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Vehicle Spawns

Posted: Mon Mar 12, 2007 5:28 pm
by pepper11193
I cannot get the ATST, speederbike, swampspeeder, and the UTAT to spawn in my level

RE: Vehicle Spawns

Posted: Mon Mar 12, 2007 5:35 pm
by trainmaster611
Did you read the documentation "Getting Started"? :roll:

Posted: Mon Mar 12, 2007 6:17 pm
by pepper11193
yes i have got the rebel tank the barcspeeder stap and the republic tank to work.

Posted: Mon Mar 12, 2007 7:04 pm
by EGG_GUTS
The UT-AT. you have to do something with the rep.req

Re: RE: Vehicle Spawns

Posted: Mon Mar 12, 2007 7:15 pm
by EraOfDesann
trainmaster611 wrote:Did you read the documentation "Getting Started"? :roll:


Stop that. If you keep rolling your eyes at people they'll fall out of your head.

Posted: Mon Mar 12, 2007 7:35 pm
by pepper11193
Im also having another problem. when i play my world in clone war period no one besides me spawns but it works fine in gcw it only started after i added another cp to my map

Posted: Mon Mar 12, 2007 7:47 pm
by Darth_Z13
You have to update your LUA with your new CP. Find this part in your LUA:

Code: Select all

    --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)        
You need to add your new CP so say it's called cp5, this part would look like this:

Code: Select all

    --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"}
    cp5 = CommandPost:New{name = "cp5"}    
    
    
    --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:AddCommandPost(cp5)           

Posted: Mon Mar 12, 2007 7:56 pm
by Elmo
Alright, I'll briefly go over of what you need to do to get the UT-AT in-game. (Just to check if you missed anything)

1. let's put the source files in the "rep" side (odf files in odf folder) (msh files in msh folder) (just paste the whole sound folder in the rep side folder) Effects files in the effects folder) (if i missed anything, I think you know what i Mean)

2. Now, Go into the rep req file in the "rep" side folder add the line- "rep_hover_utat". Go into the req folder in in the rep side folder, Copy another vehicle req file, and open it up- replace the name of the vehicle with - rep_hover_utat, and rename the file to rep-hover-_utat (i think)

3. Go into the LUA, and add the line (under the rep datafile
line) "rep_hover_utat)

4. Stay in you LUA- Add this line- "SetMemoryPoolSize = CommandHover 1
(or something like that- (sry don't have the mod tools with me ATM so I'll edit later once i get to them)

5. in the ZE place a vehicle spawn and you know the rest.

concerning #4 I'm sure it's not that exact line you add, but it's something like that.

Yep, You're missing the setmemorypoolsize line that goes under the rest of the setmemorypoolsize lines

Edit: Ok, the line you add is SetMemoryPoolSize("CommandHover", 1) (the number behind the the Command Hover determines the amount of command hovers that can be on the Battlefield at once
i wrote that in another topic similar to this one (There are so many! :shock: )

the above "tut" Is for the UT-AT specifically. Since you were able to get the other vehicles working ingame, I take it you know what to do in the ZE. For the AT-ST and the others, Make sure you have the correct odf name- that's the problem half the time. :wink:

Posted: Mon Mar 12, 2007 9:03 pm
by Teancum
Also, you need to make sure that you fill in both the ATK and DEF values for a vehicle spawn in ZeroEdit.

Posted: Tue Mar 13, 2007 4:55 pm
by pepper11193
the names for the other three are imp_walker_atst, imp_hover_speederbike and rep_hover_swampspeeder right?

Posted: Sat Mar 17, 2007 10:03 am
by pepper11193
I still cant get the utat to work i followed elmos instructions. but i did get the atst to work :)