mapscripting bug & questions
Posted: Thu May 03, 2007 4:27 am
Afternoon guys,
On the friend's request, I made some new spawns for my server. And here's what I have done:
I changed the spawns (Axis garrison) by removing team_WOLF_objective:
I wanted to make something new, so I just made team_WOLF_objective again, using the same limbo camera:
Later I made the spawns, linked to the team_WOLF_objective (as I wanted to make sure players are using this new, mine, not the old -> and here's the question... I made 10 spawns for 10 players per team, in fact where are more than 10 people they should be spawned in other possible yes? I made an upper position too, so if the limit is reached players will be spawned there or on the places, which has just no other keys [standard, placed spawns -> team_CTF_bluespawn]? If standard, then I need to remove these places by the origin, so the players won't spawn in unwanted areas
My Axis Lower Spawns as they are now primary spawn, after Old City not available (captured by Allies etc.) look like this:
scriptName, origin values are always different of course.
As lower spawns are default (instead of Axis Garrison), they are also changed in script routines. You know what I mean.. name changed correctly in setautospawn, example below:
I thinks it's all I added to make it working. Sure it's, but the results are quite interesting! How they look like? Just read below:
-> Colleagues are using something like:
After combining with this value they got spawned near the Allies start Pump machine! Yeah, but how? I didn't notice any spawns there in Radiant (some bluespawns near, not on this, but Axis spawns lmao?).
How does the mapper know what is the number of made spawn? It would be nice, if there are any tutorials about spawning. I didn't see any section in mapscript that might be responsible for it?! I bet it's just what spawn is first made than others, it has the priority (simply order of made spawns). Hope that you understand my text, I wrote it really fast as I'm quite busy today.
Comments/questions and others are welcome. I am not new to spawns, because I made a lot other things like this with no problems. But this makes me sick. After this I have another question: If I decompile the map with Q3map2Toolz is it a chance that it lost some spawns? Then it would be an aswer for my bug.
Greetings,
Igloo
On the friend's request, I made some new spawns for my server. And here's what I have done:
I changed the spawns (Axis garrison) by removing team_WOLF_objective:
Code: Select all
axis_garrison_wobj
{
spawn
{
remove
}
}
Code: Select all
create
{
classname "team_WOLF_objective"
target "igloo_spawn_down"
scriptname "axis_spawn2_WOLF"
targetname "axis_garrison_wobj"
origin "7414 4680 -457"
spawnflags 1 // 1 = Axis
description "Axis Lower Garrison"
}
My Axis Lower Spawns as they are now primary spawn, after Old City not available (captured by Allies etc.) look like this:
Code: Select all
create
{
classname "team_CTF_redspawn"
targetname "igloo_spawn_down"
scriptName "axis_spawn2_1"
origin "7077 4777 -457"
spawnflags 3 // (3)
angle "360"
}
As lower spawns are default (instead of Axis Garrison), they are also changed in script routines. You know what I mean.. name changed correctly in setautospawn, example below:
Code: Select all
setautospawn "Axis Lower Garrison" 0
-> Colleagues are using something like:
Code: Select all
/setspawnpt 1, 3, 5
How does the mapper know what is the number of made spawn? It would be nice, if there are any tutorials about spawning. I didn't see any section in mapscript that might be responsible for it?! I bet it's just what spawn is first made than others, it has the priority (simply order of made spawns). Hope that you understand my text, I wrote it really fast as I'm quite busy today.
Comments/questions and others are welcome. I am not new to spawns, because I made a lot other things like this with no problems. But this makes me sick. After this I have another question: If I decompile the map with Q3map2Toolz is it a chance that it lost some spawns? Then it would be an aswer for my bug.
Greetings,
Igloo