Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

Siege: Advancing Vehicle Spawn Points

Page: 1 of 1
 darthzappa
03-26-2004, 9:38 AM
#1
I'm having a bit of trouble with advancing a pair of AT-STs in my siege map. I've got a spawn script which places them in the map, and at each relevant objective a script-runner thing which 'uses' the previous pair of npc spawn points to turn them off and also uses a new pair in the 'advanced' position. With me so far?

My problem is there are now too many AT-STs on the map. If the initial AT-STs are still alive I don't want the forward set to spawn yet, but they pop up when the objective is completed.

The two AT-STs are spawned at NPC_Vehicle walker1a and walker2a. When the first objective is complete (break through a wall), then another script is run which targets walker1a, walker2a, walker1b and walker2b (the 'a' are the initial position, the 'b' are the forward position.)

What I end up with is four walkers on the map. I'm really stumped on this, I've been pouring over the sample hoth siege map, and am now thoroughly confused. Help!
 darthzappa
03-26-2004, 9:51 AM
#2
here are the relevant scripts:

inital spawn script called in worldspawn:
//
rem ( "comment" );
use ( "walker1a" );
use ( "walker2a" );

script run when first objective is completed:
//
rem ( "comment" );
use ( "walker1a" );
use ( "walker2a" );
use ( "walker1b" );
use ( "walker2b" );

there are two more scripts like the second one, which are run when the next two spawn points are hit. after each one runs, two more atst's spawn, no matter whether or not the others have died or not.

i only want two walkers on the map at any time.
 *Dark
03-26-2004, 6:12 PM
#3
you would have to have 2 scripts or one bit that it would only go onto when triggered.
eg. (not sure about scripting, so i will use my basic skills)

rem (start off spawning atst)
use (walker1a)
use (walker2a)

rem (loop if they die then spawn again)
loop
if walker1a dead = 1 then wait(3000), use (walker1a)
if walker2a dead = 1 then wait(3000), use (walker2a)
endloop

rem (go onto this bit when triggered
if objective1completed = 1
loop
if walker1a dead = 1 or walker1b dead = 1 then wait(3000), use (walker1b)
if walker2a dead = 1 or walker2b dead = 1 then wait(3000), use (walker2b)
endloop
endif


i added a wait into there so that they will spawn with a wait of 3 seconds. If some one could translate that for me, you should have the right code.
Page: 1 of 1