Bolded, red text is extremeny important Bolded,underlined text is important orange text is my own input
Hidden/Spoiler:
[quote]Adding new CPs to your map
Since most of you will want to have more than just the 4 default CPs in conquest, here is a quick tutorial on how to add more CPs to your map.
The key things that every CP needs in Conquest:
SpawnPath – This is where you will spawn if you select this CP
CaptureRegion – The region that you need to be inside in order to capture the CP
ControlRegion – This region controls vehicle spawns, more on this later
The first thing you need to do is open the editor, and open your new world. Continuing with the example of ABC, go to \BF2_ModTools\data_abc\ and run zeroeditor.exe from here. Once the editor is loaded, click the LOAD button, and browse to your map (\BF2_MofTools\data_abc\worlds\ABC\world1\ABC.wld)
The first thing you’ll see when you go to load up your map is the Load Layers dialog. For the sake of keeping things clean, and simple, always click Select All and make sure all the layers are loaded. You can hide layers later if you want to, but it’s best if they are all always loaded.
As an aside, there is a checkbox at the bottom called Build accurate object collision. What this does, is builds auto-generated collision for all the objects, based on the actual mesh. I would recommend using this, as it makes placing, selecting, and manipulating objects MUCH easier. Otherwise, the editor will use a bounding box for collision which makes selecting objects a pain, and it makes placing objects on top of other objects much more difficult.
Once you’ve clicked Select All and check the box to build accurate object collision, click OK.
Now, at the top-middle of the screen, you’ll see a section called Active Layer, with a button underneath it that says CHANGE. Click that button, and it will take you into the layers dialog. Click on conquest and then close that window.
(it is very important that the CP is n the correct layer)
Now you’re going to want to go into Object edit mode.
Click on the Object edit mode button.
On the left side of the screen, you’ll see:
(you know where the browse button is, right?)
Click the Browse button. Browse to the following location: \BF2_ModTools\data_abc\common\odfs, and select com_bldg_controlezone
The browse dialog will automatically close, and you be back in your editor view. Drag your mouse around the 3D view, and notice there is now a small object that is always under your mouse cursor. This is the CP object. Simply click on a spot on the terrain and it will place a new CP object in your level.
Now that the CP is placed, we need to set up the name of the CP, and a few other things like what spawn path it will use, and what capture region it will use.
Click on the Select button on the upper-left part of the Object edit panel. Move your mouse cursor over the CP object you just placed, and you’ll see it turns green when the mouse cursor is over it. Click on it, and it will turn blue. This means the CP is now selected.
Now that you have the CP selected, we need to change it’s name. I recommend keeping with the naming scheme that we used in the template files, so your new CP should be named cp5 (as we already have CPs 1 through 4 that were automatically placed when you created your level). I also recommend always using lower case in anything you type in any of these fields, just because it eliminates the possibility of having mis-matched capitalization across associated objects.
So let’s name this CP, cp5. Simply click on the auto-generated name in the name field, which will highlight the name, type your new name, and hit enter.
(you can skip the next paragraph)
Next, click on the 0 in the Team field, enter a 1, or 2, and hit enter. This makes this CP belong to team 1, or 2, whichever you select, at the beginning of the match.
(start Reading again)
The Label field isn’t really important, so you can just leave it blank.
Notice also, that once the CP is selected, you’ll notice some new information has appeared in the Object Instance box on the right side of the Zero interface.
The fields we want to modify are the CaptureRegion, ControlRegion, and SpawnPath fields.
In the CaptureRegion field, enter cp5_capture
In the ControlRegion field, enter cp5_control
In the SpawnPath field, enter cp5_spawn
Note: The CaptureRegion is the region that you need to be standing in in order to capture the CP. The ControlRegion is a region that controls the spawning of vehicles associated with a CP. Vehicle Spawns are placed inside the Control Region, and once they leave the Control Region, if they are abandoned, they will eventually self-destruct, and respawn.
Repeat the above process with however many CPs you want to add to your map. Continue the naming scheme of cp6, cp6, etc. And make sure to use cp6_capture, cp6_control, etc. You can, if you like, start some CPs on team 0. This will make them Neutral at the beginning of the match. You need to have at least one CP start team 1, and team 2 at the beginning so the teams both have an initial CP to spawn in at.
Now that you have your CPs in your level, with all the appropriate namings, and associations set up, we’ll move on to creating the spawn paths, and capture/control regions.
On the Edit Mode toolbar, click on the Region button. Notice the interface has changed slightly to show the region editing tools.
On the left side of the Zero Editor interface, you’ll now see the following tool panel:
First, click on the New Group button. Then click on the Cylinder button under the Shape section. This will allow you to place a cylindrical region in your level. As with Object Mode, simply move your cursor to where you want to place your region (the regions should be placed in the same location as the CP that they are going to be used for), and left-click.
Once your region is placed in the world, click on Select Region under the Action section. Move your cursor over the region you just placed and click on it to select it.
You’ll notice that just as with objects, a name is automatically filled in, in the Region ID boxes.
At the top of the screen, next to the top Region ID box (there are 2 Region ID boxes, one on the tool panel as you can see in the image on the left, and one at the top of the screen to the right of the tool panel) there is a box titled Class Properties. I know this is confusing, but this is where you need to type the name of your region (I know it’s weird, but trust me, it works )
Click in the Class Properties box, and enter the name “cp5_capture” (without the quotes). You should then copy that name into the Region ID box to avoid any confusion later on. It will also make the region easier to select from it’s Region ID in the list.
Now that you have the region created, you’ll want to move it so that it is centered over cp5 that we created earlier. To move a region, select it, as described above, and hold the C key. You’ll see a set of axis appear on the object. One red, green, and blue. While you’re holding the C key, you can move the region by using the Left Mouse Button to move on the X-axis (red), the Right Mouse Button to move on the Y-axis(green), and Middle Mouse Button to move up and down on the Z-axis (blue). Position the region so that it is centered over cp5 and sunken slightly into the ground to make sure there are no places you could stand and have your feet not be inside the region.
(this works for all objects and regions, and hold down the X key to rotate an object/region using the same mouse controls)
That’s that. Now when a unit enters this region, they will begin capturing the CP.
The next thing we’re going to do, is create the Control Region for this CP.
First, click on New Group in the region tool panel. This time, we’re going to make a box region, so under Shape, click Box.
Now just click where you want to place the region. Note: It should also be slightly sunken into the terrain
Select the region (click on Select Region and then click to select) and enter the name “cp2_control” into the Class Properties and Region ID fields, the same as we did on the Capture Region.
Now we’re going to need to scale the region up a bit. The region should already be selected. Press and hold the Z key. You’ll see a set of axis identical to the ones that you saw when moving objects, and regions. But now, the Left, Middle, and Right mouse buttons will scale the region on each axis. Scale the region up about twice as big as it is to begin with. On the X and Y axis, while leaving the height the same. Center this new region over the CP as well.
Now, you have a cylindrical Capture Region and a rectangular Control Region. The Control Region is used for vehicle spawns, which I’ll explain later on.
Now that we have our CPs set up, and the capture and control regions in place, we’ll need to place our spawn points so that we can spawn in at our new CPs.
First, click on the Path button under Edit Modes. You’ll see a new panel on the right that looks like this:
(you'll see what they mean )
First, click New Path. The first thing we’ll do is rename the path to “cp5_spawn”. To do this, click on the auto-generated name in the Path Name box, and type “cp5_spawn” (no quotes) and hit enter.
Now, to place path points, just click on the terrain where you want to place your node. Each CP should have at least 6 or 8 spawn points. Click on the terrain, and place 6 nodes on the ground around cp5.
Notice that there are a set of axis visible on each path node. There is a blue, red and green axis. Players will spawn into the world facing in the direction of the green axis. To rotate this axis, first click on the Move button under the Action tab, and then click on the node you want to rotate.
Once you have the node selected, press and hold the X key to go into rotate mode. Click and drag with your Middle Mouse Button to rotate the green axis into the position that you want players to face when they spawn in. Repeat this process for each node.
(this is important if you want your troops to spawn in a certain direction)
Just to keep everything all in one place, I’ll go over quickly how to make your new CPs actually count in conquest. You’ll need to open up your abcc_con.lua and abcg_con.lua which is located in \BF2_ModTools\data_abc\common\scripts\ABC\. At the top you’ll see this function:
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
All you have to do to get your new CPs working in conquest, is to add entries for cp5, cp6, etc…for however many CPs you add to your level. So let’s say you added cp5 and cp6. You’re new ScriptPostLoad function will look like this (I’ve put in bold the additions that I made):
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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--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)
conquest:AddCommandPost(cp6)
conquest:Start()
EnableSPHeroRules()
end
…and that’s it. You’re new CPs are now functional. Note: if you don’t make these changes to your script, you’re new CPs will show up just fine in the game, and will be capturable, but they will not contribute to the conquest functionality, meaning that if CPs 1-4 are all captured, the game will still end even if CPs 5 and 6 haven’t been. Get it?
(this is still very important, even if you know it already)
[/quote]
Posted: Sat Sep 09, 2006 4:11 pm
by Caleb1117
Blast shoulda known it would be in the doc's.
oh and sorry for the huge bump but I think the creator of the thread is allowed to do that.
any way Im very pleased with my map and was wondering if anyone wanted to test it?
If your itrested tell me a way I could send it to you
oh and iternet isnt on my new comp yet so I dont have x-fire going...
oh and I'd still like to know how to layer textures, one texture always dominates :evil:
Posted: Mon Oct 16, 2006 10:59 am
by Caleb1117
HELLO!!! I'm back yes indeed. although I stoped all efort on my map for about 2 months I've started back and have a new problem...
I added a new cp to my map and it worked fine. then I added a sixth cp and then we had problems... I changed my C_con lua acordingly to fit in the 2 new cps but for some reason no one is spawning I can spawn but no ai spawn.
I'll start with my BFront2.log
Oh and BTW I still haven't figured out how to layer textures...
Log Start~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hidden/Spoiler:
Opened logfile BFront2.log 2006-10-16 1013
ingame stream movies\crawl.mvs
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\YTC\data\_LVL_PC\core.lvl
prev = none iLastPage = nil
ifs_legal.Exit
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
call minimize window
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03EAE6D0
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie GRV 200 , 300 510 x 400
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment GRV0.000000ly
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 2
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 10
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 11
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 12
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 13
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 14
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 15
EraSelection.subst = c era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 16
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 24
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 25
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 26
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 27
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 30
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 31
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 32
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 33
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 34
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 35
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 36
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 37
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 38
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 39
EraSelection.subst = c era_c
EraSelection.subst = g era_g
EraSelection.subst = c era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 40
EraSelection.subst = c era_c
EraSelection.subst = g era_g
EraSelection.subst = c era_c
EraSelection.subst = c era_c
EraSelection.subst = g era_g
EraSelection.subst = c era_c
num, Selection = 1 table: 03EAE6D0
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 38
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie GRV 200 , 300 510 x 400
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment GRV0.000000ly
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret16, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret34, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret32, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret19, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret22, that does not have an .odf file associated with it
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ebcbb779: trying to replace "cis_hover_aat" with "cis_hover_aat1"
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret23, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret6, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret14, that does not have an .odf file associated with it
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'tur_weap_laser_auto' is not localized for stats page
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret3, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret25, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret7, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret33, that does not have an .odf file associated with it
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=91409741: trying to replace "cis_hover_stap" with "cis_hover_stap1"
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret1, that does not have an .odf file associated with it
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=12d1bb68: trying to replace "dag1_prop_destroyed_gunship" with "dag1_prop_destroyed_gunship1"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=59203dcd: trying to replace "uta1_prop_crate_stack" with "uta1_prop_crate_stack2"
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret24, that does not have an .odf file associated with it
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=58203c3a: trying to replace "uta1_prop_crate_stack" with "uta1_prop_crate_stack3"
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret29, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret9, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret31, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_lightsaber"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_lightsaber, that does not have an .odf file associated with it
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=5320345b: trying to replace "uta1_prop_crate_stack" with "uta1_prop_crate_stack4"
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret8, that does not have an .odf file associated with it
Message Severity: 2
.\Source\Damageable.cpp(700)
damage effect [mus_sfx_droidconcept] not found
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret11, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret28, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret12, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret30, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret20, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret18, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret13, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret, that does not have an .odf file associated with it
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=98c22590: trying to replace "kas2_prop_sea_walldoor_2" with "kas2_prop_sea_walldoor_20"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=522032c8: trying to replace "uta1_prop_crate_stack" with "uta1_prop_crate_stack5"
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret15, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret4, that does not have an .odf file associated with it
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 76
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 77
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 78
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 79
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 80
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 81
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 82
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret5, that does not have an .odf file associated with it
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 83
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 84
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 85
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 86
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=56203914: trying to replace "uta1_prop_crate_stack" with "uta1_prop_crate_stack1"
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 87
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 88
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret17, that does not have an .odf file associated with it
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=511180e1: trying to replace "hoth_bldg_tunnel_exit" with "hoth_bldg_tunnel_exit1"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=730cc53d: trying to replace "yav2_bldg_big" with "yav2_bldg_big1"
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret10, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret2, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret26, that does not have an .odf file associated with it
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 89
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 90
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 91
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 92
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 93
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 94
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 95
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 96
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 97
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 98
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 99
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 100
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 101
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 102
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 103
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 104
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 105
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 106
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret27, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret21, that does not have an .odf file associated with it
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 204
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 208
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 212
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 216
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 220
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 224
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 228
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 232
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 236
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 240
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 244
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 248
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 252
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 256
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 260
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 264
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 268
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 272
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 276
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 280
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 284
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 288
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 292
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 296
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 300
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 304
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 308
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 312
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 316
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 320
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 324
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 328
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 332
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 336
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 340
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 344
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 348
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 352
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 356
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 360
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 364
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 368
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 372
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 376
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 380
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 384
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 388
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 392
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 396
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 400
Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index global `Commandpost' (a nil value)
stack traceback:
(none): in function `ScriptPostLoad'
Log End~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I hope someone can help edit: y did smiles take over my log?
Posted: Mon Oct 16, 2006 12:13 pm
by RevanSithLord
Smiles took over your log because, em, gee, I dunno, it matched the code of a smiley. lol Sorry, that sounded rude. I was just trying to be funny. No harm done I hope?
I'm having lots of CP problems aswell. But, thanks to this, it was more clear to me lol So. I should be getting back to my Talay map soon.
Hope you solve your probs though dude. Cause I needed help with almost the same thing. lol. Not much people posted in my Map Crashing thread... but eh. Atleast I got more info from here.
So, yea, whatever you know, I'll know. Think of that as a small partnership in knowledge. lol Then again, Majin is teaching me...
This may have not really been constructive, at all, but I eh, guess I just wanted to share that I was having the same problems, bud.
Take care, and good luck.
Posted: Mon Oct 16, 2006 7:27 pm
by Caleb1117
RevanSithLord wrote:
Majin is teaching me...
Oh is he? Hmmm mind asking him where he got those explodeing barrels that are in his ROTE map #2 the dantoween one?
If he made them any chance I could get the ODF's and such from him?
ok Im makeing a list now.
1 I need a fix to the problem above and I need it badly.
2 I need to know how to put multable/layer textures on a map. In my map one texture always dominates the others as I have said before
3 how do I make damage regons?
These are listed in current priority but if you can't help with the first one please feel free to help with one or both of the others
Gametoast Community "Please help" me "You are" my "Only hope..."
gtpwn
Posted: Sun Jan 14, 2007 11:52 am
by Caleb1117
Ok, it is time to bring back this topic and hopefully get some new results.
I am fully aware of the emnceity of this bump however as I've stated before I made this topic so I'm pretty sure I can bump it, correct me if I'm wrong. ok here we go,
The Problem: (the majr one atleast)
Ai do not spawn on the map AT ALL.
I ran the map with the modtools.exe
and went through the log and found all the level 3 errors
here thay are
Even if I never release this map I still want to fix it, as I myself love this map. If someone can help me fix this I will post some screenies of my map to see if anyone is iterested...
there is one last issue, I can't manage to keep more than one ground texture on the map at any one time. In ZE and BF2 one texture always dominates the rest, how do I make textures "tolorant" of one anouther?
Thank you!
Ignore this post look below
Posted: Mon Jan 15, 2007 1:43 pm
by Caleb1117
Hey, hey, hey, hey, hey... waiiiit... what if my lua had unit count set to 400
and I hadn't put in SetUberMode(1) In the right place?
Would that keep Ai from spawning?
Ignore this too
Posted: Tue Jan 16, 2007 8:57 pm
by Caleb1117
You may now resume reading
ok I was talkin with teancum just a little while ago and I asked him if it was bad that munge said:
Munging PM2.req
The system cannot find the path specified.
Munging addme.lua...done.
He siad it was bad, however he had to go and did not have time to elaborate, so its up to you various GT members, to save the world, more specificly my SWBF2 world! and help one n00b at a time... starting with me.
Now that thats said there are no major problems with my map other than Ai will not spawn, I can spawn but I am alone. I am not sure but I think
this:
Munging PM2.req
The system cannot find the path specified.
Munging addme.lua...done.
has somthing to do with it, eather way this is what teancum said about it.
[18:26] caleb1117: BTW is it bad if munge says...
[18:26] caleb1117: Munging PM2.req
The system cannot find the path specified.
Munging addme.lua...done.
[18:26] [GT]Teancum: yeah, PM2 is your whole world
[18:26] [GT]Teancum: looks like you should make a topic in the modding forum
[18:27] caleb1117: I have
[18:27] caleb1117: but i never metioned this problem
[18:28] caleb1117: hmmm... distressing.
Thank you in advance
to everyone who gazes upon this topic... and more thanks to those that can help!
[GT-B]Caleb1117
Posted: Tue Jan 16, 2007 11:51 pm
by phazon_elite
That whole:
Munging PM2.req
System cannot find the path specified
is nothing. It does that to me everytime I munge. It really munges your req, but it just says it doesn't.
I also have the same problem witn my map: everything is fine, but the AI don't spawn, so I cant help you on that.
Hope this helps
- EP-000782
Posted: Wed Jan 17, 2007 2:39 am
by FragMe!
Question is it no spawning all game modes or just some?
Have you added CPs in ZE but not put them in the LAU?
If it is gcw1flag then in the LAU near the top where it says Soundevent
it may have CIS and REP in there it should be IMP and ALL
Posted: Wed Jan 17, 2007 6:12 pm
by Caleb1117
Mode is conquest, yes, I recently added some cps, yes, I set them up in lua, I'll check Elimination to see if anything spawns.
Posted: Wed Jan 17, 2007 9:02 pm
by phazon_elite
Conquest always seems kind of strange for me when it comes to it working right on a custom map. Did you try Elimination yet?
- EP-000782
Posted: Sun Jan 28, 2007 3:05 pm
by Caleb1117
Ok I fixed the spawn issure... not sure how but I did, any way time to move on to other qestions,
1. how do I use more than one ground texture?
2. Is there a way to give snipers a reqtical(spelling)?
Thanks!
[GT-B]Caleb1117
Posted: Sun Jan 28, 2007 4:03 pm
by phazon_elite
Oh man, I wish you knew how you got it working again. I'd like to get on with my map, too.
1. Go to the texture tab in ZeroEditor. Click on the browse button and look for .tga files, then hit ok.
2. Yes. Although I know it has to do with the odf, I don't know what the line is that should be edited
- EP-000782
Posted: Sun Jan 28, 2007 7:06 pm
by Caleb1117
OK new question
I wnt to my PM2_data/sides/common/odf folder and made some changes to the sniperrifle.odf and ord.odf, I tryed munging common in the dropdown sides list in visual munge, it went fine but when I played my map none of my changes had taken place? how can I get them to work?
Oh and as for your map I think I know how I fixed mine in... ZE on the top tool bar there should be a Game Modes: Configure. Hit the configure botton and a menu pops up, at the bottom of the menu is a botton that says: Update world REQ and Mode MRQ's hit the botton and duble click your ***.req, then save your ***.wld and that should fix it it did for me, I Guess you have to do that when ever you add cp's but I was never told about it.
Hope that helps!
Posted: Sun Jan 28, 2007 8:01 pm
by phazon_elite
Ah, I see. I'll try that now and see if it works.
As for the sniper rifle, did you clean then munge? It might work then.
If it still doesn't, then place this in your LUA:
ReadDataFile("dc:SIDE\\***.lvl",
The *** stands for your side name if it's 3 letters long (I've seen sides with more...so...)
NOTE: If it was the com_weap_inf_sniper_rifle.odf you edited, forget the LUA altogether.
Hope this helps
- EP-000782
Posted: Mon Jan 29, 2007 10:12 am
by Caleb1117
Well cleaning then mungeing didn't work all I modifyed was the sniper rifle odf in the ***_Data/Sides/Common folder and its ord.odf
so I don't think I need to call it in the lua... maybe.
any way Anyone know if its possible to modify the game code to give snipers a rqticle in all SP maps?
Posted: Mon Jan 29, 2007 1:49 pm
by MercuryNoodles
ReticuleInAimingOnly = 0
^That needs to be in the weapon odf. If you want that in every map, then you're talking about making a side mod, and replacing the stock files.
As for the other problem, I've run into the same thing myself. Editing default weapon odfs (com_weap_whatever, imp_weap_whatever) in the common side folder, or a custom side folder results in no effect, or the changes are only partially applied. Making a new weapon odf (and giving to your unit) will solve the problem for the custom side folder. The name really does make all the difference. So, potentially, making a new odf in the common folder should do the trick for most common side editing. The award weapons give me trouble, though.
Posted: Mon Jan 29, 2007 9:12 pm
by Caleb1117
Um so how could I make such a side mod?
Posted: Tue Jan 30, 2007 9:59 am
by MercuryNoodles
Here's the short version:
-start a new level with VisualMunge, minus the mapping part (you only need the file structure)
-take a default side and edit the existing files
-munge
-place the newly compiled side files in the game directory, replacing the game's stock side files (remember to back up anything you intend to replace first)