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zone and spawn question

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Created 12 years ago
by jjbradman
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drago
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anyone here knows how would i make so there are 2 places in the map for the players to spawn randomly
like in verruckt but instead of dividing the players, one game all the players spawn in one side and other game they spawn in the other side. thanks for your attention :)
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The Voice in your Eyes
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Mapper Has released one or more maps to the UGX-Mods community.
Didn't it depend on the player's number where he would spawn?
As far as I remember, they just made it like player 1: left, player2: right (x2).
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drago
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Didn't it depend on the player's number where he would spawn?
As far as I remember, they just made it like player 1: left, player2: right (x2).
i got no idea o.O lol
but a want like:

one game:
players x4  ll here none
next game
here none  ll players x4

i got no idea how the spawn players function works so i dont know how to change it :L
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☭ Soviet Commander ☭
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

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together until it compiles (with warnings)..."

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i got no idea o.O lol
but a want like:

one game:
players x4  ll here none
next game
here none  ll players x4

i got no idea how the spawn players function works so i dont know how to change it :L

the structs aren't even actual spawn points, the players spawn at 0x,0y,0z and are then teleported to the structs origin.(thats what the code shows anyway)

This is the complete spawning system used in Verruckt, might help you get what you want.

Code Snippet
Plaintext
/*------------------------------------
SPAWN POINT OVERRIDE

- special asylum spawning hotness
------------------------------------*/
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++ )
{

//track zombies for sounds
players[i] thread player_zombie_awareness();
players[i] thread player_killstreak_timer();


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;
}
}
}

Last Edit: February 08, 2014, 07:39:34 pm by daedra descent
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The Voice in your Eyes
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Mapper Has released one or more maps to the UGX-Mods community.
But how shall he add a second possibility?

 
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