AS-Gauntlet (WIP)

Anything and everything related to the Evolution server.
DW_Wine_Flu
DW Clan Member
Posts: 112
Joined: Tue Jan 05, 2010 1:40 pm
Location: New York, NY

poompoom500 wrote::ssad:

To shodan,

I have placed enough distance between the player spawn and the monster spawns. That is not the problem. The problem is that the monsters spawn at randomly at the player start spawn points and does a player spawn kill. And after a while, the player weapon firing anim goes ballistic (glitches - disappears).
just a thoughtful guess here:
You have to remove ALL of the original monster spawners that the original author placed in the map, sounds like these are getting invoked and causing bad things(TM).
You should be placing and using the DWMonsterSpawner designed for MonsterEvo. When I port maps to MonsterEVO the first thing I do is remove the original spawners and nearly anything else related to the original gametype of the map relating to spawns and monsters. Once it's clean I begin adding the EVO-ness into the map.
Perhaps even all the original player spawn points should also be removed so you can place (and control) the EVO ones.
Good Luck.
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DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Sounds like the monsters are using built in Skaarjpack code to teleport to the player.
This is why it's important to use OSM/ME monsters (e.g. ScriptedSkaarj rather than Skaarpack.Skaarj)
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