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Release Custom Spawnpoints
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Post: #1
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Custom Spawnpoints
Create a file, let's call it _cspawn.gsc.
Now, add this code: Code: init()Of course, you replace (123, 456, 789) with your own co-ordinates of course. To add more spawn points simply add the array index by 1 and add more co-ordinates. In the example, it would only work for Array but to add more maps, just add this: Code: level.cspawn["mp_mapnamehere"] = [];Then, using a file such as _rank.gsc which is called by default by the game, you add this line into _rank.gsc's init function: level thread maps\mp\whatever\_cspawn::init(); That will load all your custom spawn points into the game. And that's it! ![]()
![]() A casual conversation between barata and I about Nukem. |
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The following 5 users say Thank You to master131 for this post: |
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Post: #2
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RE: Custom Spawnpoints
code from aiw2.0
Quote:createSpawnpoint( classname, origin, yaw )works in BO too Steam: jaydi2112
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Post: #3
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RE: Custom Spawnpoints
This is very useful, gonna use it 4 sure
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Post: #4
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RE: Custom Spawnpoints
(09-02-2011 14:23)Se7en Wrote: code from aiw2.0 HAHAHAHAHHA
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The following 1 user says Thank You to iBanana for this post:Yamato (09-25-2011) |
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Post: #5
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RE: Custom Spawnpoints
(09-02-2011 16:50)iBanana Wrote:(09-02-2011 14:23)Se7en Wrote: code from aiw2.0 .......... xD Steam: jaydi2112
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Post: #6
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Post: #7
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RE: Custom Spawnpoints
Code: level.cspawn["mp_array"] = [];I think you mean this? Wouldn't it be better to just spawn reall spawnpoints? (08-10-2011 12:58)Pozzuh Wrote:Se7en Wrote:Stealed, from cod4 mod ...look who's talking [Release] Old School Mod v2.2 [Release] Scroll menu |
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Post: #8
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RE: Custom Spawnpoints
Woops, just realised, thanks. Fixed it.
![]() A casual conversation between barata and I about Nukem. |
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Post: #9
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RE: Custom Spawnpoints
What is up with this... I'm kinda new to this and everything fucks me up. Now I have to re-install my modEdit0r
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