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player spawn point

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Created 9 years ago
by aster-99
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hi guys, i want to know if it's possible to set all players spawns without put a script struct in the map, like using radiant cordinates. really thanks
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hi guys, i want to know if it's possible to set all players spawns without put a script struct in the map, like using radiant cordinates. really thanks
no
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no
Uhh I'm pretty sure you could just spawn the script struct where ever you want
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well, guess it is possible. Just not something that's supported by default, so you need to do some scripting to make it work. I wonder why you'd want to do that though, placing a few struct's isn't that big of a deal, is it?
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i can't have access to radiant and i wont (pc problem)... i need only to add spawns to finish my map and i was thinking if it was possible via scripts
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i can't have access to radiant and i wont (pc problem)... i need only to add spawns to finish my map and i was thinking if it was possible via scripts

Why not send .map file to someone else and they can add them?
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hi guys, i want to know if it's possible to set all players spawns without put a script struct in the map, like using radiant cordinates. really thanks

I don't know what will happen without those structs but you can set each players origins like in the link below. But you will have to do it for initial spawns and for when they die/respawn. I do this in ILS so when they have teleported it makes sure it doesn't respawn them back in the original area. But I also have those structs so....

http://wiki.modsrepository.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_Player::SetOrigin

You would simply thread a function to get all the players when the map starts, after waiting for players to connect, and set their origins to test it

Try something like:

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Plaintext
//thread Spawn_Player_Here: //thread this up in init in your mapname.gsc

Spawn_Player_Here(){
flag_wait("all_players_connected");
x = 0;
players = get_players();
for(i=0;i<players.size;i++){
players[i] SetOrigin((x,0,0));
x=x+30;
}
}

Adjust coordinates accordingly.
Last Edit: October 30, 2014, 07:00:53 pm by MakeCents
Marked as best answer by aster-99 9 years ago
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^ in addition to that. The Original function for this is in _zombiemode.gsc: maybe just as easy to change  that one

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coop_player_spawn_placement()
{
structs = getstructarray( "initial_spawn_points", "targetname" );

flag_wait( "all_players_connected" );

//chrisp - adding support for overriding the default spawning method

players = get_players();

for( i = 0; i < players.size; i++ )
{
players[i] setorigin( structs[i].origin );
players[i] setplayerangles( structs[i].angles );
players[i].spectator_respawn = structs[i];
}
}
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^ in addition to that. The Original function for this is in _zombiemode.gsc: maybe just as easy to change  that one

Code Snippet
Plaintext
coop_player_spawn_placement()
{
structs = getstructarray( "initial_spawn_points", "targetname" );

flag_wait( "all_players_connected" );

//chrisp - adding support for overriding the default spawning method

players = get_players();

for( i = 0; i < players.size; i++ )
{
players[i] setorigin( structs[i].origin );
players[i] setplayerangles( structs[i].angles );
players[i].spectator_respawn = structs[i];
}
}
so in players.spectator_respawn = structs; what should i put?
Code Snippet
Plaintext
coop_player_spawn_placement()
{
flag_wait( "all_players_connected" );

//chrisp - adding support for overriding the default spawning method

players = get_players();

for( i = 0; i < players.size; i++ )
{
switch(i)
{
case 0:
players[i] setorigin( -222.5,-210,11160 );
players[i] setplayerangles( 0,45,0 );
players[i].spectator_respawn = structs[i];
break;
case 1:
players[i] setorigin( -244,188,11160 );
players[i] setplayerangles( 0,315,0 );
players[i].spectator_respawn = structs[i];
break;
case 2:
players[i] setorigin( 140.3,203,11160 );
players[i] setplayerangles( 0,225,0 );
players[i].spectator_respawn = structs[i];
break;
case 3:
players[i] setorigin( 148.8,-216,11160 );
players[i] setplayerangles( 0,135,0 );
players[i].spectator_respawn = structs[i];
break;
}
}
}

Double Post Merge: October 31, 2014, 02:40:02 pm
ok, no more necessary
Last Edit: October 31, 2014, 02:40:02 pm by aster-99

 
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