Re: [hlcoders] moveable Spawnpoints
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 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 ___ 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
Re: [hlcoders] moveable Spawnpoints
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] moveable Spawnpoints
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... -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net - 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!! ___ 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
Re: [hlcoders] moveable Spawnpoints
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] moveable Spawnpoints
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] moveable Spawnpoints
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 ___ 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
Re: [hlcoders] moveable Spawnpoints
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 ___ 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
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 preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] moveable Spawnpoints
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] moveable Spawnpoints
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ 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
Re: [hlcoders] moveable Spawnpoints
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ 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 -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] moveable Spawnpoints
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ 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 -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ 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
Re: [hlcoders] moveable Spawnpoints
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ 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 -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ 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