darthpyro
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| Joined: 18 Aug 2009 |
| Total Posts: 3569 |
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| 25 Aug 2011 02:22 PM |
| If I have a spawn in the lighting, lets say in a map, I can spawn in the air where that spawn should be. Any fix to this? |
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tummey2
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| Joined: 04 Feb 2009 |
| Total Posts: 1802 |
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| 25 Aug 2011 02:23 PM |
What no, If the spawn's in lighting you won't spawn on it.
If you want an invisible spawn move it to workspace and change the transparency to 1. |
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| 25 Aug 2011 02:25 PM |
| you probably need a really difficult script, dont ask me cause I stink at scripting. |
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| 25 Aug 2011 02:25 PM |
| he probably wants to put things where the spawn would be. |
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darthpyro
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| Joined: 18 Aug 2009 |
| Total Posts: 3569 |
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| 25 Aug 2011 02:53 PM |
| No. I'm saying, I'm making a sword fight game. To do that, I have to put the maps in the lighting, but I keep spawning where the spawns are in the lighting. How do I fix this? |
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| 25 Aug 2011 02:53 PM |
| If you really want the spawn to work and put things in it, Put the spawn transparency to 1 and cframe the stuff in. |
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darthpyro
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| Joined: 18 Aug 2009 |
| Total Posts: 3569 |
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| 25 Aug 2011 02:55 PM |
| Are you guys all that stupid? I know how to change the transparency and delete decals, I DON'T want to spawn on stuff that's in the lighting, yet I do anyways. |
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| 25 Aug 2011 02:58 PM |
| You dont put the spawn in lighting You put it workspace but the maps can stay in lighting or even put one in lighting AND workspace. |
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darthpyro
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| Joined: 18 Aug 2009 |
| Total Posts: 3569 |
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| 25 Aug 2011 03:03 PM |
| You guys are all really stupid. I'll go talk to somebody with a brain. |
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| 25 Aug 2011 03:12 PM |
Okay, guys.
He means, he has several different interchanging maps.
Each map has spawns on it.
For some odd reason, he and other people spawn on the spawns from the maps not in use.
This has NOTHING to do with transparency.
"Stop lazy building, stamp out the Stamper!" - Hoboboy119
~♫ Hobo ♫~ |
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theopfor
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| Joined: 08 Feb 2011 |
| Total Posts: 11003 |
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| 25 Aug 2011 03:23 PM |
Explain the circumstance in the first post not 5 posts later.
"Death to lazy builders. Remove the CFrame tools. Command bar all the way"~pauljkl |
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tummey2
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| Joined: 04 Feb 2009 |
| Total Posts: 1802 |
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| 25 Aug 2011 03:28 PM |
| I'm not helping, supposedly I don't have a brain an anyway... |
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cloney8
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| Joined: 16 Jan 2009 |
| Total Posts: 175 |
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| 25 Aug 2011 04:55 PM |
@theopfor
Wy do you always say that??? ("Death to lazy builders. Command bar all the way"~pauljk) |
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| 25 Aug 2011 04:57 PM |
| To make an invisible spawn go on the spawns property and make the transparency 1 so its invisible and put the spawn anywhere in the workspace. |
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| 25 Aug 2011 05:18 PM |
@Artix
Failed to read what he actually means...
Anyways, i'm unsure as to how you can move the person to the new spawn when the new map comes.
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tummey2
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| Joined: 04 Feb 2009 |
| Total Posts: 1802 |
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| 25 Aug 2011 05:29 PM |
| Pfft... The awnser is simple, but i'm not posting it so he can see. If anyone other than the thread starter wants to know pm me. |
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darthpyro
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| Joined: 18 Aug 2009 |
| Total Posts: 3569 |
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| 25 Aug 2011 06:33 PM |
| Pfft. Tummey, I'm sorry, I'll pay you a simple amount if you'll tell me. :p |
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tummey2
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| Joined: 04 Feb 2009 |
| Total Posts: 1802 |
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| 25 Aug 2011 06:38 PM |
I don't want money, I want an appology.
Move the spawn when you change maps...
e.g.
if mapchange1 == true then -- example game.Workspace.SpawnName.Position = Vector3.new (0,0,0) end
rinse and repeat for each map change
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darthpyro
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| Joined: 18 Aug 2009 |
| Total Posts: 3569 |
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| 25 Aug 2011 06:45 PM |
:|
If only my script wasn't so advanced. |
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tummey2
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| Joined: 04 Feb 2009 |
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| 25 Aug 2011 07:01 PM |
| May I see it? I don't see how it could be that advanced? I imagine it simply clones the map from the lighting? |
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pauljkl
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| Joined: 23 Oct 2008 |
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| 25 Aug 2011 07:17 PM |
| Or you can store the spawns in nil until you need them instead of lighting |
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pauljkl
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| Joined: 23 Oct 2008 |
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| 25 Aug 2011 07:26 PM |
| Slight mix up, you knew what i meant.... |
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darthpyro
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| Joined: 18 Aug 2009 |
| Total Posts: 3569 |
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| 26 Aug 2011 06:20 AM |
| Tummey, it's not like the ordinary ones. It picks a random map from the lighting, but I don't have to write it in. Picks "1,#maps" instead of just picking a random number and having each map a number. |
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tummey2
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| Joined: 04 Feb 2009 |
| Total Posts: 1802 |
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| 26 Aug 2011 10:46 AM |
Yeah so I assume each map has an individual function.
Some where you have math.random(1,#maps) and then chooses the function somehow... You get the idea.
Anyway back to the each map having an individual function. Just move the spawns with each individual function. |
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