Actors: multi0, multi1, multi2 etc.
Actors: multi0, multi1, multi2 etc.
At the moment, they appear to be linked to the slot you happen to be in before the game starts.
Now that we have lettered spots on the map, would it not be better to link the "multi" to the letter? So multi0 = spot A etc.
Now that we have lettered spots on the map, would it not be better to link the "multi" to the letter? So multi0 = spot A etc.
- Murto the Ray
- Posts: 487
- Joined: Mon Nov 10, 2014 4:34 pm
Re: Actors: multi0, multi1, multi2 etc.
Can you not already do that editing the spot's owners to the respective multi? (i havent tried this)zinc wrote: ↑At the moment, they appear to be linked to the slot you happen to be in before the game starts.
Now that we have lettered spots on the map, would it not be better to link the "multi" to the letter? So multi0 = spot A etc.
The spawn points (defined by the 'waypoint' actors) are independent from the player slots (named 'multiX' by default by the editor). Mappers can force certain slots to use certain waypoints, can deliberately set more spawnpoints than there are slots (e.g. have a 4p map with 8 different starting point choices), or can have no spawnpoints at all (giving players pre-placed starting forces).
Re: Actors: multi0, multi1, multi2 etc.
Murto the Ray wrote: ↑Can you not already do that editing the spot's owners to the respective multi? (i havent tried this)zinc wrote: ↑At the moment, they appear to be linked to the slot you happen to be in before the game starts.
Now that we have lettered spots on the map, would it not be better to link the "multi" to the letter? So multi0 = spot A etc.
Well maybe, but I have no idea how you would do it...
You need "LockSpawn: True" and "Spawn: <spawnnumber>".
Example:
Example:
Code: Select all
PlayerReference@Multi0:
Name: Multi0
Playable: True
Race: Random
Enemies: Creeps
LockSpawn: True
Spawn: 1
OK thanks. I will try it.abcdefg30 wrote: ↑You need "LockSpawn: True" and "Spawn: <spawnnumber>".
Example:Code: Select all
PlayerReference@Multi0: Name: Multi0 Playable: True Race: Random Enemies: Creeps LockSpawn: True Spawn: 1
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- Posts: 1086
- Joined: Wed Dec 10, 2014 11:59 am
If I am correct there is a wiki about these codelines, isn't there?
Not sure what is written there, but it would be great if people would describe what options there are. For example:
LockSpawn:
Locks the player blabla etc.
Possible answers:
True = player is locked blabla
False = player is not locked blabla
Possible use:
If you want to assign various starting points blabla then blabla
An out of the box use of this line would be by not answering true or false. Instead make this dependent of blabla by adding blabla
Not sure what is written there, but it would be great if people would describe what options there are. For example:
LockSpawn:
Locks the player blabla etc.
Possible answers:
True = player is locked blabla
False = player is not locked blabla
Possible use:
If you want to assign various starting points blabla then blabla
An out of the box use of this line would be by not answering true or false. Instead make this dependent of blabla by adding blabla
Code: Select all
.[/highlight]
Also is there a general guide on WHERE you can find the code of a map, and with WHAT program you can alter it and how to save and test it? #noob #daretoask
- Murto the Ray
- Posts: 487
- Joined: Mon Nov 10, 2014 4:34 pm
Notepad++; its brilliant:zinc wrote: ↑I have been trying to do this stuff with just the Windows text editor and it's not working. I assume I'm not getting the format correct somehow. With the changes made, I just screwed up the map.
Is there a better programme to use to edit it??
https://notepad-plus-plus.org/
Thanks for the suggestion. Will probably try it.Murto the Ray wrote: ↑Notepad++; its brilliant:zinc wrote: ↑I have been trying to do this stuff with just the Windows text editor and it's not working. I assume I'm not getting the format correct somehow. With the changes made, I just screwed up the map.
Is there a better programme to use to edit it??
https://notepad-plus-plus.org/
- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
OK I got it to work. Thanks all.
You still have to be in the 'correct' slot, but the slot only allows one choice of spot. So yeah, it kind of does what I wanted -- it will force players to be in the correct position.
You still have to be in the 'correct' slot, but the slot only allows one choice of spot. So yeah, it kind of does what I wanted -- it will force players to be in the correct position.
Last edited by zinc on Sat May 16, 2015 2:02 pm, edited 1 time in total.