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legacy-hydro
01-25-2005, 05:06 PM
How come we cannot attach the navigation points? (i.e. playstarts, teleporters)...
Ive been trying to attach a playerstart to a mover for quite sometime, and Ive tried so many ways, even using the "editobj <object name here>" and editing the bStatic... and I also tried bypassing it by attaching a static mesh to a mover, and attaching the playerstart to the static mesh.

Is there anyway to do so without coding?
Or will anyone be willing to do the community (I have seen so many threads about this already! I searched!) a favor and code this? O_O

-hydro

legacy-Krizdom
01-25-2005, 05:49 PM
Hmm i did this with ut99 DM-Macrocosm no problems, no coding. Havnt had the need for it again yet, but if you are having that much trouble i suspect its not so simple anymore.

Angel_Mapper
01-25-2005, 07:17 PM
You'll break the bots.

(I did some custom coding to get the pickups to move for Angel Item Physics, the same code could be applied to playerstarts).

legacy-hydro
01-26-2005, 12:49 AM
Originally posted by Angel_Mapper
You'll break the bots.

(I did some custom coding to get the pickups to move for Angel Item Physics, the same code could be applied to playerstarts).
I don't care about bots for the moment :p

Are you saying I can copy the Angel Item Physics for play starts and such? :confused:

Angel_Mapper
01-26-2005, 02:03 AM
No, but you can adapt the code.

legacy-hydro
01-26-2005, 09:38 AM
Originally posted by Angel_Mapper
No, but you can adapt the code.

Pff... If I only knew how...
Maybe you can do it and help the community yet again ? :D

legacy-hydro
01-27-2005, 12:49 AM
bump...? :rolleyes: