Doh, Spawn Points
WaffleSpoon
Join Date: 2002-01-30 Member: 133Members
Well, in all my glory I compiled my map, just to realize.. I had forgotten to add all the spawnpoints.. >_<. So, back to hammer, add alot of spawnpoints and bring up batch compiler again.. since the bspprocess (leafthread) takes 13!! hours.. I decided (and hoped) I could get away by deselecting this process and hope that entities was handeled by another tool.. but.. I am starting to fear that this is wrong.
Does the bsp process handle the spawnpoints? =(
Does the bsp process handle the spawnpoints? =(
Comments
Out from the ZHLT Docs:
<!--QuoteBegin-ZHLT Documentation+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZHLT Documentation)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This option will take the entities from the .map file and update them into the bsp file. For the most part, entities can only be edited. Adding or removing any can reorder the other entities which frequently breaks brush based entities, especially triggers.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You can always use ripents to add the new spawnpoints if you don't want to recompile...
<a href='http://www.joe.to/cstrike/ents/' target='_blank'>Here's a guide</a>.
Things that make you go hmmmmmmmmmmmmmmmmmmmmmmmmmmm