laundry list of holes in my mapping knowledge.
Posted: Fri Jul 16, 2004 3:21 pm
ease my ignorance =)
1) -Spawn Points Ive often seen it printed... 'you can have 32 axis, 32 ally and/or 64 ffa spawns' So... what happens if you have more? And am I correct in reading that as I can add as many dm spawns for ffa as I want, without effecting the 'overall number'?
2) -ok... i seem to have forgotten or answered the rest of my general questions... ah well... how bout a specific one then eh?
Is it possible to start a thread, or assign a variable a value as the result of a func_crate being destroyed?
Here is the problem in more detail... I have moving shutters in my map, that produce sound when they move. The shutters are not doors, but func_crates, so they are able to eb destroyed. The crates themselves, do not produce sound(or move) so thier movements and sounds are bound to script origins(actualy the sounds are tied to dummy models) As a result of this setup, the triggers for the shutters will still attempt to move the shutters once they are destroyed(which i can live with, cause its not a huge deal) but the sounds also will continue to play. When a shutter gets destroyed, i need the sounds associated with it to stop, or the thread that controls all the sounds and movements to not be activated.
1) -Spawn Points Ive often seen it printed... 'you can have 32 axis, 32 ally and/or 64 ffa spawns' So... what happens if you have more? And am I correct in reading that as I can add as many dm spawns for ffa as I want, without effecting the 'overall number'?
2) -ok... i seem to have forgotten or answered the rest of my general questions... ah well... how bout a specific one then eh?
Is it possible to start a thread, or assign a variable a value as the result of a func_crate being destroyed?
Here is the problem in more detail... I have moving shutters in my map, that produce sound when they move. The shutters are not doors, but func_crates, so they are able to eb destroyed. The crates themselves, do not produce sound(or move) so thier movements and sounds are bound to script origins(actualy the sounds are tied to dummy models) As a result of this setup, the triggers for the shutters will still attempt to move the shutters once they are destroyed(which i can live with, cause its not a huge deal) but the sounds also will continue to play. When a shutter gets destroyed, i need the sounds associated with it to stop, or the thread that controls all the sounds and movements to not be activated.