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AbandonedCashew

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3 Actions: What do they do?

12 posts in this topic

  <E type="Action" name="PlayerSetBaseSpawning">

<Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />

<Param type="Bool">*True/False*</Param>

</E>

  <E type="Action" name="Action141">

<Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />

<Param type="Bool">*True/False*</Param>

</E>

  <E type="Action" name="Action142">

<Param type="CustomReference" varRefType="Int16">*Integer*</Param>

<Param type="CustomReference" varRefType="Int16">*Integer*</Param>

</E>

What do these do? I believe they all have to do with spawning but I am unsure how to use them. Basically I am trying to make a spawn zone that will practically force players to spawn on the points within them.

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Nobody knows as of yet, but all three are used in Dominion and Ricochet. You might be able to figure something out contextually, but that's the best I can give ya.

 

***EDIT***

 

Here's PlayerSetBaseSpawning and Action141 in Dominion, note there are two separate entries:

          <E type="Action" name="ActivateTrigger">            <Param type="TriggerReference">              <T type="Trigger" trigType="Subroutine" execMode="OnEachPlayer" name="InitializationTrigger_Subroutine22">                <Elements>                  <E type="Action" name="Branch">                    <Param type="VirtualTrigger">                      <VT type="VirtualTrigger">                        <!--"Standard Spawns"-->                        <E type="Condition" name="Comparison" unionGroupID="-2">                          <Param type="VarReference" varRefKind="Custom" varRefType="UserDefinedOption">Spawn Location</Param>                          <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param>                          <Param type="ComparisonType">Equal</Param>                        </E>                        <E type="Action" name="PlayerSetBaseSpawning?">                          <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                          <Param type="Bool">False</Param>                        </E>                        <E type="Action" name="Action141">                          <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                          <Param type="Bool">False</Param>                        </E>                      </VT>                    </Param>                  </E>                  <E type="Action" name="Branch">                    <Param type="VirtualTrigger">                      <VT type="VirtualTrigger">                        <!--"Only in Bases"-->                        <E type="Condition" name="Comparison" unionGroupID="-2">                          <Param type="VarReference" varRefKind="Custom" varRefType="UserDefinedOption">Spawn Location</Param>                          <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param>                          <Param type="ComparisonType">Equal</Param>                        </E>                        <E type="Action" name="PlayerSetBaseSpawning?">                          <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                          <Param type="Bool">True</Param>                        </E>                        <E type="Action" name="Action141">                          <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                          <Param type="Bool">False</Param>                        </E>                      </VT>                    </Param>                  </E>                </Elements>              </T>            </Param>          </E><!-- a little further down in an OnEachPlayer trigger-->          <E type="Action" name="Branch">            <Param type="VirtualTrigger">              <VT type="VirtualTrigger">                <!--"Defenders at Base"-->                <E type="Condition" name="Comparison" unionGroupID="-2">                  <Param type="VarReference" varRefKind="Custom" varRefType="UserDefinedOption">Spawn Location</Param>                  <Param type="VarReference" varRefKind="Custom" varRefType="Int16">2</Param>                  <Param type="ComparisonType">Equal</Param>                </E>                <E type="Action" name="PlayerSetBaseSpawning?">                  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                  <Param type="Bool">False</Param>                </E>              </VT>            </Param>          </E>

and in Ricochet

                  <E type="Action" DBID="140" name="PlayerSetBaseSpawning?">                    <Param name="PlayerVar" type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                    <Param name="Bool" type="Bool">True</Param>                  </E>                  <E type="Action" DBID="141" name="Action141">                    <Param name="PlayerVar" type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                    <Param name="Bool" type="Bool">False</Param>                  </E>

Here's Action142 (on occurence each)

 

in Dominion (used in an InitializationTrigger)

          <E type="Action" DBID="142" name="Action142">            <Param name="CustomVar" type="CustomReference" varRefType="Int16">0</Param>            <Param name="CustomVar1" type="CustomReference" varRefType="Int16">20</Param>          </E>

in Ricochet (Used in a standard trigger)

          <E type="Action" DBID="142" name="Action142">            <Param name="CustomVar" type="CustomReference" varRefType="Int16">999</Param>            <Param name="CustomVar1" type="CustomReference" varRefType="Int16">0</Param>          </E>
Edited by Teancum

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Nobody knows as of yet, but all three are used in Dominion and Ricochet. You might be able to figure something out contextually, but that's the best I can give ya.

Considering some side info from people around customs I would guess that them in a certain combination does in fact weight spawn zones infinitely. Ricochet I have heard has spawn zones that force spawn onto spawn points inside them, and we all know that Dominion does that with base respawn zones.

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Yeah, I'd say 142 has something to do specifically with spawn weighting. I'm guessing Action141 equates to something like "PlayerUseDefaultSpawnSystem". Turning it off let's the game engine override maybe? I used Fileseek to search through all the gametypes and these three are only seen in Dominion and Ricochet, so it's something very weighting-the-spawns based. Actually, I think PlayerSetBaseSpawning may be more along the lines of PlayerUseRespawnZones.

 

 

 

So to test the theory we'd need to know exactly how Dominion behaves with the three different Spawn Location settings. I'm almost certain the three types of spawning revolve around using respawn zones vs standard spawns. I don't know if it weights toward spawns inside the respawn zones or what (I don't know how to set up respawn zones). But again, I'd say PlayerSetBaseSpawning is actually PlayerUseRespawnZones, and Action141 is PlayerUseStandardSpawns (defaulting to true if not set)

Edited by Teancum

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Yeah, I'd say 142 has something to do specifically with spawn weighting. I'm guessing Action141 equates to something like "PlayerUseDefaultSpawnSystem". Turning it off let's the game engine override maybe? I used Fileseek to search through all the gametypes and these three are only seen in Dominion and Ricochet, so it's something very weighting-the-spawns based. Actually, I think PlayerSetBaseSpawning may be more along the lines of PlayerUseRespawnZones.

 

 

 

So to test the theory we'd need to know exactly how Dominion behaves with the three different Spawn Location settings. I'm almost certain the three types of spawning revolve around using respawn zones vs standard spawns. I don't know if it weights toward spawns inside the respawn zones or what (I don't know how to set up respawn zones). But again, I'd say PlayerSetBaseSpawning is actually PlayerUseRespawnZones, and Action141 is PlayerUseStandardSpawns (defaulting to true if not set)

I'd find it kind of hard to believe that there is both "PlayerSetBaseSpawning" and "PlayerUseDefaultSpawning".  That seems really redundant to me.

 

EDIT:  I guess one way to actually test this would be to change the script to have a true for action141 instead of false and see if anything different occurs like spawning in an enemy base.

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I'd find it kind of hard to believe that there is both "PlayerSetBaseSpawning" and "PlayerUseDefaultSpawning".  That seems really redundant to me.

 

I disagree, what if you want to use both, which is where Action142 comes in, weighting the one against the other?

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I disagree, what if you want to use both, which is where Action142 comes in, weighting the one against the other?

Perhaps.

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in ricochet the rico_spawn tag FORCES players to spawn in spawn points within the spawn zone.

 

 

should check that out

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Just did, it's related to two commands we already understand unfortunately -- PlayerSpawnLocationSetFilter and SpawnZoneSetEnabled

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PlayerSetBaseSpawning

 

I'd assume it does what it say's. Set's base i;e dominion's bases, so it would be used to set a spawn is my thought. I tried it but coudn't get it working so ksoft.tool encode it. I did not know it was used in Dominion at the time. 

 

Action141

 

I'm assuming it deals with the same principle above but not set to anything, so I think its one they needed for something other than bases. I'm assuming I'd use this one for the spawn points, don't get me wrong, but it clearly looks just like the above but does not say base. 

 

 

My guess is to do this

 

Set PlayerSetBaseSpawning to a Hill/Object, then Apply Action141 to an object in the hill. That is my theory. Its probably wrong, but it makes me think that is how it is intended. 

 

Action142 I think is to use math for spawning. 

Edited by Cosmic lightning

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PlayerSetBaseSpawning

I'd assume it does what it say's. Set's base i;e dominion's bases, so it would be used to set a spawn is my thought. I tried it but coudn't get it working so ksoft.tool encode it. I did not know it was used in Dominion at the time.

Action141

I'm assuming it deals with the same principle above but not set to anything, so I think its one they needed for something other than bases. I'm assuming I'd use this one for the spawn points, don't get me wrong, but it clearly looks just like the above but does not say base.

My guess is to do this

Set PlayerSetBaseSpawning to a Hill/Object, then Apply Action141 to an object in the hill. That is my theory. Its probably wrong, but it makes me think that is how it is intended.

Action142 I think is to use math for spawning.

Issue with that is Action141 is for players and not objects.

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Issue with that is Action141 is for players and not objects.

That is what I was meaning, Action141 is for players, so the above one would be used for objects. So like Zerker24 and almost all of you know when I set my code up it always goes backwards of the way I want it to. lol. 

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