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Tutorial: Team Spawns In Halo2

Posted: Tue Mar 06, 2007 8:32 pm
by Pyroman
Alright I have been asked alot on how to do the team spawns. It's really hard to explain in an AIM convo so I decided to make an all-out tutorial. Now that H2Core is out, many of you will use this...Hopefully.

What you need:

Entity (Any version works, this is just the newest release)
Cord Finder

Example:

Alright for this I am going to use an example. I will use my newest released map Abyssal. The map is over Gemini which most of you will use so it's perfect.

Lets Start!:
Step 1:
Open your map up in Entity. In this case, open up Gemini. Navigate to the scnr tag and click on your scenario...

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Now go to tools and click it...Then click on Meta Editor...

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Now your scenario tag will open up. You're going to have to scroll down quite sometime to find what we want. Scroll down till your about 3/4 the way down and you should be around the area of Special Spawns. That's the tag we are going to be editing. Should look like this:

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Step 2:
This is where the fun begins! Fack.
What we have to do is find out what those numbers are and what side they belong to. You can do it this way or not...I don't care...

Alright lets look at the CTF Respawns tag for now...There should be 12 reflexives in there (0-11). Now...open up GlitchyGuardian's cordfinder and open up gem.mvf which should be in the ContentMaps folder the program came with. Should look like this...

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The south part of the map is the Defensive base (Red team spawns there). Now you might wanna take out a sheet of paper and a pen. And right down what each reflexive is for...Offense or Defence. You can do so by taking this coord found in the first reflexive (0) and looking it up on CordFinder.

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Since print screen doesn't get the mouse cursor as well...my cursor is where I marked it...Awsme PS skillz...

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Alright...Like I said earlier. The southern part of the map is DEFENSIVE BASE (RED TEAM SPAWN). Now that we know that's defensive, take the note on your sheet of paper. Something like this is what I did...

0 - Defensive

Now do the same thing for all the Reflexives...0-11. To help you all out, I have already found them for ya.

0 - Defensive
1 - Defensive
2 - Offensive
3 - Offensive
4 - Offensive
5 - Offensive
6 - Defensive
7 - Defensive
8 - Defensive
9 - Offensive
10 - Defensive
11 - Defensive

Step 3:
Now that we know what reflexive is what. We can change the coords. Since your guys' maps will have way different outcomes. Just find ONE player spawn in each base, and write down it's X, Y, and Z coordinate. Entity will give you it if you're in the BSP Viewer.

This is the coordinate's I got from my map...Will be very different from your own map.

Defensive base:
X= -21.9
Y= -51.4
Z= -49.9

Offensive base:
X= -18.8
Y= -28.4
Z= -50

Now that we have the coords of a player spawn of each base. I think you should know what to do next, but I will still help you out. Replace each coord in each reflexive. Doesn't matter if more than one have the same coord. That's how I always do it. You're pretty much plugging the coords in at this point. CLICK SAVE BUTTON AFTER EVERY EDIT!!!

Step 4:
Alright awesome. CTF Respawns are done!!!! Now to do the thing under that...Initial Spawns. This is pretty much the exact same process.

But to make it short for you.

0 - Offensive
1 - Offensive
2 - Offensive
3 - Defensive
4 - Defensive
5 - Defensive
6 - Offensive
7 - Offensive

Like I said before...Just plug in the same exact coords that I listed for my player spawn in each base.

Step 5:
Test.
Load the map up and test it out. If you have any problems please feel free to post in this topic or PM me. Also if you want to post this somewhere else, give credit please.

Credits:

Soldier of Light - Scnr plugin
pokecancer - Entity
glitchyguardian - CordFinder
Anthony - Pushing me to do it...As alot of other people where doing...*cough* iGeo *cough*.

Posted: Tue Mar 06, 2007 8:41 pm
by Anthony
Thanks dude, this will for sure help a lot of people out.

Posted: Wed Mar 07, 2007 12:04 am
by Geo
Love you sexy time.

Posted: Wed Mar 07, 2007 2:31 pm
by Geo
Works fine, one major problem though (for me)

The blue are spawning where they are supposed to, and so are the reds.. but how can I make it like Zanzibar or Terminal, where the attacking team always come from one area, regardless of colour. Like zanzibar; attackers always start on the beach... regardless of colour... but on Coag lue always start a blue and visa versa :S

Posted: Wed Mar 07, 2007 5:50 pm
by Pyroman
I am not really sure dude. What I posted is all I know about team spawns... :x

Posted: Wed Mar 07, 2007 9:38 pm
by StalkingGrunt911
Good tut. I already knew how to do this but I didn't know there was a Gemini.mvf file for the Cord Finder. :o When I wasn't able to use Entity's BSP Viewer I looked everywhere for a Gemini.mvf file.

@iGeo: Yeah, I also wondered how to do that too. :?

Posted: Wed Mar 07, 2007 9:48 pm
by OwnZ joO
iGeo wrote:Works fine, one major problem though (for me)

The blue are spawning where they are supposed to, and so are the reds.. but how can I make it like Zanzibar or Terminal, where the attacking team always come from one area, regardless of colour. Like zanzibar; attackers always start on the beach... regardless of colour... but on Coag lue always start a blue and visa versa :S
You should check out the special spawns in those maps and research it if noone else knows.

Posted: Fri Mar 09, 2007 6:33 pm
by Pyroman
OwnZ joO wrote:You should check out the special spawns in those maps and research it if noone else knows.
That's your best bet. I've never really thought about it in any of my maps...

Posted: Sat Mar 10, 2007 12:29 pm
by kibito87
Sweet. And here I was hoping i'd have to find somebody to help me figure out how team spawns worked. My thanks pyro!

Posted: Tue Mar 13, 2007 9:05 am
by Anthony
I think in the entity that me and Monkey Terd worked on there were team spawns...

if not idk mabey I can add them sometime

Posted: Fri Mar 16, 2007 9:35 pm
by x088x
Here are the labels for the team spawn values on beaver creek if anyone needs them. Thanks a lot for the tutorial, pyroman!

0: offensive
1: offensive
2: offensive
3: offensive
4: offensive

5: defensive
6: defensive
7: defensive
8: defensive
9: defensive
10: defensive

11: offensive
12: offensive


Initial:
0: offensive
1: offensive
2: offensive
3: offensive
4: offensive

5: defensive
6: defensive
7: defensive
8: defensive
9: defensive

10: offensive
11: offensive

12: defensive

Posted: Tue Mar 20, 2007 6:17 pm
by Pyroman
Thanks man! I just got an idea to add all values for every map. I will update this post or the first post later tonight with the values.

Posted: Wed Mar 21, 2007 3:08 pm
by x088x
So I noticed something about this tutorial. It fixes team spawns, but it doesn't fix anti team spawns. Meaning if you kill all of the other team, and you're arming your bomb in their base, they will spawn literally within inches of you (depending on where you put the team spawn, of course).

Posted: Tue Mar 27, 2007 8:44 pm
by xheadshotmastax
good job on this one since i was too lazy to do it.

Posted: Wed Mar 28, 2007 3:05 pm
by Mission_Blade
I thank you for the Tut...

Do we make Sexy Time now?

Very Nice!

Posted: Sun May 27, 2007 4:22 pm
by CaRboN
WOW I click save after each one but they go back to the normal cordinents when im changing the ctf spawns in entity

Posted: Sun May 27, 2007 4:31 pm
by Pyroman
You have the latest Entity?

Posted: Sun May 27, 2007 4:39 pm
by CaRboN
ya im tryin it right now thanx for the tut i needed it really bad

Posted: Thu Jun 14, 2007 2:50 pm
by ExileDestruction
Here are the labels for the team spawn values on Containment if anyone needs them. Thanks a lot for the tutorial, pyroman!

CTF Respawns

Offensive
0
1
4
6
9
10
11
12
15
17


Defensive
2
3
5
7
8
13
14
16
18

Posted: Fri Jul 06, 2007 8:33 pm
by DrXThirst
These are the Initial Spawns for Containment.

Initial Spawns

Offensive
1
3


Defensive
0
2
4