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View Full Version : Issues with an Assault map and Player Spawning



legacy-Johnny Mack
06-16-2006, 03:51 AM
It's hard for me to explain without actually having my map here to show you, but I'll try my best.

I have five different objectives in my level.

The first is a hold objective, the next is a destroyable objectived, followed by two more holds and a final destroy.

For the attackers, spawning is working just fine. They move ahead when they should, and don't spawn in any of the deffenders places.

However, for some reason, after the first objective is complete the defenders will spawn in their proper places, ASWELL as where the attackers would spawn after completing the second objective.
It becomes even stranger however when the attackers complete the fourth objective because their spawn points are moved forward and the previous one is disabled. Except the defenders continue to spawn there.

I've checked and checked and checked, everything is labeled fine. From the playerstarts, to the SpawnManagers to the triggers, everything is fine. So why does this problem persist?

legacy-Johnny Mack
06-17-2006, 03:35 AM
Well never mind, I managed to fix it on my own.

I changed the team number completly for the defenders, and then changed the tag for the PlayerSpawnManager and coresponding triggers. I still don't know what the original problem was, but it's working now and thats all I care about.

Killer909
06-17-2006, 01:19 PM
I still don't know what the original problem was, but it's working now and thats all I care about.
You will say that a lot when making Assault maps... :bulb:

legacy-Johnny Mack
06-18-2006, 12:22 AM
Yeah, there is a good chance I'll probably never try it again. It was an educating experience to be sure, but can't say I have the drive to make another one anytime soon.

Killer909
06-18-2006, 08:31 PM
It depends of what types of objectives you can put into the map you are making. I focus mostly on holding positions and adding some type of animation during the short wait. Explosions are an easy way to make an objective. Opening doors, entering something into a computer, or you can use the whole bulldog engine concept to move some object to another location. Overall, the objectives are key for AS to be fun. :cool: :up: