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.
--
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Andrew Foss 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 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? into protected spawn areas?)
On Thu, 27 Jan 2005 09:51:23 +, British_Bomber [EMAIL PROTECTED] 
wrote:
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 on capturing specific locations,
you start out at a base and with each new flag you capture, the spawn
points all move to that flag, or a few of them do.
Yes it could be done in a different way, but I think that should bring
the topic back into the realm of coding :D
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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.

Has anyone coded multipassanger vehicles yet? just curious

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Re: [hlcoders] moveable Spawnpoints

2005-01-28 Thread Beppo
The spawnpoint should adjust himself to the terrain/floor around the
object/vehicle/whatever. If the point is blocked then either another
spawnpoint should be used or the original one should move to a free location
if possible.
And so we are On Topic (if we ever were OT)... cause this needs coding,
definetly...
--
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- Original Message -
From: 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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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 it. However if your vehicle became blocked somehow
you will be unable to get out of it. I'm not codig actually, so I can
not give you any coding advices.
E.T.

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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 on capturing specific locations,
 you start out at a base and with each new flag you capture, the spawn
points all move to that flag, or a few of them do.

Yes it could be done in a different way, but I think that should bring
the topic back into the realm of coding :D

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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? into protected spawn areas?)


On Thu, 27 Jan 2005 09:51:23 +, British_Bomber [EMAIL PROTECTED] wrote:
 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 on capturing specific locations,
  you start out at a base and with each new flag you capture, the spawn
 points all move to that flag, or a few of them do.

 Yes it could be done in a different way, but I think that should bring
 the topic back into the realm of coding :D

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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 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? into protected spawn areas?)


 On Thu, 27 Jan 2005 09:51:23 +, British_Bomber [EMAIL PROTECTED] wrote:
  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 on capturing specific locations,
   you start out at a base and with each new flag you capture, the spawn
  points all move to that flag, or a few of them do.
 
  Yes it could be done in a different way, but I think that should bring
  the topic back into the realm of coding :D
 
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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!!

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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 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 code.

 Thanks for help

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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 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
 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 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 code.
 
  Thanks for help
 
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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 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 -0600, SB Childe Roland
 [EMAIL PROTECTED] wrote:
  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 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 code.
  
   Thanks for help
  
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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, 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 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 -0600, SB Childe Roland
  [EMAIL PROTECTED] wrote:
   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 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 code.
   
Thanks for help
   
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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 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 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 -0600, SB Childe Roland
  [EMAIL PROTECTED] wrote:
   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 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 code.
   
Thanks for help
   
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