If anyone needs more info ask it here

I hope someone can help me.
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spawnpointname = "mp_tdm_spawn";
spawnpoints = getentarray(spawnpointname, "classname");
No they will see that.F |Madness| U wrote:I think what KS said should work, I think if you move the player to a certain position as soon as they spawn, they shouldn't see the original position on their screen.
Spawnpoints in mapping are just placeholder entities, the problem is that they are initiated before the game starts, so adding to them MUST be done prior to the initiated spawns, but I do not believe it is impossible to add spawns.Rezil wrote:You can spawn entities using spawn() but I believe actual mp spawn points cannot be spawned.
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level.onSpawnPlayer = ::newSpawn;
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newSpawn()
{
    locs = customSpawnLogic();
    self spawn( locs[0], locs[1] );
}
Â
customSpawnLogic()
{
    locs = [];
    locs[0] = (randomintrange(0, 100),randomintrange(0, 100),randomintrange(0, 100));
    locs[1] = (randomintrange(0, 100),randomintrange(0, 100),randomintrange(0, 100));
    return locs;
}
Yea I already had something like that. But then used as external spawn points and not for replacing all spawns. But that is indeed a smart thing to doDrofder2004 wrote:You do not NEED any spawnpoints...
You just need to override the spawnpoint callback with your own thread.
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level.onSpawnPlayer = ::newSpawn;
The 'custom spawn logic' is just an example to show that spawn points do not need to be predefined.Code: Select all
newSpawn() { Â Â Â Â locs = customSpawnLogic(); Â Â Â Â self spawn( locs[0], locs[1] ); } Â customSpawnLogic() { Â Â Â Â locs = []; Â Â Â Â locs[0] = (randomintrange(0, 100),randomintrange(0, 100),randomintrange(0, 100)); Â Â Â Â locs[1] = (randomintrange(0, 100),randomintrange(0, 100),randomintrange(0, 100)); Â Â Â Â return locs; }
You could easily create an array of many, many spawnpoints and then create a logic to choose which spawn is required.
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