gadjr114 11 Posted May 1, 2016 So, I am making a mission with a high value target that needs to be located and killed. I place the AI player (target1) on the map and then place four markers down as alternate spawn locations for target1, and sync them all to target1. My problem is that if I place target1 on the roof of a building, all of the alternate spawn markers that I sync to target1 seem to be at the same height that target1 was placed. My question is if there's a way to make the marker's height "0" so if target1 spawns at a specific marker, he spawns at "0" height, rather than the building roof height that target1 was placed at. Ideally, I'd like to place target1 on the roof of a building, and then have another spawn point (marker) which he'd spawn on the ground height ("0"), instead of the height of the roof of a building. Is this possible? Preferably without scripting? Something that I could do in the Eden editor? Thanks! Share this post Link to post Share on other sites
Mynock 244 Posted May 2, 2016 Chances are you're going to have to use some type of small script; I'm unaware of any way to do it in the editor alone. If you haven't already, I recommend watching this video by Feuerex which does a nice job of explaining how to write a very simple script for randomized spawn points of objects. I would also recommend using game logics instead of markers personally because a game logic can be placed just like an invisible unit and allow you to get the correct height. I found when I did something similar for a mission I made that the height of the game logics do not get set correctly when using the getPos and setPos commands, so I had to set the heights manually, but because I had the logics in place for reference it was very easy to grab the exact Z coordinate for each game logic to use in the script. If you need additional help or want someone to do it for you PM me your mission file and I can take a look. I did basically what I think you're wanting to do recently and I can modify my scripts to work in your mission probably. I wrote mine for single player use, but they might work with COOP as well. Share this post Link to post Share on other sites
doomnet 23 Posted May 2, 2016 You can also use respawn module in editor and sync to what you want triggers etc..... the module can be placed at exact height you want players to respawn so if you don't want to use scripts this is probably the easiest way Share this post Link to post Share on other sites
gadjr114 11 Posted May 2, 2016 Hmmm, thanks for the input! I wonder if there's a reason BI didn't implement a "Z" coordinate on a marker that is sync'd as an alternate spawn location? Maybe this is something they could add in a patch. A'well, I appreciate the feedback! Share this post Link to post Share on other sites
mrcurry 511 Posted May 2, 2016 When I rely on markers I usually use markerText to store additional info. If you wish I can throw together a working script after I get off work tonight. Share this post Link to post Share on other sites
Joe98 92 Posted May 2, 2016 Place a box on the map. Name it box1 (After the test is complete the box should be invisible so use hideobject this in the init). Connect the box with markers. Every time the mission starts the box will start in a random place. Name the soldier red1 In the init of red1 write: red1 setpos getpos box1. The box will start on the ground. The man will start the mission standing on the box. . . Share this post Link to post Share on other sites