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.

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Russell "DOOManiac" Weed
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[EMAIL PROTECTED]
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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

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