*sigh* okay there's two ways to do this, i've done it before back when i was making a top down contra clone, it's ridiculously easy.
Method #1: Store the position they died, if you want to protect from falling deaths, you need to keep track of the position they were when they were onground, this is the tricky part. additionally if you generate a nav mesh (which i think you can still do even if you're not building a map for CSS..) you can use the nearestpointonnavmesh to give you a save spot near the point that you saved to place them. Then, after they respawn, move them to desired place, activate spawn protection or something so people don't insta kill them.\ Method #2: easier, because it involves NOT executing code rather than writing new code when respawning... (not initial spawn!) don't call the EntSelectSpawnpoint code! your position will remain unchanged and you will just "spawn" right where you were, asuming you don't move into spectator or anything, otherwise you WILL have to store the position. On Thu, Mar 3, 2011 at 9:21 AM, Adam "amckern" McKern <amck...@yahoo.com>wrote: > Cool, i might hack around with trigger teleport - did not think of it like > that. > > As for the fire fight, you will spawn with full health, and basic weapons, > and then will need to salvage any thing from your old corpse, such as > weapons, and memorys (weapon upgrades, mission log etc). > > As for its a bad idea, i'm going to need to play test it, i do have an > additonal part to the death where you would use a quick save point as a safe > house - some where far enough away from the fire fight for you to be able to > hopfuly get back to your corpse. > > The player is basicly a set of memorys and uses clones in storage to that > they use as there means to battle the NPC's. > > > -------- > Owner Nigredo Studios http://www.nigredostudios.com > > --- On *Thu, 3/3/11, Yannick - QSDev <yann...@qsdev.de>* wrote: > > > From: Yannick - QSDev <yann...@qsdev.de> > > Subject: Re: [hlcoders] Teleportation AMX Mod? > To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com > > > Received: Thursday, 3 March, 2011, 3:27 AM > > > But, if the player dies in a fight(befor the last hit he had 8 hp left). He > is respawning (with the same health) on the same location and the enemys > still there, they will shoot again and you are in a deadloop. > > Or you will respawn with 100 hp but spawn right in the battle, I dunno if > this is a nice idea. :/ > > What's wrong with Tony's idea though? Just add a new vector variable to the > player class, record the coords to it when the player dies, then move them > to those coords when they touch the trigger. > > On Wed, Mar 2, 2011 at 12:36 PM, Adam "amckern" McKern > <amck...@yahoo.com<http://au.mc335.mail.yahoo.com/mc/compose?to=amck...@yahoo.com> > > wrote: > > Check the attachment for my idea in a nut shell. > > > -------- > Owner Nigredo Studios http://www.nigredostudios.com > > --- On *Wed, 2/3/11, Tony "omega" Sergi > <omegal...@gmail.com<http://au.mc335.mail.yahoo.com/mc/compose?to=omegal...@gmail.com> > >* wrote: > > > From: Tony "omega" Sergi > <omegal...@gmail.com<http://au.mc335.mail.yahoo.com/mc/compose?to=omegal...@gmail.com>> > > > Subject: Re: [hlcoders] Teleportation AMX Mod? > To: "Discussion of Half-Life Programming" > <hlcoders@list.valvesoftware.com<http://au.mc335.mail.yahoo.com/mc/compose?to=hlcoders@list.valvesoftware.com> > > > Received: Wednesday, 2 March, 2011, 7:57 PM > > > when they die, put their position into a vector. > when they spawn, move them to the vector. > -Tony > > > On Wed, Mar 2, 2011 at 5:27 PM, Adam "amckern" McKern > <amck...@yahoo.com<http://mc/compose?to=amck...@yahoo.com> > > wrote: > > Its for a source mod > > > -------- > Owner Nigredo Studios http://www.nigredostudios.com > > --- On *Wed, 2/3/11, QSDev > <yann...@qsdev.de<http://mc/compose?to=yann...@qsdev.de> > >* wrote: > > > From: QSDev <yann...@qsdev.de <http://mc/compose?to=yann...@qsdev.de>> > Subject: Re: [hlcoders] Teleportation AMX Mod? > To: "Discussion of Half-Life Programming" > <hlcoders@list.valvesoftware.com<http://mc/compose?to=hlcoders@list.valvesoftware.com> > > > Received: Wednesday, 2 March, 2011, 2:05 AM > > > So you want to do this in a source mod? Or with a amx plugin, too? > > On 01.03.2011, at 07:50, "Adam \"amckern\" McKern" > <amck...@yahoo.com<http://mc/compose?to=amck...@yahoo.com>> > wrote: > > Hey, > > This is for source, however the proof of concept i want to hack is in gold > src. > > When my player dies i want to save there location as on respawn they will > spawn at a common point, and return to the 'world' at the place the died in > order to continue the game. > > How would i save the XYZ location of my player when they die in order to > teleport them to this location once they respawn? (such as savepos loadpos > commands in the amx mod) > > -------- > Owner Nigredo Studios http://www.nigredostudios.com > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > -----Inline Attachment Follows----- > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > -- > -Tony > > > -----Inline Attachment Follows----- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > -----Inline Attachment Follows----- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > -- -Tony
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