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Having Problems With Exiting Vehicles on Modded Mygeeto

Posted: Wed Jul 10, 2013 7:27 pm
by SWBF3Petition
I'm trying to put some capital ships high above the terrain of a map. I can place them there just fine, but when I land in them and then try to get out, my character instantly dies. It seems to only happen when the surface I land on is outside of this mysterious spherical region that has no name and I can't select it. I'm editing the shipped Mygeeto map. A screenshot of the region is below. Does anyone have any idea how to either get rid of the region, or make it bigger?
Hidden/Spoiler:
Image

Re: Unknown Region on Mygeeto is Causing Problems

Posted: Wed Jul 10, 2013 7:35 pm
by Locutus
Sounds like you are out of the bounding region to me.
Have you checked that?
SWBF3Petition wrote:Does anyone have any idea how to either get rid of the region, or make it bigger?
If you have trouble changing stuff in ZE it sometimes helps if you edit the corresponding files directly. In your case that would be MAP_*era*.RGN

Re: Unknown Region on Mygeeto is Causing Problems

Posted: Wed Jul 10, 2013 7:37 pm
by Noobasaurus
I'm assuming you have checked all layers for this region. Is this correct?

Re: Unknown Region on Mygeeto is Causing Problems

Posted: Wed Jul 10, 2013 8:20 pm
by SWBF3Petition
@Locutus: I can't find the file you're talking about. I did a search for all of my RGN files associated with that map, and none of them had an era in their file name. I'll list all the RGN files I did find below.

@Noobasaurus: Yes, I did check all the layers, and I was unable to ever select that region.


RGN Files:
Hidden/Spoiler:
Image

Re: Unknown Region on Mygeeto is Causing Problems

Posted: Wed Jul 10, 2013 9:04 pm
by kinetosimpetus
Check your lua for a line like MaxHeight(100) or something or other and make it bigger. Your shipnis probably higher than this limit so when uou get out youre accelerated down at roughly Mach 7.

Re: Unknown Region on Mygeeto is Causing Problems

Posted: Wed Jul 10, 2013 10:17 pm
by SWBF3Petition
The only Max Heights I can find are Fly Height and Player Fly Height. Both of which are set to 2000. I'll post the rest of my LUA below.


GSMc_con.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script --
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()

DisableBarriers("dropship")
DisableBarriers("shield_03")
DisableBarriers("shield_02")
DisableBarriers("shield_01")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
DisableBarriers("coresh1")

EnableSPHeroRules()

cp1 = CommandPost:New{name = "CP1_CON"}
cp2 = CommandPost:New{name = "CP2_CON"}
--cp3 = CommandPost:New{name = "CP3_CON"}
cp4 = CommandPost:New{name = "CP4_CON"}
cp5 = CommandPost:New{name = "CP5_CON"}
cp7 = CommandPost:New{name = "CP7_CON"}
--cp8 = CommandPost:New{name = "CP8_CON"}

conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
--conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp7)
--conquest:AddCommandPost(cp8)

conquest:Start()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")

ReadDataFile("sound\\myg.lvl;myg1cw")

ReadDataFile("SIDE\\rep.lvl",
--"rep_fly_assault_dome",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_hero_kiyadimundi",
"rep_fly_anakinstarfighter_sc",
"rep_fly_gunship",
"rep_fly_vwing")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_aat",
"cis_fly_gunship_dome",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_fly_droidfighter_sc",
"cis_fly_tridroidfighter",
"cis_fly_greviousfighter")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_recoilless_lg")


SetupTeams{

rep={
team = REP,
units = 32,
reinforcements = 150,
soldier = {"rep_inf_ep3_rifleman", 9, 25},
assault = {"rep_inf_ep3_rocketeer", 1, 4},
engineer = {"rep_inf_ep3_engineer", 1, 4},
sniper = {"rep_inf_ep3_sniper", 1, 4},
officer = {"rep_inf_ep3_officer", 1, 4},
special = {"rep_inf_ep3_jettrooper", 1, 4},


},

cis={
team = CIS,
units = 32,
reinforcements = 150,
soldier = {"cis_inf_rifleman", 9, 25},
assault = {"cis_inf_rocketeer", 1, 4},
engineer = {"cis_inf_engineer", 1, 4},
sniper = {"cis_inf_sniper", 1, 4},
officer = {"cis_inf_officer", 1, 4},
special = {"cis_inf_droideka", 1, 4},
}
}


-- Hero Setup Section --

SetHeroClass(REP, "rep_hero_kiyadimundi")
SetHeroClass(CIS, "cis_hero_grievous")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
AddWalkerType(2, 0)
local weaponCnt = 230
SetMemoryPoolSize("Aimer", 60)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityHover", 7)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 76)
SetMemoryPoolSize("MountedTurret", 16)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 500)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TreeGridStack", 275)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:GSM\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(2000)
SetMaxPlayerFlyHeight(2000)

-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)

SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--Camera Shizzle--

-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end

Re: Unknown Region on Mygeeto is Causing Problems

Posted: Wed Jul 10, 2013 10:23 pm
by kinetosimpetus
Yeah its those. Try increasing them?

Re: Unknown Region on Mygeeto is Causing Problems

Posted: Wed Jul 10, 2013 10:34 pm
by SWBF3Petition
Munging with higher numbers now. I'll let you know after I test it.

EDIT: I changed them to 9001 (because, ya know, "IT'S OVER 9000!!!") and got the same result. It lets me fly really high, but when I get out, I immediately die, but only if it's above that mysterious spherical region.

EDIT 2: Sorry about the double post. I actually didn't know what it was until then. I haven't been active on any forums before.

Re: Unknown Region on Mygeeto is Causing Problems

Posted: Wed Jul 10, 2013 10:54 pm
by kinetosimpetus
How high is the capital ship?

Re: Unknown Region on Mygeeto is Causing Problems

Posted: Wed Jul 10, 2013 10:55 pm
by AceMastermind
SWBF3Petition wrote:It lets me fly really high, but when I get out, I immediately die, but only if it's above that mysterious spherical region.
That spherical region is named GlobalAmb in the SoundRegions layer, its purpose is for the wind soundstream.

Re: Unknown Region on Mygeeto is Causing Problems

Posted: Wed Jul 10, 2013 10:56 pm
by SWBF3Petition
Under Properties, Height, it says 327.67. When I test the map, I can fly well above it. It's just that any surface you land on that's above that sphere, you die if you try to get out.

EDIT:
AceMastermind wrote:
SWBF3Petition wrote:It lets me fly really high, but when I get out, I immediately die, but only if it's above that mysterious spherical region.
That spherical region is named GlobalAmb in the SoundRegions layer, its purpose is for the wind soundstream.

Oh. So it probably shouldn't be causing this problem. It just seems like any time I put an object above it, then try to land on it and get out, I have the problem.

EDIT 2:
I did a ton of testing, and found that any time I put an object above that region, the player will die on exit of vehicle. I have no idea why it does that, but I'm going to try removing that region and seeing if that fixes it. I'll update once I've tested it.

EDIT 3:
Unfortunately, that didn't work. Anyone have any ideas? Is there some kind of limit to how high a player can be when outside of a spaceship?

EDIT 4:
I made a video of the problem. Maybe it can help diagnose what's going on.

Re: Having Problems With Exiting Vehicles on Modded Mygeeto

Posted: Fri Jul 12, 2013 10:26 pm
by AceMastermind
I'd say your ship is just too far from the center of the map. Increasing the 'SetWorldExtents' value in the mission LUA is supposed to correct this, but if not then you'll have no choice but to move your ship down closer to the terrain.
[color=#FF8040]Battlefront II Space LUA Guide[/color] wrote:>>SetWorldExtents and ScriptPreInit go hand in hand. When building a Space level, you may notice that when you exit your ship you instantly die. You also might find that running around certain parts of your ship you will die without taking damage. That’s what SetWorldExtents is for. If you have this set to 2500, but you’re still finding that the world is killing you (and you’re not walking into a death region) then bump it up to enlarge the soldier based playable space.

Code: Select all

function ScriptPreInit()

SetWorldExtents(2500)

end

Re: Having Problems With Exiting Vehicles on Modded Mygeeto

Posted: Fri Jul 12, 2013 11:55 pm
by SWBF3Petition
That didn't fix it. Is there anything else that might cause it, or is this pretty much the last thing that I could try?

EDIT:
I've elected to just move my capital ships down. If anyone has any other solutions, I would love to be able to move them back up, but I'll just deal with it for now. Thanks for your help!

Re: Having Problems With Exiting Vehicles on Modded Mygeeto

Posted: Sat Jul 13, 2013 3:00 am
by AceMastermind
Where in your mission LUA did you insert those lines and what value did you use? The code should go before ScriptInit. The space Coruscant campaign map is fairly large and is only set to 2600.

Re: Having Problems With Exiting Vehicles on Modded Mygeeto

Posted: Sun Jul 14, 2013 1:01 am
by SWBF3Petition
I've got it just above that. I'll post the bits of the LUA below.
Hidden/Spoiler:
...
function ScriptPreInit()

SetWorldExtents(2500)

end

function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")

ReadDataFile("sound\\myg.lvl;myg1cw")

ReadDataFile("SIDE\\rep.lvl",
--"rep_fly_assault_dome",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_hero_kiyadimundi",
"rep_fly_anakinstarfighter_sc",
"rep_fly_gunship",
"rep_fly_vwing")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_aat",
"cis_fly_gunship_dome",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_fly_droidfighter_sc",
"cis_fly_tridroidfighter",
"cis_fly_greviousfighter")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_recoilless_lg")


SetupTeams{

rep={
team = REP,
units = 32,
reinforcements = 150,
soldier = {"rep_inf_ep3_rifleman", 9, 25},
assault = {"rep_inf_ep3_rocketeer", 1, 4},
engineer = {"rep_inf_ep3_engineer", 1, 4},
sniper = {"rep_inf_ep3_sniper", 1, 4},
officer = {"rep_inf_ep3_officer", 1, 4},
special = {"rep_inf_ep3_jettrooper", 1, 4},


},

cis={
team = CIS,
units = 32,
reinforcements = 150,
soldier = {"cis_inf_rifleman", 9, 25},
assault = {"cis_inf_rocketeer", 1, 4},
engineer = {"cis_inf_engineer", 1, 4},
sniper = {"cis_inf_sniper", 1, 4},
officer = {"cis_inf_officer", 1, 4},
special = {"cis_inf_droideka", 1, 4},
}
}


-- Hero Setup Section --

SetHeroClass(REP, "rep_hero_kiyadimundi")
SetHeroClass(CIS, "cis_hero_grievous")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
AddWalkerType(2, 0)
local weaponCnt = 230
SetMemoryPoolSize("Aimer", 60)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityHover", 7)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 76)
SetMemoryPoolSize("MountedTurret", 16)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 500)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TreeGridStack", 275)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:GSM\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(2000)
SetMaxPlayerFlyHeight(2000)

-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)

SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--Camera Shizzle--

-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end
...

Re: Having Problems With Exiting Vehicles on Modded Mygeeto

Posted: Sun Jul 14, 2013 4:06 am
by AceMastermind
Did you try any values other than 2500? I'd like to know everything you've tried until now to avoid giving useless suggestions.

Re: Having Problems With Exiting Vehicles on Modded Mygeeto

Posted: Sun Jul 14, 2013 6:02 pm
by SWBF3Petition
Yeah, I put in 9500 and it didn't work either. After that, I gave up and moved my capital ships down.

Re: Having Problems With Exiting Vehicles on Modded Mygeeto

Posted: Sun Jul 14, 2013 7:21 pm
by AceMastermind
You said earlier that the ship height was 327.67 in ZeroEditor. How much did you have to move it down to keep from being killed by the game after exiting flyers?

Re: Having Problems With Exiting Vehicles on Modded Mygeeto

Posted: Sun Jul 14, 2013 7:38 pm
by SWBF3Petition
Well, I found that no matter where I move objects, for some reason, that field always has the same number. My guess is that it's probably right at about 1000, but I don't know how to tell for sure.

Re: Having Problems With Exiting Vehicles on Modded Mygeeto

Posted: Sun Jul 14, 2013 7:54 pm
by AceMastermind
When you select an object that field should update with that object's Y position in the world.