How to edit spawn points with Eschaton?
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How to edit spawn points with Eschaton?
I'm working on a multiplayer map where the players spawn high above the map and fall into the map, without fall damage of course.
How would I go about doing this with Eschaton, since SwordEdit keeps crashing every 5 seconds
thanks
How would I go about doing this with Eschaton, since SwordEdit keeps crashing every 5 seconds
thanks
- zapconquest
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Re: How to edit spawn points with Eschaton?
go into the scnr tag editor and change all the player spawn z-values
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Re: How to edit spawn points with Eschaton?
...and then send Samuco a PM explaining the details of your problem.
Re: How to edit spawn points with Eschaton?
The fastest way to do this using Eschaton would be to load the level in the scenario viewer, then choose Player Spawns and copy-paste your determined value into all Z coordinate values.zapconquest wrote:go into the scnr tag editor and change all the player spawn z-values
Also, if you want to make full use of each spawn point in the map -- or the opposite, if you want to limit the number of active spawn points -- you will need to do this the more tedious way, through the scnr tag's metadata bitmask values for each player spawn chunk. There are 72 spawn points, I think, so this task will take a while. In fact, someone made a simple application to move all the spawn points into a single location on the default bloodgulch map, but that's not useful to you; it's a time-consuming task to adjust each coordinate manually.
Try using all three swordedit versions, two of which are here: http://www.halodemomods.com/wiki/Tools#swordedit
Samuco's latest build of swordedit: starlight can be found on his homepage.
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- zapconquest
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Re: How to edit spawn points with Eschaton?
Thanks for elaborating on my taciturn response but yeah spawnpoint editing is an area where the tools we have now are kind of lacking.Sparky wrote:The fastest way to do this using Eschaton would be to load the level in the scenario viewer, then choose Player Spawns and copy-paste your determined value into all Z coordinate values.zapconquest wrote:go into the scnr tag editor and change all the player spawn z-values
Also, if you want to make full use of each spawn point in the map -- or the opposite, if you want to limit the number of active spawn points -- you will need to do this the more tedious way, through the scnr tag's metadata bitmask values for each player spawn chunk. There are 72 spawn points, I think, so this task will take a while. In fact, someone made a simple application to move all the spawn points into a single location on the default bloodgulch map, but that's not useful to you; it's a time-consuming task to adjust each coordinate manually.
Try using all three swordedit versions, two of which are here: http://www.halodemomods.com/wiki/Tools#swordedit
Samuco's latest build of swordedit: starlight can be found on his homepage.
Re: How to edit spawn points with Eschaton?
I think it's only the interface that is lacking.
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: How to edit spawn points with Eschaton?
use the first first swordedit. It slowly eats maps but it doesnt crash shit.
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Re: How to edit spawn points with Eschaton?
well, it worked...but players are stuck in the sky XD
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Re: How to edit spawn points with Eschaton?
Okay, that means that you put them a little too high.
Like, uh, try lowering them a little. (shame on me: i don't know at what coordinate the bsp ends!!)
Like, uh, try lowering them a little. (shame on me: i don't know at what coordinate the bsp ends!!)
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Re: How to edit spawn points with Eschaton?
You brought them too high so that they spawn outside the ceiling of the map. Bring them down to about 2 to 2.8 in the Z axis coordinate. 2.4 works well for me, if I remember correctly from Weapons Evolved.
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