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Question on level edit start spawn [message #349806] Sun, 07 September 2008 17:02 Go to next message
Xpert is currently offline  Xpert
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Okay, say I wanted to make the spawn for GDI and Nod a Raveshaw and a PIC-Sydney, is it possible to do that in level edit? I see there is a part where it says Spawners and the defaults are of course the soldier presets. But I'm guessing it isn't as easy as it sounds. Will it change the spawners if I do it in level edit (with ssgm) or do I have to use C++ to actually get it that way.

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Re: Question on level edit start spawn [message #349807 is a reply to message #349806] Sun, 07 September 2008 17:07 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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Xpert wrote on Sun, 07 September 2008 17:02

Okay, say I wanted to make the spawn for GDI and Nod a Raveshaw and a PIC-Sydney, is it possible to do that in level edit? I see there is a part where it says Spawners and the defaults are of course the soldier presets. But I'm guessing it isn't as easy as it sounds. Will it change the spawners if I do it in level edit (with ssgm) or do I have to use C++ to actually get it that way.

i tryed it in le and never worked but then the settings in the ini file (forgot which one) has the preset name of the char u want aswell so try to change them both?
Re: Question on level edit start spawn [message #349853 is a reply to message #349807] Mon, 08 September 2008 04:38 Go to previous messageGo to next message
nopol10 is currently offline  nopol10
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There is a JFW_Change_Spawn_Character script that can be attached to a Dave's Arrow so that the spawn character changes to the specific preset.

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Re: Question on level edit start spawn [message #349856 is a reply to message #349806] Mon, 08 September 2008 04:59 Go to previous messageGo to next message
reborn is currently offline  reborn
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In ssgm.ini there is a setting which allows you to change the default spawner. Probably the easiest and most convieniant way for you to do it.


Re: Question on level edit start spawn [message #349902 is a reply to message #349806] Mon, 08 September 2008 10:28 Go to previous messageGo to next message
Distrbd21 is currently offline  Distrbd21
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Or you can just temp the nod and gdi spawn's and change the setting's on it to make it spawn them better than using a Dave's arrow. i only use those for Teleport Zones.

I'm going to get a step by step way of doing it the easy way.

let's see here i don't have renegade yet, I'm pretty sure people can add more to this Tut for you.

Start with your map go to object's spawner's GDI or NOD highlight and and click temp.
Now there is away to change what spawn's there.
So if anyone else would like to finish this be my guest because Like i said i don't have Renegade yet so i can't tell you exactly what to do next.


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[Updated on: Mon, 08 September 2008 10:56]

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Re: Question on level edit start spawn [message #349984 is a reply to message #349806] Mon, 08 September 2008 17:29 Go to previous messageGo to next message
Xpert is currently offline  Xpert
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I'm trying to avoid using the SSGM spawner setting. There are presets that are longer than 24 characters that I want to use. SSGM only permits a 24 character preset. Characters like Havoc, Sakura, Raveshaw, Kane, etc are more than 24 characters.

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[Updated on: Mon, 08 September 2008 18:12]

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Re: Question on level edit start spawn [message #350022 is a reply to message #349806] Mon, 08 September 2008 21:53 Go to previous messageGo to next message
reborn is currently offline  reborn
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Have you tried temping the presets then and calling them something that have less then 24 characters in there name?


Re: Question on level edit start spawn [message #350035 is a reply to message #349806] Mon, 08 September 2008 22:52 Go to previous messageGo to next message
Genesis2001
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"Pick Presets" under the settings tab when you "mod" the "GDI Soldier Startup" preset?
Re: Question on level edit start spawn [message #350042 is a reply to message #350035] Mon, 08 September 2008 23:00 Go to previous messageGo to next message
saberhawk
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Zack wrote on Tue, 09 September 2008 00:52

"Pick Presets" under the settings tab when you "mod" the "GDI Soldier Startup" preset?



Negative, changing the startup spawner presets doesn't do shit.
Re: Question on level edit start spawn [message #350045 is a reply to message #349806] Mon, 08 September 2008 23:22 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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The presets used are actually hardcoded in the exe file. The reason for the 24 character limit is because that how long the strings in the exe are (which is what SSGM changes).

For scripts.dll 4.0, we will be changing things so that the characters can be set via an engine call (inside tt.dll) and can be set to strings of any length.


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Re: Question on level edit start spawn [message #350136 is a reply to message #350022] Tue, 09 September 2008 12:34 Go to previous messageGo to next message
Xpert is currently offline  Xpert
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reborn wrote on Tue, 09 September 2008 00:53

Have you tried temping the presets then and calling them something that have less then 24 characters in there name?


Ya that was my alternative. I went with this method. There are some downsides but I got through it. Thanks.


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Re: Question on level edit start spawn [message #350651 is a reply to message #349806] Fri, 12 September 2008 17:21 Go to previous messageGo to next message
samous is currently offline  samous
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Is there a way to have them spawn at different locations, and depending on their location they will be a different character? (using spawn stuff you where just talking about)

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Re: Question on level edit start spawn [message #350693 is a reply to message #349806] Sat, 13 September 2008 02:25 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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hmm change the soldier pressets settings,w3d and stuff to a rave Razz ?
Re: Question on level edit start spawn [message #457566 is a reply to message #350045] Tue, 11 October 2011 16:32 Go to previous message
rrutk is currently offline  rrutk
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jonwil wrote on Mon, 08 September 2008 23:22

The presets used are actually hardcoded in the exe file. The reason for the 24 character limit is because that how long the strings in the exe are (which is what SSGM changes).

For scripts.dll 4.0, we will be changing things so that the characters can be set via an engine call (inside tt.dll) and can be set to strings of any length.



so, how in 4.0 is the best way in a fanmap to change to startup character ?

im trying atm with "JFW_Change_Spawn_Character" on a Dave's arrow, but this doen't work?

Edit:

ok, i figgured it out, it works, but with a little bug:

You need to die 1 time, then you spawn as the desired char.

is there a workarround?


[Updated on: Wed, 12 October 2011 02:06]

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