As I was working on my custom field I see that the custom spawn point doesn't quite work yet. To get around the problem it seems the only way to create the entry points is through the TE. I did notice some standard shp have the entry point defined like 'medrwy' and 'lrgrwy' that work correctly, but rwy0 - 3 does not. To get around this issue I created a program that will use a .til file and existing .oba and place the need spawn points into the .oba file for you so you don't have to do this manually. This can save you count less hours if you have same custom field setup 30+ times on a map..
Here are the steps....
1.) create an empty directory and place the addspwn.exe along with
the .shp files that come with it.
2.) Copy the cfte0.shp, cbme0.shp, and cvhe0.shp to your userlib file before starting the OE.
3.) select cfte0 in the shapes drop down box
4.)select point on tile to add cfte0(spawn point) add press the add button
in the OE
5.)rotate cfte0 in the direction you want the entry point to face when
player spawns.
6.) repeat 3-5 to add additonal spawn points...
7.)Set index order for all cfte0 to be lower than any other shape
objects on tile..
8.)Once tile is complete save tile (make sure you have the correct tile
properties set) and build the new shape. (note* It is not recommended to
use any existing shp that has predefined spawns like 'medrwy'
and 'lrgrwy')..
9.)After building your shape copy the contents from your userlib directory
and newshapes directory to the texsrc directory of the map you want to
work on.
10.)Start the TE and place the new field on your map, you can use it as
many times as you want. You must define the new fields/shps as a "Group
Master" otherwise the addspwn program will not convert the entry points
to it.
11.) Select Save in the TE and close the program.
12.) Go to the directory where the map is saved. Normally the map can be
found in the following directory c:\\program files\HTC\ah2editor\ahiiterr.
Look for your .oba file it should have the same name as your map. copy
this file to the empty directory where you placed the addspwn.exe
14.)copy the .til file that you created when using the OE in the empty
directory where you placed the addspwn.exe. This should be the same .til
file where you had added the cfte0.shp too..
15.) Run addspwn.. [.til name(required)] [.oba name(required)]
16.) Once the program finishes successfully, it will create an .oba.out file,
the addspwn program will not/does not modify the existing .oba file. If you
are satisfied with the changes made to the .oba.out file rename it to .oba
and copy it to your map folder.
17.)Start the TE load your map(it should do this by default if it was the last
one you already loaded) and build map.
18.) copy new map .res file to terrian diretory for the AH game and try out
your new fields and see if the entry points work out...
I would like to have some others try it out to see if it covers different scenerios so far it has worked ok for me...
What I will need for feed back is:
1.) Did the entry points match up with the correct spawn locations for you while playing the map offline?
2.) Did all entry points for bomber, vehicle, and fighter work correctly?
PM me with your email address and I will zip and send the program...
If someone knows of an easier way to setup custom entry points please feel free to share...
Thanks,,