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Seven Problems....

Posted: Sun Nov 05, 2006 12:24 pm
by Darth_Z13
OK so I've been saying stuff about my secret maps and making help topics to fix stuff ETC..... now I'm almost ready to post a W.I.P. for my next map. However, three problems MUST be fixed.....

1) The same units are on both teams. I've set the LUA up to use different units but the same ones are on both teams.
*SOLVED*

2) Two of the three vehicles on the map DO NOT spawn. I've loaded them properly with the LUA but.... they still don't spawn.
*CTF REMOVED*

3) The AI in Assault are stupid. They run up to this invisible line and just stand there. Any ideas? How do I make AI go where I want them to go?
*SOLVED*

4) How do I remove the rocket that follows the blast from a Bulldog RLR? *SOLVED*

5) Is it possible to make a splat for an explosion?

6) My AI just stand around. Why?
*SOLVED*

7) What do I need to remove to get rid of CTF in both eras?

Code: Select all

--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
	for i, mission in missionList do
		if mission.mapluafile == mapName then
			for flag, value in pairs(newFlags) do
				mission[flag] = value
			end
		end
	end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)

sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "EPC%s_%s", era_g = 1, era_c = 1, mode_1flag_g = 1, mode_1flag_c  = 1, mode_eli_g = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier.  the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("EPC","EPCg_eli",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\EPC\\data\\_LVL_PC\\core.lvl")
Thanks to... Pi314, Psych0fred and fat_walrus. :D

Posted: Sun Nov 05, 2006 1:51 pm
by Pi314
Ok, I think I can help fix bug #1.
If my guess is right you used the same model for both pb1 and pb2.
The .msh files give everything a certain name wich is later read by the game. If two msh files give it the same name the game reads of only one location. To fix this you need to edit the .msh files!
I'll post a part of the tutorial I send to Linus:

Ok! Here is a short tutorial for using multiple skins on the same model [...]:
You will need a Hex Editor for this. Possibly though you could use a normal text editor, i'm not sure. But I prefer a Hex Editor anyways.

In the msh folder copy the contents you want twice. And I mean all of it or it won't work. Rename all the files so that they have the same length as the original name. Replace for example the IMP with something else like HER (for a hero or something)! Open the .msh files with the editor of your choice! Do "Find and Replace" usually with the shortkeys Ctrl+H. Replace IMP with whatever you replaced it with in the filenames. (in my case HER)
REMEMBER NOT TO USE INF AS THE PART YOU RENAME SINCE IT DOES NOT APPEAR IN ALL THE PARTS OF THE .msh FILES. Same goes probably for FLY or whatever. I haven't checked that out yet.
[...]

Hope that helps. Good luck with the other problems also. ;)

Posted: Sun Nov 05, 2006 2:10 pm
by Darth_Z13
Thanks that worked like a charm! :D
Question 4 Figured out by myself.

Posted: Mon Nov 06, 2006 4:10 pm
by Pi314
Glad I could help! ^^

About the vehicles: Make sure you placed them in the correct layer. Vehicles MUST be in the same layer as the cp they are associated with.

Posted: Mon Nov 06, 2006 10:56 pm
by Darth_Z13
OK my AI are completely dead. They run fine for a little bit and then they stop moving completely. I can stand in front of a battledroid and he won't shoot me. Here's my LUA:
*SOLVED*

Posted: Tue Nov 07, 2006 8:50 am
by Teancum
Take an overhead shot looking down at your map in ZeroEdit, showing the planning graphs you've done.

Posted: Wed Nov 08, 2006 1:09 am
by fat_walrus
Push the planning button in Zero Editor, then make hubs and connect them, it isn't too hard but it takes some time.

Planning just tells where bots to go, without them they will run in a straight line or just stand there

Posted: Wed Nov 08, 2006 6:31 pm
by Darth_Z13
YAY! Thanks fat_walrus and psych0fred. Your planning advice worked!

Posted: Wed Nov 08, 2006 8:36 pm
by fat_walrus
No problem, I'll look into the *splat*, can't promise anything though ;)

Posted: Wed Nov 08, 2006 8:39 pm
by Darth_Z13
Umm new problem. My AI go still after I capture the flag once in CTF mode. :?

Posted: Wed Nov 08, 2006 10:17 pm
by fat_walrus
no thank you =p I guess use it in BFII ModTools, I can't see why they are standing there. Did you use the planning correctly?

Posted: Wed Nov 08, 2006 10:17 pm
by Darth_Z13
How? I typed in renderai and it says Unrecognized Command.
:oops: Sorry....

Umm ya a new problem. Zeroeditor has been lagging ALOT lately. Any ideas?

Posted: Wed Nov 08, 2006 10:23 pm
by fat_walrus
There is a possibility of many many objects but I doubt that.

And for RenderAI go to FakeConsle and select it from there. Don't type it.

Posted: Sun Nov 19, 2006 1:30 pm
by Darth_Z13
Sorry but.. BUMP! If I deserve a warning for this I will take it without complaint. I have one more question...

Posted: Sun Nov 19, 2006 3:13 pm
by Talibanman
relax, it's not even a bump yet :roll:

Posted: Sun Nov 19, 2006 3:15 pm
by The_Emperor
Funny thing is you didn't even ask your question :D

Posted: Sun Nov 19, 2006 3:36 pm
by Hebes24
It's in the first post, Emperor

7.) remove this from the addme LUA:
mode_1flag_g = 1, mode_1flag_c = 1,