Character Change after Spawn [message #277210] |
Sun, 05 August 2007 02:21 |
DL60
Messages: 283 Registered: May 2006
Karma: 0
|
Recruit |
|
|
I think most of you know C&C Mars and you also know that there is a little problem: The map should be completly low grav but after spawn you you have to buy a char to have low grav working.
The problem behind is that you can't really change the spawnermodel/preset with temp-presets. I can create a new temp-spawner, a changed temp-soldierpreset for it and place it everywhere in the map instead of the original startupspawner but it doesn't work. You always spawn as the normal soldier with normal values for gravity scale, moving speed and so on.
So my idea was to solve this problem with scripts and here is my question: Does anybody konw how can do this with the help of existing scripts? (I'm not able to create my own scripts)
Maybe a scriptzone which fills the whole map and changes everyone to the soldier I want. It's just an idea. Dunno if this is possible.
|
|
|
Re: Character Change after Spawn [message #277211 is a reply to message #277210] |
Sun, 05 August 2007 02:30 |
|
Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
|
Colonel |
|
|
Create an "Invisible_Object" on your map and attach "JFW_Change_Spawn_Character" to it. This will change the spawn character for the selected team.
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
|
|
|
Re: Character Change after Spawn [message #277213 is a reply to message #277210] |
Sun, 05 August 2007 03:05 |
DL60
Messages: 283 Registered: May 2006
Karma: 0
|
Recruit |
|
|
Do you mean I create a large invis box in max/gmax and use it as model for a huge crate which everybody gets instantly after spawn?
Or can I attach this script to a resizable scriptzone?
|
|
|
Re: Character Change after Spawn [message #277214 is a reply to message #277210] |
Sun, 05 August 2007 03:31 |
|
Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
|
Colonel |
|
|
"Invisible_Object" is the preset name. Spawn one of those on the map and attach two of that script to it, one for each team.
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
|
|
|
|
Re: Character Change after Spawn [message #277266 is a reply to message #277211] |
Sun, 05 August 2007 09:31 |
|
reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
|
General (3 Stars) |
|
|
What ssaow/ssgm are you using?
if (strstr(CurrMap,"C&C_Mars.mix")) {
//code to send message in-game stating that code is being called
char called[256];
sprintf(called,"This console message is telling you that the code is being called");
//declaring variables
//This variable is making a name for the location if the invisiable object, and therefore declaring it as "Vector3"
Vector3 invis;
//This variable is going to actually be the invis object, and is declaring it's data type as "gameobject *"
GameObject *Game_invis;
//Code to set what the x,y,z of the invis object Vector3 is, this will then mean that
//refering to invis will contain all this information
invis.X= 0.0f;
invis.Y= 0.0f;
invis.Z= 0.0f;
//create an invisible object at the location known now as invis
Game_invis = Commands->Create_Object("Invisible_Object",invis);
//attach the script to the object to change the spawn char
[Updated on: Sun, 05 August 2007 09:31] Report message to a moderator
|
|
|
Re: Character Change after Spawn [message #277267 is a reply to message #277210] |
Sun, 05 August 2007 09:44 |
|
Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
|
General (1 Star) |
|
|
If you temp something (say, the spawning character, not the spawner itself) and give it the exact same name as the parent, doesn't it load the temp instead?
I can't remember if it works that way, but I thought it did.
-->
|
|
|
Re: Character Change after Spawn [message #277281 is a reply to message #277210] |
Sun, 05 August 2007 12:13 |
DL60
Messages: 283 Registered: May 2006
Karma: 0
|
Recruit |
|
|
Quote: |
If you temp something (say, the spawning character, not the spawner itself) and give it the exact same name as the parent, doesn't it load the temp instead?
I can't remember if it works that way, but I thought it did.
|
That doesn't work. already tried.
@Reborn:
I don't use a server. I'm a mapper and know 0 about servers or the renegade server programms but thx for help^^
I want to place custom spawners in my map (in the Leveleditor).
Edit: @ALL who only read this post of the discussion. Read the first post of mine and than reply. I don't want to explain the problem again why I have problems with creating "custom spawners".
[Updated on: Sun, 05 August 2007 12:15] Report message to a moderator
|
|
|
Re: Character Change after Spawn [message #277287 is a reply to message #277210] |
Sun, 05 August 2007 12:31 |
bisen11
Messages: 797 Registered: December 2004
Karma: 0
|
Colonel |
|
|
Do what white dragon said, except I doubt it would matter what you attach it too. I've never tried that script myself but I assumed you attached it to the spawner rather than anything. But if that's the case then just attach it to like a daves arrow or anything that can't be destroyed. You could even attach it to something then put whatever that is underneath the map so that no one can get to it and destroy it.
|
|
|
|
|
|
|