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How to edit spawn points with Eschaton?

Posted: Sat Dec 17, 2011 10:29 am
by thehealthymodder
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

Re: How to edit spawn points with Eschaton?

Posted: Sat Dec 17, 2011 1:42 pm
by zapconquest
go into the scnr tag editor and change all the player spawn z-values

Re: How to edit spawn points with Eschaton?

Posted: Sat Dec 17, 2011 3:06 pm
by Vegerot
...and then send Samuco a PM explaining the details of your problem.

Re: How to edit spawn points with Eschaton?

Posted: Sat Dec 17, 2011 7:53 pm
by Sparky
zapconquest wrote:go into the scnr tag editor and change all the player spawn z-values
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.

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?

Posted: Sun Dec 18, 2011 4:18 pm
by zapconquest
Sparky wrote:
zapconquest wrote:go into the scnr tag editor and change all the player spawn z-values
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.

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.
Thanks for elaborating on my taciturn response :) but yeah spawnpoint editing is an area where the tools we have now are kind of lacking.

Re: How to edit spawn points with Eschaton?

Posted: Mon Dec 19, 2011 3:53 am
by Sparky
I think it's only the interface that is lacking.

Re: How to edit spawn points with Eschaton?

Posted: Mon Dec 19, 2011 8:41 am
by Amy
use the first first swordedit. It slowly eats maps but it doesnt crash shit.

Re: How to edit spawn points with Eschaton?

Posted: Mon Jan 23, 2012 10:38 am
by thehealthymodder
well, it worked...but players are stuck in the sky XD

Re: How to edit spawn points with Eschaton?

Posted: Mon Jan 23, 2012 11:25 am
by TaxiService
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!!)

Re: How to edit spawn points with Eschaton?

Posted: Mon Jan 23, 2012 12:33 pm
by Sparky
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.