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Code fix for broken spawn on Field


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Posted (edited)

Made this one years ago, should also work on Field_RxD if the map name check is modified. Add to post level load hook

[code]

REF_DEF2(DynamicVectorClass<SpawnerClass*>, SpawnerList, 0, 0x008564A8);

void Fix_Broken_Spawn_In_Hand_Of_Nod_On_Field() {
    if (The_Game()->Get_Map_Name().AsLower() == "c&c_field.mix") {
        for (int i = 0; i < SpawnerList.Count(); i++) {
            SpawnerClass *s = SpawnerList[i];

            if (s->Get_ID() == 1500630) {
                s->transform.Set_Translation(Vector3(-90.316f, 55.037f, 0.118f));
            }
        }
    }
}


[/code]

Edited by Iran
  • Like 1
Posted

I still prefer my idea where GDI gets a glitched spawn at their barracks, and we can call it bar bug :p

  • Haha 1
Posted

is there a command to fix Fori for good?

Posted

Set_Model(Get_GameObj(Get_ID_By_Name("Forithow")), "dsp_toilet");

  • Haha 2
Posted

Reading C makes me uncomfortable.

Posted

This is actually been on server just like to see Forithow suffer. :beerhere:

  • Like 1
Posted
38 minutes ago, BigWrench said:

This is actually been on server just like to see Forithow suffer. :beerhere:

I like the guy, but a lesson needs to be taught.

Posted

Too bad I haven't been playing Renegade at all lately :v

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