Removing spawns in existing mp maps...

Post your scripting questions / solutions here

Moderator: Moderators

Post Reply
User avatar
G3mInI
First Lieutenant
Posts: 187
Joined: Sat Jun 29, 2002 3:49 am

Removing spawns in existing mp maps...

Post by G3mInI »

Currently the way that I change spawns in the existing mp maps is to actually block them with the indycrate and then go ahead and create my new spawn points.

The reason for changing existing spawns is to create a server side script to make all dm maps obj. Since the dm maps have spawns which are terrible for an obj map what I do is block all original spawn and then create allied and axis spawns on opposite sides of the map. It works just fine but I am wondering this....

Can I use removeclass to remove the existing spawns? Instead of placing crates everywhere it would be nice if I could just remove the spawns alltogether first and then create my spawn points in the script.

I have tried the following but it does not work....

removeclass PlayerAlliedDeathmatchStart
removeclass PlayerAxisDeathmatchStart
removeclass PlayerDeathmatchStart
removeclass PlayerStart

I didnt get any errors in console from it though so I am wondering if maybe it would work but I'm just not executing it in the right place in my script. Currently these statements are before level waittill prespawn. I got the classnames from the g_allclasses file that comes with mohradiant. At first I tried removeclass info_player_allied etc. etc. and console did not like that at all. Kept saying unknown class. That's when I went and looked up the classes and it seems to me that this is their proper names for the different type player spawns.

But as stated earlier, the spawns are still active even with these statements. Let me know if this is possible or not....

Peace out,
G3mInI
*Area51*G3mInI****Gen

http://www.area51moh.com
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

I have heard that any class with an underscore in it you take out the underscore for example info_player_start changes to infoplayerstart but I have also heard that you can't remove spawns like that .
Image
Bjarne BZR
Site Admin
Posts: 3298
Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:

Post by Bjarne BZR »

Try this "teleport" script: http://gronnevik.se/rjukan/index.php?n= ... nload#toc4

Players origins are changed at spawn, so in effect the spawns are moved. The player does not notice the transport, to them it looks like they spawned in the new place.

Its all server side scripting, just what you need for your ( very admirable ) conversion :)
Last edited by Bjarne BZR on Mon May 01, 2006 8:37 pm, edited 1 time in total.
Admin .MAP Forums
Image
Head above heels.
User avatar
ViPER
General
Posts: 1058
Joined: Fri Jan 14, 2005 5:48 pm
Location: California
Contact:

Post by ViPER »

I was trying to figure this out and discovered... I believe, that the info_player_start is only used as a spawn point if there is only one info_player_otherclass spawn created.

make two or more dm,allied or axis spawn points and the start spawn will only be used for entering spectators. :)
Post Reply