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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Verruckt spawning problem
Unknown_Soldier
General Member
Since: Jul 4, 2009
Posts: 2
Last: Jul 19, 2009
[view latest posts]
Level 0
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Jul. 13, 2009 10:45 am
I'm trying to implement the Verruckt-style spawn splitting in my map, but I have a bizarre problem. For players 1 & 2, it works perfectly--they always start together, with no problems, regardless of whether it's north or south. Players 3 & 4, however, always spawn on the roof, above players 1 & 2. My best guess is that there's something wrong with the code that's causing it to try and spawn all 4 players on 2 structs, instead of sending players 3 & 4 to the second set of structs, as it should... but I don't know enough about scripting to figure out the issue. Anyone have any idea what the problem is?

Here's the code, for easy reference:

Code:
spawn_point_override()
{
	flag_wait( "all_players_connected" );
	
	players = get_players(); 

	//spawn points are split, so grab them both seperately
	north_structs = getstructarray("north_spawn","script_noteworthy");
	south_structs = getstructarray("south_spawn","script_noteworthy");

	side1 = north_structs;
	side2 = south_structs;
	if(randomint(100)>50)
	{
		side1 = south_structs;
		side2 = north_structs;
	}
		
	//spawn players on a specific side, but randomize it up a bit
	for( i = 0; i < players.size; i++ )
	{
		
		//track zombies for sounds
		players[i] thread player_zombie_awareness();
		players[i] thread player_killstreak_timer();

			
		if(i<2)
		{
			players[i] setorigin( side1[i].origin ); 
			players[i] setplayerangles( side1[i].angles );
			players[i].respawn_point = side1[i];
			players[i].spawn_side = side1[i].script_noteworthy;
		}
		else
		{
			players[i] setorigin( side2[i].origin);
			players[i] setplayerangles( side2[i].angles);
			players[i].respawn_point = side2[i];
			players[i].spawn_side = side2[i].script_noteworthy;
		}	
	}	
}
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w4d3
General Member
Since: Jan 27, 2008
Posts: 15
Last: Nov 13, 2009
[view latest posts]
Level 1
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Jul. 15, 2009 08:19 pm
i have same problem your not alone i removed the overide and 4 people connects and plays ive been waiting on someone to respond for 2 days no one helped just letting you know i have the same problem
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PoSSe
General Member
Since: Jan 23, 2006
Posts: 89
Last: Oct 20, 2009
[view latest posts]
Level 3
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, Jul. 18, 2009 03:07 pm
I had the same problem. Instead of 2 south spawns in one room and 2 north spawn in another room, I placed 4 south spawns in one room and 4 north spawns in the other. All works good now. Players one and two spawn in one room and players three and four spawn in the other room. It also places them randomly north or south rooms.

I would guess if you had four different spots you want the players to spawn at random you would then place 2 north spawns in each of the 2 rooms and 2 south spawns in each of the other 2 rooms. I haven't tested it yet.

edited on Jul. 18, 2009 11:17 am by PoSSe
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KillerCrazzy
General Member
Since: Jan 22, 2008
Posts: 166
Last: Apr 27, 2014
[view latest posts]
Level 4
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, Jul. 18, 2009 05:08 pm
looks like your missing something in you script
Code:

#include common_scripts\utility; 

#include maps\_utility;

#include maps\_zombiemode_utility;

#using_animtree("generic_human");

main()
{
	maps\_zombiemode::main();
        Snippet
	flag_set( "spawn_point_override" );
	level thread spawn_point_override();
}

spawn_point_override()
{
	flag_wait( "all_players_connected" );
	
	players = get_players(); 

	//spawn points are split, so grab them both seperately
	north_structs = getstructarray("north_spawn","script_noteworthy");
	south_structs = getstructarray("south_spawn","script_noteworthy");

	side1 = north_structs;
	side2 = south_structs;
	if(randomint(100)>50)
	{
		side1 = south_structs;
		side2 = north_structs;
	}
		
	//spawn players on a specific side, but randomize it up a bit
	for( i = 0; i < players.size; i++ )
	{
		
		//track zombies for sounds
		players[i] thread player_zombie_awareness();
		players[i] thread player_killstreak_timer();

			
		if(i<2)
		{
			players[i] setorigin( side1[i].origin ); 
			players[i] setplayerangles( side1[i].angles );
			players[i].respawn_point = side1[i];
			players[i].spawn_side = side1[i].script_noteworthy;
		}
		else
		{
			players[i] setorigin( side2[i].origin);
			players[i] setplayerangles( side2[i].angles);
			players[i].respawn_point = side2[i];
			players[i].spawn_side = side2[i].script_noteworthy;
		}	
	}	
}

posted here by techno
http://www.modsonwiki.com/index.php/World_at_War:_SP_Nazi_Zombies/Asylum_Style%23Player_Setup_for_spawning_separately
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Unknown_Soldier
General Member
Since: Jul 4, 2009
Posts: 2
Last: Jul 19, 2009
[view latest posts]
Level 0
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Jul. 19, 2009 05:06 am
PoSSe writes...
Quote:
I had the same problem. Instead of 2 south spawns in one room and 2 north spawn in another room, I placed 4 south spawns in one room and 4 north spawns in the other. All works good now. Players one and two spawn in one room and players three and four spawn in the other room. It also places them randomly north or south rooms.

I would guess if you had four different spots you want the players to spawn at random you would then place 2 north spawns in each of the 2 rooms and 2 south spawns in each of the other 2 rooms. I haven't tested it yet.

edited on Jul. 18, 2009 11:17 am by PoSSe


That fixed it. Cheers!
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