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.
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Russell DOOManiac Weed
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Andrew Foss
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.
: 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!!
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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
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
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?
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
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
what if you park the tank under a low bridge? or flip it over? uh oh!!
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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
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
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
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
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,
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
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