Perhaps you could use non-player-controllable vehicles (either though AI or a pre-set path) instead. There is no other way to prevent BF1942 style drive-the-carrier-off-the-map smacktards.
------------------ Russell "DOOManiac" Weed ------------------ [EMAIL PROTECTED] ------------------
Andrew Foss wrote:
The issue I see here is that if it were attached to the sides of an APC, a malicious player could park the APC up against a wall and have players spawn into the void or into a solid wall, or into places in the map that they shouldn't be in (spawn on the other side of a wall where an objective is? into protected spawn areas?)
On Thu, 27 Jan 2005 09:51:23 +0000, British_Bomber <[EMAIL PROTECTED]> wrote:
Couldnt you acctually make an entity in and of itself that is a spawn point, but instead of attaching it to another entity, you used something similar to parent but it's based on loacational objects. Rofl sorry perhaps an example would be a little clearer,
If you have a game play that is based on capturing specific locations, you start out at a base and with each new flag you capture, the spawn points all move to that flag, or a few of them do.
Yes it could be done in a different way, but I think that should bring the topic back into the realm of coding :D
_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders