Re: [hlcoders] moveable Spawnpoints

2005-01-31 Thread DOOManiac
Perhaps you could use non-player-controllable vehicles (either though AI or a pre-set path) instead. There is no other way to prevent BF1942 style drive-the-carrier-off-the-map smacktards. -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- Andrew Foss

Re: [hlcoders] moveable Spawnpoints

2005-01-29 Thread British_Bomber
Having not been able to look at the Source SDK, I am assuming you could just write a spawn so that it would spawn the player into a Sitting location in the vehicle, instead of driving it, they are in the back sitting on a seat, so when they want to leave they just hit use, to exit the vehicle.

Re: [hlcoders] moveable Spawnpoints

2005-01-28 Thread Beppo
: British_Bomber [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 28, 2005 12:23 AM Subject: Re: [hlcoders] moveable Spawnpoints what if you park the tank under a low bridge? or flip it over? uh oh!! ___ To unsubscribe, edit your list

Re: [hlcoders] moveable Spawnpoints

2005-01-28 Thread Martin \E.T.\ Misuth
I woud suggest using some named model attachment points inside the APC/TANK to take the position where to spawn player. Then your code will not depend ond the vehicle type or model used. Every time when spawned your player will be spawned inside the vehicle so it would not be possible to misuse

Re: [hlcoders] moveable Spawnpoints

2005-01-27 Thread British_Bomber
Couldnt you acctually make an entity in and of itself that is a spawn point, but instead of attaching it to another entity, you used something similar to parent but it's based on loacational objects. Rofl sorry perhaps an example would be a little clearer, If you have a game play that is based

Re: [hlcoders] moveable Spawnpoints

2005-01-27 Thread Andrew Foss
The issue I see here is that if it were attached to the sides of an APC, a malicious player could park the APC up against a wall and have players spawn into the void or into a solid wall, or into places in the map that they shouldn't be in (spawn on the other side of a wall where an objective is?

Re: [hlcoders] moveable Spawnpoints

2005-01-27 Thread Chris Ashworth
If you could place the spawn inside the open rear ramp of the APC you should be able to avoid this? On Thu, 27 Jan 2005 03:30:02 -0800, Andrew Foss [EMAIL PROTECTED] wrote: The issue I see here is that if it were attached to the sides of an APC, a malicious player could park the APC up against

[hlcoders] moveable Spawnpoints

2005-01-27 Thread Matthew Lewis
This is easy. All you need to do is modify the EntSelectSpawnPoint() function in player.cpp to include your tank entity as a valid spawnpoint. The trick is adjusting the player position relative to the tank so that he doesn't spawn inside a solid. But that shouldn't be too hard to do. The easy way

Re: [hlcoders] moveable Spawnpoints

2005-01-27 Thread British_Bomber
what if you park the tank under a low bridge? or flip it over? uh oh!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] moveable Spawnpoints

2005-01-26 Thread Martin
Hi, has anyone an idea how I can code a movable spawnpoint? For example you can have a huge tank and you respawn next to it. I think it would be the easiest way to connect the respawn function with a entity which I can simply add in Hammer. But I've no idea in which file I can find the respawn

Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread SB Childe Roland
This isn't really appropriate for this list. Perhaps you should try the Parent attribute that most entities have. On Wed, 26 Jan 2005 21:23:14 +0100, Martin [EMAIL PROTECTED] wrote: Hi, has anyone an idea how I can code a movable spawnpoint? For example you can have a huge tank and you

Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread Austin McDonald
Kind of off topic, but how is this not appropriate for the list? Coding entities isn't part of what Half-Life programming is all about? If it isn't, then what list would be appropriate? Second, I too am actually quite interested in the coding side of this topic. On Wed, 26 Jan 2005 15:31:45

Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread SB Childe Roland
It's off-topic in the sense that it can be done (i think) in the map without modifying the code at all. On Wed, 26 Jan 2005 17:37:44 -0600, Austin McDonald [EMAIL PROTECTED] wrote: Kind of off topic, but how is this not appropriate for the list? Coding entities isn't part of what Half-Life

Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread Teddy
I can confirm this, is really is as easy as setting the spawn's parent. On Wed, 26 Jan 2005 18:46:27 -0600, SB Childe Roland [EMAIL PROTECTED] wrote: It's off-topic in the sense that it can be done (i think) in the map without modifying the code at all. On Wed, 26 Jan 2005 17:37:44 -0600,

Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread Austin McDonald
I understand - sorry if I was rude. It may be a mapping thing, at that; but my perception was that it was a coding thing. This is something we're working on too. If we get it narrowed down I'll write back. On Wed, 26 Jan 2005 18:46:27 -0600, SB Childe Roland [EMAIL PROTECTED] wrote: It's