Page 1 of 1

Need help with 2 things^^

Posted: Wed Sep 13, 2006 12:01 pm
by CmdAt-a
As the Subject say, i need some help:

1. How do i add an AT-AT and AT-TE to my ground map
2. I have added a clone cruiser to my ground map in the one side and a rebel cruiser in the other side of map, but then they are there too if i play droids, is there a way to make my map only work in clone wars(that you only can pick clone wars mode when you pick map)??

any help would be good

At-a

Posted: Wed Sep 13, 2006 1:14 pm
by Maveritchell
Use Search. Please.

One of your answers was only 4 topics down, on the first page.

Walkers: (2nd page)
http://www.gametoast.com/index.php?name ... pic&t=6648

Removing Eras:
http://www.gametoast.com/index.php?name ... oving+eras

Posted: Wed Sep 13, 2006 2:05 pm
by CmdAt-a
srry, i saw the topic but i though that it was about something else, i'll use search next time, and the first link didnt help me too well, that about at-sts, i can get them working but it dont work for at-tes

Posted: Wed Sep 13, 2006 2:57 pm
by Qdin
you're sure it's got nothign to do with SetMemoryPoolsSize's...?
I've never had any vehicle into a map before, it just never worked :P Kyross once helped me, but after that it still didn't help xD

Posted: Wed Sep 13, 2006 3:19 pm
by Hebes24
Yeah, it's with memory pools:

Code: Select all

SetMemoryPoolSize("CommandWalker", #)
change # to the number of command walkers you have in your map.

Posted: Wed Sep 13, 2006 3:27 pm
by Qdin
Amazing :P I could point out a problem with a vehicle! :twisted:

Any other small stuffs we all need to know when adding Command Walkers...? :)

Posted: Wed Sep 13, 2006 3:37 pm
by Hebes24
This is from the LUA guide in the docs talking about the walker section:
ClearWalkers wipes out any allocations that may have been done automatically for walkers. You’ll need to have this line in, and uncommented if you want to have walkers in your level.

-- ClearWalkers()

These next lines will add walkers to your level. The first number inside the parenthesis specifies how many leg pairs the walker type has. Droidekas are set up as a special case, with 0 leg pairs. So as you can see below, we have AddWalkerType(0,4) this specifies that we will have 4 walkers with 0 leg pairs (droidekas). 1 leg pair would specify a walker with one pair of legs, an ATST for example, or a one-man ATST from the clone wars era. So for 2 ATSTs, we would have a line that says; AddWalkerType(1, 2)
2 leg pairs would be a unit like the CIS spider walker, or an ATAT, and 3 leg pairs would be the 6-legged walker from the clone wars era.

AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

Posted: Thu Sep 14, 2006 5:38 pm
by CmdAt-a
so it will be SetMemoryPoolSize("CommandWalker", 50) *if i want 50 command walkers :D *

lol Qdin, you figured out something, thats what we danish pple do :D

Posted: Fri Sep 15, 2006 12:16 pm
by Hebes24
Yeah,....Wait!! 50 Command walkers?! Are you serious?! :?

Posted: Fri Sep 15, 2006 4:05 pm
by [RDH]Zerted
There is a limit to the amount of CPs that can be in a map.

Posted: Fri Sep 15, 2006 9:09 pm
by -_-
50 command walkers will crash a game. Last time I tried I got 16.