Getting rid of those spawn pads


Posted by IoN_PuLse (24.115.150.*) at 10:55 PM, 2/28/2001:

Ok some of you might think "this is easy" but hey I feel proud to have figured it out on my own and now I'm sharing it with those of you who might not know how.

This will get rid of the spawn pads, so you can't see them, and so they aren't "still there" where the model is gone but you can tell there is still one there when playing the game. (ie player steps up or something)

It's really simple, just open up g_misc.c:

Goto the bottom and find /*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)

Change the code below to this:
void SP_misc_teleporter_dest (edict_t *ent)
{

// gi.setmodel (ent, "models/objects/dmspot/tris.md2");

ent->s.skinnum = 0;
ent->solid = SOLID_BBOX;

// ent->s.effects |= EF_FLIES;
VectorSet (ent->mins, 0, 0, -24);
VectorSet (ent->maxs, 0, 0, -24);

gi.linkentity (ent);
}

Ok as you can see some stuff is commented out, but the main thing that is different is the values given to the max and mins of the VectorSet. Changing the x's and y's to 0 make the spot as small as possible, but to get it to be flat with the map surface and not cause any funny "bouncing" problems change the z to -24 for both, which is the value of which the bottom of the pad is found.
Compile, and notice no more spawn pads! I've also tested this with several maps, some used spawn pads the normal way, others the mappers have used special techniques to "bury" the pad inside of a brush to hide the model that way but this code still works for those maps as well.
Quite nice.

-IoN_PuLse
Leader of 007 Quake II

And yes, I wrote that simple tutorial :)
And yes I know there is probably other better method of doing what I did. Oh well.



Link: 007 Quake II