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speed of MP AI
Posted: Mon Aug 09, 2004 7:09 pm
by sg.Pepper
Can i set runspeed of MP AI?
Posted: Mon Aug 09, 2004 7:27 pm
by jv_map
No

Posted: Tue Aug 10, 2004 4:16 pm
by sg.Pepper
And can i remove or spawn script_origin from script, for example: remove $alliesspawn.origin x y z, to disable or enable spawn at some place?
Posted: Mon Aug 23, 2004 7:31 am
by Grassy
Not too sure if you can remove a spawn point, but you can always plonk a crate there to block it. This works but it's a bit messy

Have done this on a stock map to force the use of new scripted in spawn points.
Grassy.
Posted: Mon Aug 23, 2004 10:01 am
by bdbodger
If the spawnpoint has a targetname you can disable them or possibly delete them
$thetargetname disablespawn
and you can spawn spawnpoints do it at the top of the script before level waittill prespawn
main:
level.spawn[1] = spawn info_player_allied
level.spawn[1].origin = ( ?? ?? ??)
level.spawn[1].angles = ( ?? ?? ??)
level.spawn[2] = spawn info_player_axis
level.spawn[2].origin = ( ?? ?? ??)
level.spawn[2].angles = ( ?? ?? ??)
level waittill prespawn
...
...
level waittill spawn
...
...
end
and some where in a thread maybe you can use these
level.spawn[1] disablespawn
level.spawn[2] disablespawn
level.spawn[1] enablespawn
level.spawn[2] enablespawn
You can also do it with targetnames the same way only thing is alot of the stock maps do not have spawnpoints with targetnames . I guess for those maps you have to block the spawnpoints . You can get the coords of them if you open the bsp in wordpad and use the find button and find info_player_allied and info_player_axis they will be in a part of the bsp that is in plain text .
Posted: Thu Aug 26, 2004 4:37 pm
by sg.Pepper
ok,
thanks