is it possible to make the major control zone look like it did in the first game, maybe it can be done though the ingame trick that I used to get the vehicle repair droid ingame.
update it does work if you load the dc ingame lvl in the gamescripts first but there is no fake console but now I know there must be a way to do it
Re: major control zone
Posted: Sun Aug 05, 2018 7:35 pm
by Marth8880
All you need to do is edit the CP's ODF and change both GeometryName values (under [GameObjectClass] and [Properties]) to use com_bldg_controlzone_large instead of com_bldg_controlzone, and add com_bldg_controlzone_large to the "model" section of your custom ingame's REQ file.
Additionally, since units can't walk over the large CP mesh, I recommend adding the following to the ODF's [Properties] section:
It'll automatically generate a 2x2 AI barrier around the CP during runtime so bots don't run into it.
Re: major control zone
Posted: Mon Aug 06, 2018 6:29 am
by wsa30h
thanks I got it working by copying over the odf from the first game and renaming the major to huge and mentioning it in the dc ingame req.
but that didn't show the symbol above the cp and when I went back and change everything you told me to and add the large to the ingame req it shows up as the normal one.
even if I put the dc ingame first which makes me lose the fake console functionality it does spawn then but it has no faction symbol over it, I think that this is either hardcoded or in mesh file.
Re: major control zone
Posted: Mon Aug 06, 2018 12:34 pm
by Marth8880
I got it working for Siege mode in MEU; it's not hardcoded.
Re: major control zone
Posted: Mon Aug 06, 2018 1:06 pm
by wsa30h
got it working but just one problem the symbol that shows the faction above the normal command post isn't there the same way it is in heroes vs villans or if there is a third local team is there a way to fix this ?
Re: major control zone
Posted: Mon Aug 06, 2018 2:43 pm
by Marth8880
- Hero Assault uses com_bldg_controlzone_CTF.
- CPs use the HoloImageGeometry parameter to determine which icon they use for each team that owns the CP.
Using the above knowledge, think critically about what you should do to find out how com_bldg_controlzone_CTF uses a different icon from com_bldg_major_controlzone. Try comparing the HoloImageGeometry parameters from com_bldg_major_controlzone with the ones in com_bldg_controlzone_CTF.
Re: major control zone
Posted: Mon Aug 06, 2018 4:46 pm
by wsa30h
I tried swapping both nothing is working to get the symbol up are you sure its possible to have it with the symbol ?
Hmm, are you sure the changes are being reflected? You might have to manually copy over your ingame.lvl file.
Also, to check, try changing com_bldg_controlzone_large to com_bldg_controlzone just to see. If the CP's mesh appears as the Conquest CP mesh in-game, then yeah changes are being reflected.
Re: major control zone
Posted: Mon Aug 06, 2018 5:14 pm
by wsa30h
ok I changed it like you said and I still get the big mesh and not the conquest one also the cp didn't change and it should have I presume this means the changes aren't reflecting ?
Re: major control zone
Posted: Mon Aug 06, 2018 5:17 pm
by Marth8880
Correct. Could you post a snippet from your Lua script showing the ingame.lvl sections?
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
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"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
--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:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:Start()
SetUberMode(1);
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- 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 ScriptInit()
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
Your custom ingame.lvl needs to be loaded before the stock ingame.lvl.
Also, it sounds/looks to me like you need to refine your ingame.req file to only require the files that you're using/changing, like com_bldg_major_controlzone.
Keep the following in mind as you do it:
- "class" section = ODF files
- "model" section = MSH files
- "texture" section = TGA files
- "config" section = FX files, HUD files, and some others
In your case, your ingame.req file should only require the CP ODF, the CP's mesh, and the mesh's textures.
Re: major control zone
Posted: Mon Aug 06, 2018 7:15 pm
by Calrissian97
Are you sure the textures are necessary for the req file? From what I've seen the models will automatically call for their textures.
Re: major control zone
Posted: Mon Aug 06, 2018 9:38 pm
by Marth8880
Maybe, maybe not ¯\_(ツ)_/¯
Re: major control zone
Posted: Tue Aug 07, 2018 4:58 am
by wsa30h
yeah but anytime I load the custom ingame lvl before the stock one I get no fake console.
update got it working marth you were right about the ingame lvl you were right. thanks marth8880 you got me out of trouble once again.
had to do a clean munge but its all fine now.
Re: major control zone
Posted: Tue Aug 07, 2018 4:22 pm
by Marth8880
Glad to hear!
wsa30h wrote:yeah but anytime I load the custom ingame lvl before the stock one I get no fake console.
The reason why is because your custom ingame.lvl was loading the pause menu scripts that are normally loaded by the stock ingame.lvl.