[OBSOLETE] Respawning?
Posted: Mon Sep 05, 2005 4:25 pm
What would be really cool is that everytime the Spawn Trigger goes on, a pawn would be spawned again if it wasn't already spawned.
You could not only use it for monsters, but for regular pawns, too:
-make an AreaSwitchEntity
-make its szEntityName the SpawnTrigger of the pawn
-make a 'NOT' LogicGateEntity that inverses the state of the AreaSwitchEntity.
-use the AttributeOrder command (using the 'NOT' LogicGate for your pawn) to check if the player is far eneough to destroy the pawn's body and script. (Remove(true) command)
This could really help to emulate large cities with, maybe 100? maybe 200? maybe 500? poeple...
You could not only use it for monsters, but for regular pawns, too:
-make an AreaSwitchEntity
-make its szEntityName the SpawnTrigger of the pawn
-make a 'NOT' LogicGateEntity that inverses the state of the AreaSwitchEntity.
-use the AttributeOrder command (using the 'NOT' LogicGate for your pawn) to check if the player is far eneough to destroy the pawn's body and script. (Remove(true) command)
This could really help to emulate large cities with, maybe 100? maybe 200? maybe 500? poeple...