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loophole_62ndff

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Everything posted by loophole_62ndff

  1. loophole_62ndff

    Eden Feature Requests

    Surely we need to have the ability to set the respawn mode and associated settings from within the editor, without having to exit out and go hacking around with a text editor? Surely??
  2. Is there a problem with using the setPos function on the Zeus-addon portable respawns (tents, bedrolls etc)? I've been experimenting with this, and while I can setPos everything else I tried, I can't setPos a portable respawn that was placed using the editor. If I make the respawn object in script (via createVehicle), and hold an object reference to it, I can setPos that OK, but not one that was placed in the editor. Couple of things I have noticed: 1. The Camera view usually shows the Name of a targeted object in the lower-left corner. The name shown for a portable respawn (deployed or packed) is not what I assigned to it, and looks like some weird combination of a hex number and a file name? 2. In the mission.sqm, it does not seem to have a "name" property for the respawn object. Is this a bug? Or am I just thick?
  3. loophole_62ndff

    Getting AI to Enter Buildings

    Pardon my ignorance, but the first thing I did was run through the Zeus showcase mission, and pretty much the first thing I wanted to do was get the AI to climb up into one of the watch-towers. I must be missing something, but how do you do that? I can see how you could create AI on (and maybe in) a building, or drag them into/onto a building (if allowed), but how do you just get them to walk in there normally?
  4. OK, I got my "spatial" and "non-spatial" mixed up when I set the thread title - sorry! The wiki refers to some waypoints as being "positioned on an object". Can anyone tell me how to determine if a particular waypoint is "positioned on an object" or not? How close is "on an object"? How can I tell if I have got it right? Thanks for any advice! ---------- Post added at 21:07 ---------- Previous post was at 20:36 ---------- After reading the wiki again, I can finally see how you create an "attached to object" waypoint. It looks like an "attached to object" waypoint has a small red square to the upper-right of the waypoint marker. I might add that to the wiki page. ---------- Post added at 21:17 ---------- Previous post was at 21:07 ---------- Hmm, but not always. I see the red square when I attach a waypoint to a house, but not when I attach it to a helicopter. Maybe the red square means "additional positions available"? I do wish they would document this stuff!
  5. loophole_62ndff

    wiki help. EHkilled??

    I have been experimenting with reviving players, without the use of the "respawn" function (i.e. with Respawn=NONE). Â So far I have been able to bring players back to life, by doing something like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> typeOf player createUnit [ position player, group player, "newPlayer=this", 1.0, rank player ]; &2; setPlayable newPlayer; selectPlayer newPlayer; newPlayer=nil; I put this in onPlayerKilled.sqs. Â It works, but I still find that the mission ends automatically about 10 seconds later, even though I have "respawned". Â I have only tried it with just one human player connected, though.
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