Spawning
by Jared Hoberock · in Torque Game Engine · 02/19/2002 (9:49 pm) · 9 replies
How would you do it so the player and the bots don't spawn right on top of each other? Thanks, D
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#2
02/20/2002 (12:33 am)
hehe thats funny tim, sorry i dont know either ,,,yet
#3
Are you Asking how to keep it from spawning two bots on top of each other?
-Tim aka Spock
02/20/2002 (6:26 am)
I was being somewhat serious. :)Are you Asking how to keep it from spawning two bots on top of each other?
-Tim aka Spock
#4
02/20/2002 (7:06 am)
Yes. Are you saying just to put more spawn points in the mission script? Also, is there a way to say that a particular spawn point is just for the player and others points just for bots?
#5
02/20/2002 (8:35 am)
It is possible to do so. In our game, we have spawn points different for each team. It is done mainly in scripts.
#6
02/20/2002 (1:18 pm)
How? And in which scripts? Thanks.
#7
02/20/2002 (2:52 pm)
jared, check out the game.cs script and the function pickSpawnPoint() inside that file, that should give you an idea
#8
create a new simgroup for the ai spawn locations ...
can simply copy a spawnpoint in there ..
edit in the mission after
wouldnt there be a way in the editor to create the simgroup and assign the objects to it?
would be nice..
then of course when spawning the ai a simple test to see if they are ai ..
and spawn them at the appropriate spawn locations
02/21/2002 (8:34 am)
the best way would be to crack open the mission file create a new simgroup for the ai spawn locations ...
can simply copy a spawnpoint in there ..
edit in the mission after
wouldnt there be a way in the editor to create the simgroup and assign the objects to it?
would be nice..
then of course when spawning the ai a simple test to see if they are ai ..
and spawn them at the appropriate spawn locations
#9
02/21/2002 (12:45 pm)
@badguy, you can place stuff inside a simgroup using the in-game editor, dont know if you can create a NEW simgroup tho.....
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