visible spawn points
Moderators: GSH, Commando, Red Devil, VSMIT
- MrTwosheds
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visible spawn points
Spawn points are visible in the editor, but not in the game, Is there a setting that can be used to turn this off/on or apply it to other classes?
To either make a visible spawn point, or add invisible game objects that show up in the editor.
To either make a visible spawn point, or add invisible game objects that show up in the editor.
Re: visible spawn points
-Iirc- the game removes the spawnpoints at the start of the game, or somesuch.
You can achieve the same result though, with a bit of dll work. I've set my dll up so that it creates an invisible object when -no bomber- is selected so AIPs can check for its presence and NOT build a B-bay in the first place (insteaf of building it and than not using it).
You can add a -secret parameter- to the dll that allows your dll to create a -visible object- instead of an invisible so you can check if it all works out fine/it spawns correctly. (Same like the mode that turns stuff into flying 1 HP scrap, for testing purpose.)
You can achieve the same result though, with a bit of dll work. I've set my dll up so that it creates an invisible object when -no bomber- is selected so AIPs can check for its presence and NOT build a B-bay in the first place (insteaf of building it and than not using it).
You can add a -secret parameter- to the dll that allows your dll to create a -visible object- instead of an invisible so you can check if it all works out fine/it spawns correctly. (Same like the mode that turns stuff into flying 1 HP scrap, for testing purpose.)
- MrTwosheds
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Re: visible spawn points
Not the answer I was looking for.with a bit of dll work
Re: visible spawn points
I didnt think you'd like it. But afaik the only object that has the characteristics you're looking for are the spawnpoints, and afaik those work cause of some dll-trickery of their own.
You can always do it the -manual- way by making an invisible object and swapping odf's with something visible while you work with it in the editor.
You can always do it the -manual- way by making an invisible object and swapping odf's with something visible while you work with it in the editor.
Re: visible spawn points
Morphtanks can go invisible when morphed. That's a feature added for Avatar early in 1.3.
-- GSH
-- GSH
Re: visible spawn points
On my custom spawn point fake objects (DLL uses it to do probability weighted spawning) I had to manually swap the model in the ODF for when using the editor to edit. There is no way to do what you want. I wish there was.
- General BlackDragon
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Re: visible spawn points
I'd like an AddDirResourceEditor() in the launcher CFG, 
- Red Devil
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Re: visible spawn points
tried objectifying it? building a weird object next to it?
- MrTwosheds
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Re: visible spawn points
Its not a problem, I was just trying to simplify something.
- Zero Angel
- Attila
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Re: visible spawn points
On a somewhat related question. I wonder if it's possible to have a recycler and factory 'build' spawn points.
A usage case scenario is if you could build a factory away from base (like the Scions can) then you could choose whether you want to spawn at the Factory or at the Recycler's location.
I wonder if that idea would be able to work without DLL.
EDIT: Tried making pspwn_1 buildable at a scion kiln and fired up an MPI game to test it out. Does not work.
A usage case scenario is if you could build a factory away from base (like the Scions can) then you could choose whether you want to spawn at the Factory or at the Recycler's location.
I wonder if that idea would be able to work without DLL.
EDIT: Tried making pspwn_1 buildable at a scion kiln and fired up an MPI game to test it out. Does not work.
Re: visible spawn points
From my modlog:
dropoff_recy_6 (R)
dropoff_fact_6 (R)
((dropoff_base4_6 // Dropoff_base5_6) Incase extra base is coded in for the AI)
Actually am not really sure if it works (cant remember), as I put in the modlog it probably should though.
dropoff_recy_6 (R)
dropoff_fact_6 (R)
((dropoff_base4_6 // Dropoff_base5_6) Incase extra base is coded in for the AI)
Actually am not really sure if it works (cant remember), as I put in the modlog it probably should though.
- MrTwosheds
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Re: visible spawn points
Your trying to move, in game, the spawnpoint that respawns the players?
Sounds like a dubious idea, I believe at the moment it is fixed at the last deploy location of the recycler.
I am imagining how annoying it could be to have the enemy pilots respawn just outside your base while its under siege, getting straight back into a ship and just continuing the siege without having to go back to their base.
Sounds like a dubious idea, I believe at the moment it is fixed at the last deploy location of the recycler.
I am imagining how annoying it could be to have the enemy pilots respawn just outside your base while its under siege, getting straight back into a ship and just continuing the siege without having to go back to their base.
Re: visible spawn points
Respawns are done by DLL. In DM, it picks one randomly picked from the spawn objects (default: pspwn_1.odf).
In Strat/StratCTF/MPI, the initial location for a team/teamgroup is randomly picked from the spawn objects (default: pspwn_1.odf), then the DLL stores the Vector (xyz) of that, and ignores the spawn objects after that. Look at the DLL source code for more details.
As to invisible objects, I could have sworn there was a feature request somewhere about this on mantis/bugzilla, but I can't find it. For now,
-- GSH
In Strat/StratCTF/MPI, the initial location for a team/teamgroup is randomly picked from the spawn objects (default: pspwn_1.odf), then the DLL stores the Vector (xyz) of that, and ignores the spawn objects after that. Look at the DLL source code for more details.
As to invisible objects, I could have sworn there was a feature request somewhere about this on mantis/bugzilla, but I can't find it. For now,
-- GSH
- Zero Angel
- Attila
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Re: visible spawn points
Ah, thanks for the info.GSH wrote:In Strat/StratCTF/MPI, the initial location for a team/teamgroup is randomly picked from the spawn objects (default: pspwn_1.odf), then the DLL stores the Vector (xyz) of that, and ignores the spawn objects after that. Look at the DLL source code for more details.
- Red Devil
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Re: visible spawn points
mts, i can modify the stock dll(s) for you if you want to test something. was thinking of building out-of-place objects that would let you easily recognize where they were or objectifying them or both.