I dont know, if this is mapping or scripting issue. I want it so when player goes down, he spawns near other players and not where he spawned, cos I find it annoying spawning at spawn always
I dont know, if this is mapping or scripting issue. I want it so when player goes down, he spawns near other players and not where he spawned, cos I find it annoying spawning at spawn always
It's setup in the stock scripts already, you just need to add the spawn structs for each zone.
If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
I believe the respawn struct needs a script_noteworthy kvp the same as the zone it is in too, does it not? For the zone manager to unlock it? I never noticed the target part though...
I've never done this either.
The other thing I noticed is it seemed to be set to 1000 distance from a player. I think this could be rewritten to just get the closest active struct maybe to help. At least that is what I thought my friends issue could be...
Last Edit: June 02, 2015, 01:36:16 pm by MakeCents
Lol, that shit always confuses me. I was thinking that but decided to just go with it. So this could be an issue then?
Often Squared is used because thats easier ro calculate because it involve's no root (i think is the correct word ). You could obv just increase the numbers in the script or place more respawns.. easiest solution prob
Often Squared is used because thats easier ro calculate because it involve's no root (i think is the correct word ). You could obv just increase the numbers in the script or place more respawns.. easiest solution prob
Thanks man, but that would be too easy, lol. Should solve the issues some people are having I think with it appearing to inconsistently work. It does appear that it could be an issue so I think I will rewrite it to just get an array of ones not locked then get the closest one of them. It seems the more manageable way in the long run and would only require one setup per zone that way and I wouldn't have to worry about consistent distances.
Last Edit: June 02, 2015, 01:37:02 pm by MakeCents
yea no script noteworthy required, it uses is_in_zone() to search for structs that are inside or touching that zone i belive, just need the player_zone kvp on the zone so that function works
Would be cool if you did rewrite it though, as a lot of people dont realize this is there at all XD
yea no script noteworthy required, it uses is_in_zone() to search for structs that are inside or touching that zone i belive, just need the player_zone kvp on the zone so that function works
Would be cool if you did rewrite it though, as a lot of people dont realize this is there at all XD
Where do you see this? I am not finding is_in_zone() anywhere. According to this I would think script_noteworthy would be needed:
Is this one of those differences in tools or script placer or something I see from time to time? Maybe you have an edited zone_manager? Perhaps used for the zone debugging in UGX mod tools or something?
Last Edit: June 03, 2015, 01:48:08 am by MakeCents