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Contact Support - Help Center Get help on the UGX Discord. Join it now!spawn_point_override()
{
flag_wait( "all_players_connected" );
players = get_players();
//spawn points are split, so grab them both seperately
north_structs = getstructarray("north_spawn","script_noteworthy");
south_structs = getstructarray("south_spawn","script_noteworthy");
side1 = north_structs;
side2 = south_structs;
if(randomint(100)>50)
{
side1 = south_structs;
side2 = north_structs;
}
//spawn players on a specific side, but randomize it up a bit
for( i = 0; i < players.size; i++ )
{
if(i<2)
{
players[i] setorigin( side1[i].origin );
players[i] setplayerangles( side1[i].angles );
players[i].respawn_point = side1[i];
players[i].spawn_side = side1[i].script_noteworthy;
}
else
{
players[i] setorigin( side2[i].origin);
players[i] setplayerangles( side2[i].angles);
players[i].respawn_point = side2[i];
players[i].spawn_side = side2[i].script_noteworthy;
}
}
}
/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
level thread spawn_point_override();
"north_spawn""script_noteworthy"
"south_spawn""script_noteworthy"