Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 5 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: SP spawnflag values
Koel001~rb
General Member
Since: Dec 23, 2006
Posts: 26
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Thursday, Sep. 26, 2002 10:29 pm
I've begun to add spawned NPC's into my SP map. I've studied Raven's Kam6 map and cannot determine the difference between setting the NPC's spawnflag to 9 instead of 1. For example, the "Last Guys" NPC's have both spawnflag values of 1 or 9. Most other NPC's have values of 1. Why the difference?
Also, some of the triggers have a value of 17 instesd of 1. Why?
Are there other spawnflag values/combinations?

I have figured out that you do need the spawnflag, otherwise the NPC's will spawn when the player spawns....

k.
Share |
Koel001~rb
General Member
Since: Dec 23, 2006
Posts: 26
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Friday, Sep. 27, 2002 12:44 am
LOL....
well, I guess I would have figured that out at some point. : ) I had been setting the values manually, not using the checkboxes, so the next time I opened the map, any spawnflag values of 1 had the start_off box checked.

So now that I have NPC's spawing, is there a way to define their paths? I've done a lot of mapping in UT but none for Quake/SoF2, so where do I start to get these guys moving? Any suggestions for tutorials on setting down pathnodes?

Thanks again-

k.
Share |
ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Friday, Sep. 27, 2002 05:26 am
You can make paths by creating info_Navpoint's and connecting them together. Look in the Docs folder for the Navpoint doc.
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Soldier of Fortune : SoFII Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»