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Neutral Spawners [message #172313] Wed, 21 September 2005 15:42 Go to next message
Kamuix is currently offline  Kamuix
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In Leveledit, Where do i find a spawner that i can use for neutral players.

[Updated on: Wed, 21 September 2005 15:42]

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Re: Neutral Spawners [message #172315 is a reply to message #172313] Wed, 21 September 2005 15:47 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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i dont think its possible to have neatrul players.

HORQWER wrote on Tue, 18 September 2007 20:47

this is not a real renegade forums ,some one made it up

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Re: Neutral Spawners [message #172318 is a reply to message #172313] Wed, 21 September 2005 15:56 Go to previous messageGo to next message
Kamuix is currently offline  Kamuix
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i mean when you neutralize somone in online play, i want to make it so they start where i want them to not the maps 0,0,0 pos. I need a neutral spawner without editing the presets because this for is for a serverside map.
Re: Neutral Spawners [message #172339 is a reply to message #172313] Wed, 21 September 2005 18:17 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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oooo i figurd it out

make another either gdi or nod and click the mod button. then go to settings or whatever its called and change the team to unteamed.

i havent tested it but it should work.


HORQWER wrote on Tue, 18 September 2007 20:47

this is not a real renegade forums ,some one made it up

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Re: Neutral Spawners [message #172494 is a reply to message #172339] Thu, 22 September 2005 18:03 Go to previous messageGo to next message
bisen11 is currently offline  bisen11
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Jeep Rubi wrote on Wed, 21 September 2005 21:17

oooo i figurd it out

make another either gdi or nod and click the mod button. then go to settings or whatever its called and change the team to unteamed.

i havent tested it but it should work.


In theory that would work for a map but I'm not sure server sided. I thought you couldn't add or temp anything on server sided. But then again maybe you can add spawners (shrugs). It's worth trying i suppose.


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icon7.gif  Re: Neutral Spawners [message #172504 is a reply to message #172313] Thu, 22 September 2005 18:50 Go to previous messageGo to next message
Kamuix is currently offline  Kamuix
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It wont, Unless i was to change the presets but if i did that since objects.aow wont work with the newer scripts i put in FDS, Everyone would get the 0 bug. I need to find an already existing spawner thats neutral, i looked for awhile i'm not sure there is one at all.

So in my maps i just throw a bunch of teleporters on the 0,0,0, pos, So that they teleport to where i wanted them spawned.:}
Re: Neutral Spawners [message #172505 is a reply to message #172313] Thu, 22 September 2005 18:54 Go to previous messageGo to next message
Kamuix is currently offline  Kamuix
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I set neutral to teleport to jail LOL now i dont have to kick people i can just throw them in jail.
index.php?t=getfile&id=299&private=0
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Re: Neutral Spawners [message #172507 is a reply to message #172313] Thu, 22 September 2005 19:05 Go to previous messageGo to next message
Jecht is currently offline  Jecht
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thats funny.

http://img148.imageshack.us/img148/9146/hartyn4.png
Re: Neutral Spawners [message #172508 is a reply to message #172505] Thu, 22 September 2005 19:07 Go to previous messageGo to next message
bisen11 is currently offline  bisen11
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Buckery wrote on Thu, 22 September 2005 21:54

I set neutral to teleport to jail LOL now i dont have to kick people i can just throw them in jail.
index.php?t=getfile&id=299&private=0


errrr.... so which method worked?


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Re: Neutral Spawners [message #172509 is a reply to message #172313] Thu, 22 September 2005 19:13 Go to previous messageGo to next message
Kamuix is currently offline  Kamuix
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I placed a bunch of teleporters at the 0,0,0 position of map, So when they start they just teleport to where i wanted them. Somtimes people get stuck together though.
Re: Neutral Spawners [message #172510 is a reply to message #172313] Thu, 22 September 2005 19:15 Go to previous messageGo to next message
YSLMuffins is currently offline  YSLMuffins
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Is there a way for the teleporter script to randomize the spawn point so that doesn't happen?

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Re: Neutral Spawners [message #172515 is a reply to message #172313] Thu, 22 September 2005 19:44 Go to previous messageGo to next message
Kamuix is currently offline  Kamuix
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Now that i think about it. When using the teleport script what does the ID option mean, i never tried it. I was just thinking that maybe it means, What Player(Defined by ID) to teleport. Although player ID's change alot ingame so i'm not sure.
Re: Neutral Spawners [message #172516 is a reply to message #172313] Thu, 22 September 2005 19:50 Go to previous messageGo to next message
Kamuix is currently offline  Kamuix
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Nevermind it sais object ID. But i still dont know what it does.
Re: Neutral Spawners [message #172517 is a reply to message #172313] Thu, 22 September 2005 19:50 Go to previous messageGo to next message
Jecht is currently offline  Jecht
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Nodservnt used to neutralize me and stick me in the side of a mountain when we had a server.

I always thought it would be a cool idea to make a rabbit map with a special mod attached. Where Both teams still fight each other, but there are several spawn points(well spread out) throughout the map. One person starts out neutralized and you get big points for bagging him, and normal points for killing a regular guy. Of course, this would be an infantry based mod. Me and my crazy ideas.


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Re: Neutral Spawners [message #172519 is a reply to message #172510] Thu, 22 September 2005 21:05 Go to previous messageGo to next message
xptek is currently offline  xptek
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Yes, however, "random" means the same thing could happen 10 times, and people will still end being stuck together.

cause = time
Re: Neutral Spawners [message #206728 is a reply to message #172313] Wed, 05 July 2006 21:13 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Drop them in air, that way when the next person comes thought the teleporter the last guy will be out of the way.

Re: Neutral Spawners [message #206770 is a reply to message #172516] Thu, 06 July 2006 06:38 Go to previous messageGo to next message
Zion is currently offline  Zion
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Kamuix wrote on Thu, 22 September 2005 21:50

Nevermind it sais object ID. But i still dont know what it does.



This method means than you can teleport to a object (a daves arrow or something) using it's ID instead of a position. This object will have to remain in the map otherwise the teleporter won't work.

I use teleporters for when i !0wn someone and they originally spawn underground, this mean i can make them "spawn" were i want.

I've never understood what "renegade spawner" is for (not "commando spawner")? maybe that's for neutral players because in the missions their are neutral guys/gals like the servants and the first mates etc.

[Updated on: Thu, 06 July 2006 06:41]

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Re: Neutral Spawners [message #206773 is a reply to message #172313] Thu, 06 July 2006 07:25 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Commando spawner is where you start in single player missions.

Re: Neutral Spawners [message #206775 is a reply to message #172313] Thu, 06 July 2006 07:42 Go to previous messageGo to next message
Zion is currently offline  Zion
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Yes but Renegade Spawner? Maybe this could be the neutral spawner Kamuix is looking for?
Re: Neutral Spawners [message #206787 is a reply to message #206775] Thu, 06 July 2006 09:42 Go to previous messageGo to next message
LR01 is currently offline  LR01
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Well, as far as I know its where team -1 spawns(neutral).

Moding can be real Fun...
Re: Neutral Spawners [message #206838 is a reply to message #172313] Thu, 06 July 2006 15:43 Go to previous messageGo to next message
Kamuix is currently offline  Kamuix
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Lol this was asked by me back in september, but yeah I have a good understanding of it now.
At that time I did not know that -1 or -2 were used as teams
Re: Neutral Spawners [message #206981 is a reply to message #172313] Fri, 07 July 2006 11:28 Go to previous messageGo to next message
Nightma12 is currently offline  Nightma12
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how exactly do you set spawnings for teams -1 + -2?

from what ive noticed, -2 is the same as -1, except that base defences dont shoot
Re: Neutral Spawners [message #206988 is a reply to message #172313] Fri, 07 July 2006 12:12 Go to previous messageGo to next message
agent_CDE is currently offline  agent_CDE
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Perhaps -1 is the team for hostile neutrals like visceroids, while -2 is for friendly neutrals, like civvies? Or are there other teams I'm missing?
Re: Neutral Spawners [message #206993 is a reply to message #206988] Fri, 07 July 2006 12:32 Go to previous messageGo to next message
Mad Ivan is currently offline  Mad Ivan
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agent_CDE wrote on Fri, 07 July 2006 22:12

Perhaps -1 is the team for hostile neutrals like visceroids, while -2 is for friendly neutrals, like civvies? Or are there other teams I'm missing?


Hmmm...Mutant Team?


Re: Neutral Spawners [message #207020 is a reply to message #172313] Fri, 07 July 2006 15:40 Go to previous messageGo to previous message
Nightma12 is currently offline  Nightma12
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yes.... but how the hell do you place the spawners?

the original westwoodmaps seem to ahve quitea few?
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