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UE2 - UT2kX Spawning New xPawns

Discussion in 'Mapping' started by skeleton, Mar 14, 2012.

  1. skeleton

    skeleton New Member

    Mar 14, 2012
    Likes Received:
    I've been trying to use a scripted trigger in UnrealEd to spawn several xPawns when a specific Pawn spawns. (the pawn is a robot from USARSim, if that matters) I can sometimes get new xPawns to spawn, but when I do, all of the existing xPawns become paralyzed. Does anyone know how to do this? Am I going about this the right way trying to use a ScriptedTrigger?

    On another note, does anyone know how to avoid having Pawns "fall out of the world" when they spawn?

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