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utat problems
Posted: Sun Feb 18, 2007 2:33 pm
by valiant
OK, so I am trying to add the UT-AT, but whenever i place the vehicle, it ctds. I guess the real question is can someone help me add vehicles, including the ut-at, to maps? the documentation didnt help at all.
RE: utat problems
Posted: Sun Feb 18, 2007 5:04 pm
by trainmaster611
You are using a com_item_vehiclespawn.odf right?

RE: utat problems
Posted: Sun Feb 18, 2007 5:53 pm
by valiant
I added one, but am not sure about fields and all.
RE: utat problems
Posted: Sun Feb 18, 2007 8:50 pm
by trainmaster611
Read the getting started docs about vehicle spawns. Things you need:
1)Create a cp
2)Add an associated control region
3)Add Vehicle Spawn ODF
4)Fill in Object Instance fields where necessary
5)Add UTAT to LUA
RE: utat problems
Posted: Mon Feb 19, 2007 6:43 am
by RC-1290
If you want to test the model it'self, you can put the files in the msh and odf folder of the world folder of your mod. Then add the vehicle like you would add objects. This way only one will spawn, and it doesn't seem to work in multiplayer, but at least you can test it without going through making an entire new side, setting up the lua and the req files.
Good luck
RC-1290'Dreadnought'
RE: utat problems
Posted: Mon Feb 19, 2007 11:02 am
by valiant
train, i did read the getting started doc.
thx rc i will try that.
RE: utat problems
Posted: Mon Feb 19, 2007 12:12 pm
by Commander_Keller
hm... i am not a mapper but maybe one has to create a req file for it to work in the C:\BF2_ModTools\data_XXX\Sides\rep\req folder which could look like this:
ucft
{
REQN
{
"class"
"rep_hover_utat"
}
}
file name = rep_hover_utat.req
-----------------------------------------
so i have no clue if this will work/help but it´s worth a try...
p.s. don´t forget about the other req´s but i suppose you already did all that. i don´t wanna be a wisenheimer...