visible spawn points

Moderators: GSH, Commando, Red Devil, VSMIT

User avatar
MrTwosheds
Recycler
Posts: 3059
Joined: Sat Feb 19, 2011 8:37 am
Location: Outer Space
Contact:

visible spawn points

Post by MrTwosheds »

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.
User avatar
Red Spot
Attila
Posts: 1629
Joined: Mon Feb 21, 2011 6:14 pm
Location: The Netherlands

Re: visible spawn points

Post by Red Spot »

-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.)
User avatar
MrTwosheds
Recycler
Posts: 3059
Joined: Sat Feb 19, 2011 8:37 am
Location: Outer Space
Contact:

Re: visible spawn points

Post by MrTwosheds »

with a bit of dll work
Not the answer I was looking for.
User avatar
Red Spot
Attila
Posts: 1629
Joined: Mon Feb 21, 2011 6:14 pm
Location: The Netherlands

Re: visible spawn points

Post by Red Spot »

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.
User avatar
GSH
Patch Creator
Posts: 2489
Joined: Fri Feb 18, 2011 4:55 pm
Location: USA
Contact:

Re: visible spawn points

Post by GSH »

Morphtanks can go invisible when morphed. That's a feature added for Avatar early in 1.3.

-- GSH
User avatar
Nielk1
Flying Mauler
Posts: 2991
Joined: Fri Feb 18, 2011 10:35 pm
Contact:

Re: visible spawn points

Post by Nielk1 »

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.
User avatar
General BlackDragon
Flying Mauler
Posts: 2408
Joined: Sat Feb 19, 2011 6:37 am
Contact:

Re: visible spawn points

Post by General BlackDragon »

I'd like an AddDirResourceEditor() in the launcher CFG, :D
User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: visible spawn points

Post by Red Devil »

tried objectifying it? building a weird object next to it?
User avatar
MrTwosheds
Recycler
Posts: 3059
Joined: Sat Feb 19, 2011 8:37 am
Location: Outer Space
Contact:

Re: visible spawn points

Post by MrTwosheds »

Its not a problem, I was just trying to simplify something.
User avatar
Zero Angel
Attila
Posts: 1536
Joined: Mon Feb 21, 2011 12:54 am
Contact:

Re: visible spawn points

Post by Zero Angel »

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.
User avatar
Red Spot
Attila
Posts: 1629
Joined: Mon Feb 21, 2011 6:14 pm
Location: The Netherlands

Re: visible spawn points

Post by Red Spot »

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.
User avatar
MrTwosheds
Recycler
Posts: 3059
Joined: Sat Feb 19, 2011 8:37 am
Location: Outer Space
Contact:

Re: visible spawn points

Post by MrTwosheds »

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.
User avatar
GSH
Patch Creator
Posts: 2489
Joined: Fri Feb 18, 2011 4:55 pm
Location: USA
Contact:

Re: visible spawn points

Post by GSH »

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
User avatar
Zero Angel
Attila
Posts: 1536
Joined: Mon Feb 21, 2011 12:54 am
Contact:

Re: visible spawn points

Post by Zero Angel »

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.
Ah, thanks for the info.
User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: visible spawn points

Post by Red Devil »

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.
Post Reply