Empires Vehicle Spawner in FGD

Discussion in 'Archive' started by Metal Smith, Mar 9, 2010.

  1. Metal Smith

    Metal Smith Member

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    I would love to fix up the fgd I wrote for the vehicle spawner for 2.25, but I do have a request:

    Put in null tank values or make sure to edit the scripts to note that you should ONLY edit the tanks to the bottom of the scripts.

    The idea for null values is to leave in a "Filler" value in spots where an armor was removed and then comment out that armor, so this way the values in the FDG don't "shift". by shift, I mean, I have to change every number in the fgd to fix it to refer to the right weapons.

    This will also make all maps with a spawner reverse compatible with each progressive version, regardless of what happens with the vehicles and scripts, with exception of removing the existing armors or weapons.

    Other options would be to leave all armors and engines in, and only remove the ability to unlock them.
     
  2. DrummerX

    DrummerX Empires Tyrant

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    On the topic of vehicle spawner, doesn't need to be done by 2.25 but for spawning vehicles, create a brush based entity that would check to see if there's a vehicle there or not, also being the location of the spawn. Next would be a point entity where the user would go to, to activate a window to build a vehicle so we can create maps without having to use the vf, be good to use on escort so you don't have to worry about scouts sabo'ing it.
     
  3. Metal Smith

    Metal Smith Member

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    The best solution is to leave chassis in the game and then just make them not unlockable.
     
  4. ScardyBob

    ScardyBob Member

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    Make it so I can disable jeeps and/or AFVs on escort.
     
  5. DrummerX

    DrummerX Empires Tyrant

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    +1 <filler>
     

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