Spawn points
by Edward Gardner · in Torque Game Engine · 08/22/2001 (7:36 pm) · 8 replies
1) should I be posting these general questions elsewhere?
2) in tribes 2, I had to run a command line util to get spawn points to work right, is there an equivalent here?
2) in tribes 2, I had to run a command line util to get spawn points to work right, is there an equivalent here?
#2
Is there a tutorial on this? I am having a devil of a time.
Thanks,
-Jeff
11/27/2001 (6:59 am)
Quote:The spawn selection I put into the example game.cs file simply picks random spawn markers out of a spawn group. This is basically the way Tribes 1 worked; the spawn markers were manually placed.
Is there a tutorial on this? I am having a devil of a time.
Thanks,
-Jeff
#3
Phil.
11/27/2001 (7:26 am)
Easy enough, just go to the mission editor, put the spawn marker objects where you want people to spawn, save the mission and you'll spawn at the spawn markers.Phil.
#4
1)Entered the editor and opened the creator
2) Selected and placed the SpawnShpereMarker (that was in shapes/misc) just above the ground
Then when that didnt work I altered the properties of the marker as such:
3) Changed indoor weight to 75 and outdoor Weight to 25
No luck in either case. I am using an altered Scorched Planet (Just removed/added buildings), is that a problem?
Thanks,
-Jeff
11/27/2001 (7:41 am)
Sorry, I should have mentioned what steps I undertook.1)Entered the editor and opened the creator
2) Selected and placed the SpawnShpereMarker (that was in shapes/misc) just above the ground
Then when that didnt work I altered the properties of the marker as such:
3) Changed indoor weight to 75 and outdoor Weight to 25
No luck in either case. I am using an altered Scorched Planet (Just removed/added buildings), is that a problem?
Thanks,
-Jeff
#5
11/27/2001 (7:44 am)
One thing I just noticed is that the untouched Scorched planet doesn't seem to have a visible SpawnSphere. Why is that?
#6
You need to put the spawn sphere in the right place in the tree.
1) Make a spawn sphere
2) Open the tree window
3) Open PlayerDropPoint simgroup
4) Hold down "Alt" key and click on the PlayerDropPoint in the tree
5) Highlight you new spawnsphere by clicking on it
6) Move it to the PlayerDropPoint by pressing "Ctrl+m" then it should move up under the other spawn spheres
Save mission, restart mission, and it should work by randomly picking a spawn sphere everytime you (re)spawn.
// Clocks out
www.flashthunder.com
11/27/2001 (8:30 am)
@JeffYou need to put the spawn sphere in the right place in the tree.
1) Make a spawn sphere
2) Open the tree window
3) Open PlayerDropPoint simgroup
4) Hold down "Alt" key and click on the PlayerDropPoint in the tree
5) Highlight you new spawnsphere by clicking on it
6) Move it to the PlayerDropPoint by pressing "Ctrl+m" then it should move up under the other spawn spheres
Save mission, restart mission, and it should work by randomly picking a spawn sphere everytime you (re)spawn.
// Clocks out
www.flashthunder.com
#7
Where did you find that info? Was I just being lame and missed it in the docs?
11/27/2001 (9:03 am)
That did it. Thanks :)Where did you find that info? Was I just being lame and missed it in the docs?
#8
// Clocks out
11/27/2001 (10:02 am)
I think I got that in the Tribes 2 editor docs or maybe it was from Bones site: www.planettribes.com/necrobones/tribes2/tutorial.html but it was something I learned while T2 modding.// Clocks out
Torque Owner Tim Gift
The T2 spawn point system used the AI path planning nodes to select spawn points within a region, which is why you had to run the spacial nav/spawn graph stuff. The AI path planning code was one of the things Sierra had us rip out, so that approach will no longer work. The spawn selection I put into the example game.cs file simply picks random spawn markers out of a spawn group. This is basically the way Tribes 1 worked; the spawn markers were manually placed.