Question on level edit start spawn [message #349806] |
Sun, 07 September 2008 17:02 |
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Xpert
Messages: 1588 Registered: December 2005 Location: New York City
Karma: 0
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General (1 Star) |
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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.
Creator of NetGuard, an IRC network regulator.
Developer of the CloudyServ 0.982-X project.
Developer of the CloudyServ Ren-X bot.
Part time streamer - https://twitch.tv/gg_wonder
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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 |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
Karma: 0
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General (4 Stars) |
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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.
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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?
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Re: Question on level edit start spawn [message #349853 is a reply to message #349807] |
Mon, 08 September 2008 04:38 |
nopol10
Messages: 1043 Registered: February 2005 Location: Singapore
Karma: 0
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General (1 Star) |
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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.
nopol10=Nopol=nopol(GSA)
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Re: Question on level edit start spawn [message #349902 is a reply to message #349806] |
Mon, 08 September 2008 10:28 |
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Distrbd21
Messages: 743 Registered: September 2008
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Colonel |
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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] Report message to a moderator
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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 |
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Xpert
Messages: 1588 Registered: December 2005 Location: New York City
Karma: 0
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General (1 Star) |
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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.
Creator of NetGuard, an IRC network regulator.
Developer of the CloudyServ 0.982-X project.
Developer of the CloudyServ Ren-X bot.
Part time streamer - https://twitch.tv/gg_wonder
[Updated on: Mon, 08 September 2008 18:12] Report message to a moderator
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Re: Question on level edit start spawn [message #350042 is a reply to message #350035] |
Mon, 08 September 2008 23:00 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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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?
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Negative, changing the startup spawner presets doesn't do shit.
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Re: Question on level edit start spawn [message #350045 is a reply to message #349806] |
Mon, 08 September 2008 23:22 |
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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.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: Question on level edit start spawn [message #457566 is a reply to message #350045] |
Tue, 11 October 2011 16:32 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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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.
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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] Report message to a moderator
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