I also have this problem, I've seen some other maps with the problem also. If the answer doesn't exist yet we may have to work together on this to solve it.
My vehicles are Barc Speeders and this is how they show up in multiplayer:
Hidden/Spoiler:
That's during warmup, you can drive them in warmup time. After warmup the bottom half disappears. (note, the top half doesn't appear if you are the host, it is solid for everyone else but not drivable. I have a few Ideas and if they work out I will post back here... hopefully we can get this worked out.
they actually work great in singleplayer, just like yours, they just disappear after warmups in multiplayer
I've done extensive barrier work on my map, and after a certain # of barriers it causes ai to stop moving and so far whenever I add planning it crashes, I might throw in the towel and delete all the barriers just to see what happens...
I'll post mine just because it sounds like Nate and I have the same problem
(also I need a fix desperately)
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
General_Nate wrote:I placed some speeders in ZE just like any other object. It works great in SP, but not at all in MP
Perhaps you should try spawning them rather than placing them as objects and see if it makes a difference.
@AgentSmith_#27
I don't know how General_Nate feels about you hijacking his topic but you already have an ongoing discussion here: http://www.gametoast.com/forums/viewtop ... 27&t=22439
It'll be best to keep it in your own topic.
General_Nate wrote:I placed some speeders in ZE just like any other object. It works great in SP, but not at all in MP
Perhaps you should try spawning them rather than placing them as objects and see if it makes a difference.
@AgentSmith_#27
I don't know how General_Nate feels about you hijacking his topic but you already have an ongoing discussion here: http://www.gametoast.com/forums/viewtop ... 27&t=22439
It'll be best to keep it in your own topic.
Oh I'm sorry... Since my topic was first, and (unless I'm mistaken) we have the same problem, I thought it would be wise to combine information and not have two different threads with the same problem floating around at the top of the modding forum ...