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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.