Heroes map help dilemmas

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$iniSTar

Heroes map help dilemmas

Post by $iniSTar »

My current project is a ANTI-glitch version of MOS EISLEY heroes assault.Ive basically reloaded the default MOS EISLEY and Im adding damage regions that kill wall glitchers .

The problem Im experiencing is getting the default mode CPs for heroes to show up in the normal spots. when i load the zero editor , there is that checklist of mode types to load, not one of them says elimination, so which mode do i leave check marked before I run zero editor, or is there another step im missing to get the heroes to load the right CP spawn points.
Currently the cps are running toward the map edges outside of the normal game boundaries. please help me solve this. :roll:
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RE: Heroes map help dilemmas

Post by [RDH]Zerted »

assualt is elimination. It might be a good idea to take out the jumping glitches too.
$iniSTar

Post by $iniSTar »

there is that checklist of mode types to load, not one of them says elimination

I thought that statement was very clear, why didnt you understand it?
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Post by Qdin »

why didn't you understand: "assualt is elimination"

I assume there is a layer called 'assault' - since 'assault' IS what you call 'elimination'.
$iniSTar

Post by $iniSTar »

Load Layers
___________________

SELECT LAyers to load

___________________


1 flag

collsion

con

CTF

Design

hunt

Sound Regions

tdm

turrets

_____________



Select Layers by Game Mode
__________________________


1 Flag

Common

con

CTF

hero1flag

hunt

tdm


______________________________



these are the choices before the map loads, my guess was to check mark in load game modes- the hero1 flag box, but so far thats not working . so again , without taking a guess, someone who made a heroes map please answer which box / boxes do you use?
dreadlordnyax

Post by dreadlordnyax »

perhaps tdm = team deathmatch = assault?
$iniSTar

Post by $iniSTar »

yeah I tried that too. Dread Lord , those pesky invisible control points that cant be moved is all i get when the map is munged then the game is launched. The CPs for some reason (villain Cps ) team 1 defer to very edge of the map (behind the cantina) beyond the areas you can normally get to on the map - they are in the regions normally outside the play area.
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Post by Teancum »

The munge makes 4 default CPs. YOu have to delete them.
$iniSTar

Post by $iniSTar »

Ok now you're talking, so I go to the Elimantion LUA and delete? or is it via ZERO EDITOR to delete the default Cps?

please note: default CPS seem to be un- editable in zero editor , because I cant even get the cp control zone objects in the zero editor to be active and move them. :3dcp:


Im guessing you mean to delete the CPs that appear in the listing on the side in the black box, so after i make a backup , i'll mess with that, thanks!
$iniSTar

Post by $iniSTar »

http://ca.msnusers.com/Paladinsigs/shoe ... hotoID=179

check this link if you want to see some of the work in progress.
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Post by Teancum »

Uhm, what's with Jabba and stuff?

And you have to change layers to get rid of those CP's.
Tuskenjedi

Post by Tuskenjedi »

yeah, you did say you were just adding death regions for wallhacks, right? Or are you completely redoing the thing?
$iniSTar

Post by $iniSTar »

somewhat redoing it, just for some creativity fun. If you use push and get someone too close to Jabba they die.l

Thanks TEANCUM, I will try changing the layers
$iniSTar

Post by $iniSTar »

http://ca.msnusers.com/Paladinsigs/shoe ... hotoID=180


ok no luck finding the default cps in the zero editor- any hints for this?
M.O.D.

Post by M.O.D. »

Try going to the objects selection and toggle the browser, if that doesn't work switch layers and try it again...
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Post by Teancum »

Dude, they're there. Switch through all the layers and delete any of the CP's that aren't the right ones.
$iniSTar

Post by $iniSTar »

THE SOLUTION:

Ok , heres what I did . first i made a normal HEROES Elimination map. Then I loaded the default MOS EISLEY map in Zero editor (selecting the map layer as heroes eli) . Saved it over the custom 3 lettered world map req. file I made. Thats when the ELI layer became unchangeable and un selctable in zero editor.
BIG PROBLEM too since the CPs appeared on the map edges well outside of normal map bounds.

[Another after affect is that all the map boundaries no longer work , so you must redo those, or players will be able to go beyond normal map bounds.]


The solution is that CPs could only be changed BEFORE you actually merge the world req. file with the loaded map default in ZERO EDITOR .

So basically you save the work in the custom and relocate that file with tools and zero editor to a safe spot , then act like you are making a new heroes map (same name and make a backup of that file too) move the CPs to better places in the map until you think they are within map bounds , and merge the 2 files , and test it until you have the CPs where they will be. So you would basically , take the file with the custom version of the default map and place it among assets /worlds folder , using Zero editor open up the custom in assets and then save it from location data_3letter mod id folder world req. (not from the assets world req. IMPORTANT) Munge the 3 letter world custom and the Cps will have moved.

The REALLY tricky part is that you cant see where the Cps are in relation to the buildings and other objects , you have to guess at where they will be on the map, before seeing them , if you screw up you have to use the backup copy of the first stage and try again. So I'd recommend taking ZERO EDITOR screenshots for reference if possible for you.



Oh and dont forget to copy all the default world files , MSH, ODF, World, ect to the 3 letter file mod_id folder (in my case it was World 2 TAT) If you forget this step, the map will have no textures or objects.
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