Re: Creating temporary spawners
Posted: Sat Mar 27, 2010 5:10 am
yeah i know one method, but it takes one vehicle ore something destroyable to do it.
the idea is to put the spawner on say a willy with an offset, example 0/-2000/0 then spawn the willy with the ObjectTemplate.nrOfObjectToSpawn 1 and ObjectTemplate.holdObject 1 then look to that the willy gets destroyed by either a "death bubble" or with the
ObjectTemplate.criticalDamage 50
ObjectTemplate.hpLostWhileCriticalDamage 20
trick
example code
then you spawn the willy 2000 meters over where you want the soldierspawn, the criticalDamage thing works so an so, so you could put a deathbubble where you spawn the willy to make sure it dies. you have to test your way throw the figures to get the timing right.
edit: i just realised that you could simply spawn the willy so high up that it takes the time you want to fall down and get destroyed lol.
if your making this csm i guess you could just make up some destroyble object and tie the spawner to.
anyway thats one way to do it, good luck.
the idea is to put the spawner on say a willy with an offset, example 0/-2000/0 then spawn the willy with the ObjectTemplate.nrOfObjectToSpawn 1 and ObjectTemplate.holdObject 1 then look to that the willy gets destroyed by either a "death bubble" or with the
ObjectTemplate.criticalDamage 50
ObjectTemplate.hpLostWhileCriticalDamage 20
trick
example code
Code: Select all
ObjectTemplate.Active willy
ObjectTemplate.criticalDamage 50
ObjectTemplate.hpLostWhileCriticalDamage 20
ObjectTemplate.addTemplate *your*SoldierSpawn
ObjectTemplate.setPosition 0/-2000/0
edit: i just realised that you could simply spawn the willy so high up that it takes the time you want to fall down and get destroyed lol.
if your making this csm i guess you could just make up some destroyble object and tie the spawner to.
anyway thats one way to do it, good luck.