
No Mercy
Joined: Nov 20, 2010
i don't know what my quote should be
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Posted: Jan 8, 2011 01:55 AM
Msg. 1 of 5
ok i made a map the other day and its finished, but when i go into halo and try and play my map it it loads but then you never spawn into the map. it says "Waiting for space" or something like that.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Jan 8, 2011 02:08 AM
Msg. 2 of 5
did you add the spawn points and set them for any specific gametype? You have to tell it when to use the spawn points such as ctf only, all games, etc. There will be a drop down bar near where you set it for each team.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jan 8, 2011 06:17 AM
Msg. 3 of 5
Make sure you have spawn points for all team indexes. Slayer uses an index of 0, and 1 and 2 are for team games. 1 and 2 can be used in regular slayer as well, but points labeled 0 will spawn members of either team.
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Slap Happy
Joined: Feb 2, 2009
Life ain't fair, buy a helmet.
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Posted: Jan 8, 2011 02:52 PM
Msg. 4 of 5
Actually player team index for player spawns are:
0 for red team 1 for blue team
When it is not a team game, these values are ignored, and all spawn points are used according to the game type chosen for that spawn point.
create a total of 8 player spawns per team, per game type, this will allow for up to 16 players. Add more than 8 per team, per gametype to allow a variety of non-predictable spawns.
Netgame flags for multiplayer: player index #
Vehicles in race use a netgame flag, but the team designation is NOT ignored, and is used by the gametype setup in halo's lobby to set the type of vehicles per team.
Odd ball: player index determines the oddball spawn sequence, starting with zero, 1, 2, 3 etc.
CTF: 0 for red, 1 for blue
King: determines the spawn sequence, starting with zero, 1, 2, 3 etc. with all flags in a group with the same number = 1 hill, so a square hill would be 4 flags all numbered the same, the next hill could be round and have 8 flags, and all numbered the same.
Race track: determines the navigation point sequence, starting with zero, 1, 2, 3 etc.
Teleports: 2 flags as a group with the same #, then one designated source (from) and the other designated target (to).
Note: the first player spawn point should be zero (automatically numbered by sapien in order of placement) if the first spawn placed is later deleted and the map compiled, it will cause exceptions.
Edited by Slap Happy on Jan 8, 2011 at 02:55 PM
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Jan 8, 2011 03:02 PM
Msg. 5 of 5
I thought that was the way it was Slap. I was starting to get confused myself cuz I never use a team index of 2 for MP maps I work on.
didn't save?!XD I lol'd
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