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Wynna, some advice on spawning please
Posted: Wed Nov 12, 2008 9:33 pm
by indio
I recall you mentioning you spawned your university staff by triggers that activated the spawn points.
I want to try that method in Skullport, and would love you method, and code.
Thanks.
Re: Wynna, some advice on spawning please
Posted: Fri Nov 14, 2008 6:14 am
by Wynna
Forgot about this, Indio. Sorry. Any chance of you coming into chat between 10am - 3pm Friday, PST?
Re: Wynna, some advice on spawning please
Posted: Fri Nov 14, 2008 7:09 am
by indio
You bet. I'll drop by tomorrow. Thanks.
Re: Wynna, some advice on spawning please
Posted: Fri Nov 14, 2008 10:04 pm
by indio
Wynna, can you post the two scripts in their entirety in here please when you get a chance?
<Wynna-toolin> An if/else. If somebody's not stepped into it before, it will find its masterspawn and set it as a local object
<Wynna-toolin> on itself
<Wynna-toolin> Then it will spawn it
<Wynna-toolin> If it's already been localized, it will just spawn
<Wynna-toolin> And this needs to work with a group script
<Wynna-toolin> one of the as_group_xx
<Wynna-toolin> Set the spawn point to be a group spawn, then disable it.
<indio> ok
<Wynna-toolin> Then set up your group to spawn at each of the waypoints you just looped through, setting as local objects
<indio> disable it in it's variable options?
<Wynna-toolin> Let me get you my code for the as_group_slv
<Wynna-toolin> Yes
<indio> ok
<Wynna-toolin> The script will turn it on/off
So I don;t lose the instructions.