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RE: Map Crashing II

Posted: Tue Feb 20, 2007 7:44 pm
by RevanSithLord
Well. I'm not editing my posts cause if I bump it, someone would notice and may perhaps help me out (not too much though. I don't want getting an ear full later lol)

And, I'm trying to make spawn paths. I'm not too good at making them, but I made a few. At least I think I made spawn paths. Do you know a good certain tutorial that has information on this?

RE: Map Crashing II

Posted: Wed Feb 21, 2007 10:00 am
by RC-1290
Yes, I'd the documentation. But it's quite easy.
---
Before you start, make sure you are in the conquest layer, this is where your command posts for Conquest are.
1. Go to the path tab.
2. Click on new path.
3. Click on the terrain you want to place the path node on. You can repeat this step to make an area of spawn points.
4. If you want to move the path nodes(or in this case, spawnpoints) to be at a different height (say, you have an object wich you want everyone to spawn on top of),click on move(at the left taskbar) and just shift+L-click the node you want to adjust. Horizontal movement works the same way, without shift.
If you want to move an entire path, just do the same, but in stead of using the left mouse button, you use the right mouse button.
5. You can give the path a different name by clicking on pathname(left taskbar again) and just typing in something else. Would this be the spawn path for cp1, call it cp1_spawn, or something like that, so it's easy to remember(this is also how the default paths are named).
6. Go to the object tab and find the correct commandpost.
7. At the right taskbar, fill in the name of the spawn path you just made.

That should do the trick. Good luck

RC-1290'Dreadnought'

RE: Map Crashing II

Posted: Wed Feb 21, 2007 10:02 am
by RevanSithLord
Thank you! I'll try this! :D

RE: Map Crashing II

Posted: Wed Feb 21, 2007 7:19 pm
by RevanSithLord

Code: Select all

Message Severity: 3
.\Source\Ordnance.cpp(424)
Ordnance base class "com_weap_veh_recoilless_ord" not found
What the heck is this? It's the only Severity 3 I found on the list.

RE: Map Crashing II

Posted: Thu Feb 22, 2007 5:56 am
by RC-1290
well, it seems that some odf is calling for com_weap_veh_recoilless_ord but can't find it...
---
You don't need to post this kind of things on other topics as well.

RE: Map Crashing II

Posted: Thu Feb 22, 2007 8:34 am
by RevanSithLord
Sorry about that other one, I'll edit my post in there. Sorry been kinda desperate. lol My message was a Sev 3 error and that was a Sev 3 topic so I thought, 'Hey, if he's talking about sev 3's why don't I throw mine in the bunch' But I didn't mean for it to hi-jack or w/e. That's why I said in the other thread if it (actually I dunno if I said it or not) that I'd get rid of my post if it was hi-jacking.

As for the error: Well that's great. I guess my map won't work until I find out what just in the heck this com_weap_veh_recoilless_ord is in my map.
And my map was working great. Spawning and playing in it was pretty cool... but I just had to go and screw it up by adding more objects I didn't need lol

EDIT- I just found out what it was. I forgot to remove a Turbo-laser tower. It was causing the Sev 3. :? lol Stupid me.

RE: Map Crashing II

Posted: Thu Feb 22, 2007 8:50 am
by RC-1290
So everything is fixed now? :)

RE: Map Crashing II

Posted: Thu Feb 22, 2007 9:00 am
by RevanSithLord
Lol yup. Later if I learn to get the Turbo laser towers working (I really just want them firing in the sky to look like a defense thing is going on cause of the Dark Trooper raid) I'll add it back in, give it red turbo-laser fire, and make it look like they're defending the city/base.

Btw. My AI are acting stupid. I've even given them paths and they are falling into the river or getting stuck in between buildings. :shock: And I also want tons of bots on the map. Like hundreds. Which file is capable of adding hundreds of AI?

Also, I need to make custom sides.

I need to add the magnaguard (my reskinned one to look like phase 1)as a trooper to the imp side, and make it all melee.
I need to make a Phase 3, which is basically a really bulky version of the phase two. I need to make it un-lockable though.

And I want to make new efx in particle editor but everything is blocks. :shock:

I've read all the tuts that were posted, but I can't seem to find my answers. It just might be me though. I may just be glancing over too quickly.

Perhaps my idea about making a mod team is a good idea. Cause I think I need desperate help with my map. :shock: Will the mods kick my arse if I make a recruiting thread? lol

RE: Map Crashing II

Posted: Thu Feb 22, 2007 9:21 am
by RC-1290
#2 Boundaries. Make boundaries to make sure they don't bump into walls and stuff. Quite easy
#3 Custom sides is well documented here on GT.
#4 You need to make it like a jedi. Information in the documentation. Custom jedi creation.
#5 You'll want a new playermodel, wich I haven't done yet...
#6 some effects aren't working properly.
#7 I'm not goin to answer this one

RE: Map Crashing II

Posted: Thu Feb 22, 2007 9:23 am
by RevanSithLord
lol. K. Thank you RC. I like your wisdom/knowledge. :D