waitthread spawn0
         break
case 1 : Waitthread spawn1
         break
case 2 : Waitthread spawn2
         break
}
end

new_spawnspot local.team local.origin local.angle:
switch(local.team)
{
 axis:  
  local.axis = spawn info_player_axis
  local.axis.origin = local.origin 
  local.axis.angle = local.angle
 break

 allied:
  local.allied = spawn info_player_allied
  local.allied.origin = local.origin
  local.allied.angle = local.angle
}
end

new_model local.model local.origin local.angles:
 local.models = spawn script_model
 local.models.model = local.model
 local.models.origin = local.origin
 local.models.angles = local.angles
 local.models show 
 local.models solid 
 local.models nodamage 
end

spawn0:

waitthread new_spawnspot axis ( 2472 491 -1291 ) 270
waitthread new_spawnspot axis ( 2507 -1257 -1279 ) 180
waitthread new_spawnspot axis ( 1506 -2073 -1364 ) 90
waitthread new_spawnspot axis ( 686 -542 -1247 ) 180
waitthread new_spawnspot axis ( 710 -438 -1087 ) 225
waitthread new_spawnspot axis ( -505 -13 -1183 ) 270
waitthread new_spawnspot axis ( -1005 172 -1407 ) 315
waitthread new_spawnspot axis ( -604 -27 -1391 ) 270

waitthread new_model "static/indycrate.tik" ( -2512 -2312 -1560 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( -2528 -3120 -1392 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( -2688 -2400 -1272 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( -1940 -2236 -1012 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( -2640 -1736 -1264 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( -2176 -2288 -1284 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( -2184 -1520 -1536 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( -1584 -2032 -1536 ) (0 0 0)

end

spawn1:

waitthread new_spawnspot allied ( -72 8 -1080 ) 0
waitthread new_spawnspot allied ( 824 -432 -1080 ) 0
waitthread new_spawnspot allied ( 1680 424 -1256 ) 270
waitthread new_spawnspot allied ( 2472 -536 -1264 ) 180
waitthread new_spawnspot allied ( 2280 -1344 -1256 ) 180
waitthread new_spawnspot allied ( 1016 -1288 -752 ) 0
waitthread new_spawnspot allied ( 2504 -264 -1680 ) 0
waitthread new_spawnspot allied ( 2288 -1512 -1416 ) 270

waitthread new_spawnspot axis ( -2264 -488 -1272 ) 315
waitthread new_spawnspot axis ( -1149 -2040 -936 ) 90
waitthread new_spawnspot axis ( -176 -1032 -1344 ) 270

waitthread new_model "static/indycrate.tik" ( -2512 -2312 -1560 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( -2184 -1520 -1536 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( -1584 -2032 -1536 ) (0 0 0)



waitthread new_model "static/indycrate.tik" ( 1404 3600 -1392 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( 2408 4040 -1254 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( 1606 3032 -1396 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( 2536 3856 -1048 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( 2688 1224 -1392 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( 2440 2304 -1384 ) (0 0 0)
waitthread new_model "static/indycrate.tik" (64 2456 -976 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( 2132 2468 -1000 ) (0 0 0)

end

spawn2:

waitthread new_spawnspot axis ( -88 1816 -1392 ) 90
waitthread new_spawnspot axis ( -968 2024 -1384 ) 0
waitthread new_spawnspot axis ( -1024 264 -1464 ) 90
waitthread new_spawnspot axis ( 160 2120 -1400 ) 0
waitthread new_spawnspot axis ( -184 2296 -1400 ) 0
waitthread new_spawnspot axis ( -200 2776 -1392 ) 270
waitthread new_spawnspot axis ( -208 2896 -1008 ) 270
waitthread new_spawnspot axis ( -976 56 -1464 ) 0

waitthread new_model "static/indycrate.tik" ( -2512 -2312 -1560 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( -2528 -3120 -1392 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( -2688 -2400 -1272 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( -1940 -2236 -1012 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( -2640 -1736 -1264 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( -2176 -2288 -1284 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( -2184 -1520 -1536 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( -1584 -2032 -1536 ) (0 0 0)

waitthread new_spawnspot allied ( 760 -1584 -1352 ) 135
waitthread new_spawnspot allied ( 1304 -1512 -1096 ) 225
waitthread new_spawnspot allied ( 176 -1792 -1352 ) 90
waitthread new_spawnspot allied ( 1520 -2024 -1344 ) 180
waitthread new_spawnspot allied ( 1848 -1720 -1360 ) 180
waitthread new_spawnspot allied ( -64 -888 -1080 ) 270
waitthread new_spawnspot allied ( -760 -896 -1080 ) 315
waitthread new_spawnspot allied ( 152 -1168 -1336 ) 135

waitthread new_model "static/indycrate.tik" ( 1404 3600 -1392 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( 2408 4040 -1254 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( 1606 3032 -1396 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( 2536 3856 -1048 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( 2688 1224 -1392 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( 2440 2304 -1384 ) (0 0 0)
waitthread new_model "static/indycrate.tik" (64 2456 -976 ) (0 0 0)
waitthread new_model "static/indycrate.tik" ( 2132 2468 -1000 ) (0 0 0)

end

Posted: Fri Apr 30, 2004 5:08 pm
by jv_map
Great info Rindog :) also great to see you posting here again :)

Posted: Sat May 01, 2004 2:13 am
by MPowell1944
jv in your new botpack you managed to spawn pathnodes for the bots. could you do this same method to spawn spawnpoints? since this is AA and not SH or BT i figured it would be near impossible to do.

Posted: Sat May 01, 2004 6:54 am
by jv_map
Well it is very simple actually... just spawn the pathnodes or spawnpoints before level waittill prespawn and you should be fine :)

Posted: Sun May 02, 2004 2:38 pm
by MPowell1944
here is the line i have right before prespawn and i still cannot get the spawnpoint to come up in the map for DV

local.allied = spawn info_player_allied origin "96.64 1037.86 22.57" angle -180

this is for AA. you sure it works?

Posted: Sun May 02, 2004 3:10 pm
by jv_map
Yes... I think that should work...

Posted: Sun May 02, 2004 8:12 pm
by MPowell1944
Well, it does not seem to be working for me. Possibility of you getting a single spawn in there and showing me how you get it to work? Would be appreciated.

Posted: Tue May 04, 2004 2:16 pm
by Rindog
Thanks for the warm welcome JV :D I've been around, but I usually spend more time searching and reading than I do posting.

MPowell1944, Sitting_Duck has a mod at http://wave.prohosting.com/uberduck/spawnmod.htm . Although written for SH, it has spawn spots added to DV.

Posted: Tue May 25, 2004 7:26 pm
by WarTech
MPowell1944 wrote:here is the line i have right before prespawn and i still cannot get the spawnpoint to come up in the map for DV

local.allied = spawn info_player_allied origin "96.64 1037.86 22.57" angle -180

this is for AA. you sure it works?
Hi there MPowell1944:

Send me your map script and and Ill try to make it work for your.

Contact at twzfragzone@hotmail.com

Regards
<TWZ>WarTech

try

Posted: Tue May 25, 2004 8:45 pm
by tltrude
Try this:

local.allied = spawn info_player_allied
local.allied.origin = ( 97 1038 23 )
local.allied.angle = 180

Here is a cute little script that will move players to a new location, right after they spawn in a sp map, depending on which team they join. It probably is not what you are looking for, but it shows you can spawn teleport triggers at the exsisting spawn points and move the spawner to a new spot.

Code: Select all

main:

	level waittill prespawn

	//*** Precache Dm Stuff
	exec global/DMprecache.scr

	exec global/ambient.scr mohdm7

	thread tele1
	thread tele2
	thread teleport
 
	level waittill spawn

end

teleport:  //Teleport Player

	local.tele = spawn trigger_multiple targetname "tele_trigger" 
	local.tele.origin = ( -8 -896 -56 ) 
	local.tele setsize ( -32.00 -32.00 -4.00 ) ( 32.00 32.00 8.00 )
  
 while (1)
	{
	$tele_trigger waittill trigger
	local.player = parm.other 
		if (local.player.dmteam == "allies") 
		{ 
		local.player tele $teled1 
		} 
		if (local.player.dmteam == "axis")  
		{ 
		local.player tele $teled2  
		}
		if (local.player.dmteam == "spectate")  
		{
		end  
		}
	wait .1
	} 
end 

tele1:      //Teleport dest 1 Allies 

	local.teledest = spawn func_teleportdest targetname "teled1" 
	local.teledest.origin = ( 416 32 -56 ) 
	local.teledest setsize ( -32.00 -32.00 -4.00 ) ( 32.00 32.00 8.00 ) 
end 

tele2:      //Teleport dest 2 Axis
 
	local.teledest = spawn func_teleportdest targetname "teled2"
	local.teledest.origin = ( -416 32 -56 ) 
	local.teledest setsize ( -32.00 -32.00 -4.00 ) ( 32.00 32.00 8.00 ) 
end