Respawning objects

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Lostprophetpunk
409 Posts
Posted Jul 12, 2011
Heya there,

I have followed this tutorial on the developer wiki on how to respawn items.

I have done steps 1-5 and no items spawn for me, although I have followed the tutorial to the letter. I set the timer to ten seconds, but after about a minute..still nothing.

I cannot follow step 6 because the "prop_physics_spawnable" doesn't seem to exist in the list on entities.

What I am trying to do is make a box respawn after it has been destroyed. Can anyone point me in the right direction?

Note: I am not looking to be pointed in the direction of a box dropper, I just need it to respawn.

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iWork925
1,080 Posts
Posted Jul 12, 2011
Replied 1 hour later
That seems to be related to HL. All you need for P2 is a weighted_cube and a point_template. Set the template to the cube and on the cube set "onfizzled > pointtemplate > ForceSpawn"

To easy. For future reference, decompile valve's maps if in doubt.

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Lostprophetpunk
409 Posts
Posted Jul 12, 2011
Replied 1 hour later

iWork925 wrote:
That seems to be related to HL. All you need for P2 is a weighted_cube and a point_template. Set the template to the cube and on the cube set "onfizzled > pointtemplate > ForceSpawn"

To easy. For future reference, decompile valve's maps if in doubt.

I have done that. But the thing is, there is no box there when the map is loaded. I have got the prop_weighted_cube and also the point_template, but the box doesn't show when the map is loaded.

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Robdon
204 Posts
Posted Jul 12, 2011
Replied 52 minutes later
Hi,

Just add logic_auto to your map, and do a onmapspawn output that does a ForceSpawn on the cube

Then it will create the cube when the map starts.

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Lostprophetpunk
409 Posts
Posted Jul 12, 2011
Replied 1 hour later
Thank you Robdon and iWork925, much appreciated.
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MasterLagger
1,695 Posts
Posted Jul 12, 2011
Replied 2 hours later
Also there is a "func_instance" that makes an Cube Dropper. You could use that.
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Lostprophetpunk
409 Posts
Posted Jul 12, 2011
Replied 3 minutes later

MasterLagger wrote:
Also there is a "func_instance" that makes an Cube Dropper. You could use that.

Myself wrote:
Note: I am not looking to be pointed in the direction of a box dropper, I just need it to respawn.

I know there is a vmf file that allows you to have a box dropper or multiple box droppers in the level, but had you read the post fully you would've seen I am not looking for that.

Thanks anyway.

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MasterLagger
1,695 Posts
Posted Jul 12, 2011
Replied 6 minutes later
Oh ok, I didn't know exactly what you were trying to do. My bad.
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CaretCaret
290 Posts
Posted Jul 12, 2011
Replied 1 hour later
Isnt there a "Don't remove template entities" flag or something like that?
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Darkylight
81 Posts
Posted Jul 12, 2011
Replied 8 hours later
This is in the instance of the multiple dropper :razz:, the object, the entity maker and the point entity :biggrin:
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rendermouse
34 Posts
Posted Jul 13, 2011
Replied 18 hours later
Is there a way to spawn an object in this manner with a Fade In or other transition? Rather than having it just "pop" into existence?
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Soundlogic
169 Posts
Posted Jul 13, 2011
Replied 5 hours later
A quick look at the options tells me no. At least directly. I think there are options to control the alpha of an object and you could just increase that steadily after spawning it.