TechnoUnion CPs

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

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Master Fionwë
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Post by Master Fionwë »

Yeah! Only thing is, still not spawning. This is getting ridiculous.

EDIT: I'm becoming convinced that it has something to do with the fact that I've editted a shipped map to get this one.

EDIT2: I forgot to put in the dc: before the layer. I'll try this.

EDIT3: Yup! That was the problem. Thanks guys for your patience and help. Now I can get back to work on the map. Thank Maveritchell.
I'll put the technounion cps back in, and the laats. How do I set up a script for flyers?
MercuryNoodles
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Post by MercuryNoodles »

Do you intend to have fliers scripted to do things like in campaign mode? Someone else will have to tell you, but, hopefully, the answer will clarify things.
Master Fionwë
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Post by Master Fionwë »

Well, kinda. I want to have twelve gunships, to make it more like the movie. Only one of them will be a mobile cp though. But never mind about getting them in the game, I already did that yesterday.
But I'm having a problem now. I have three different gunships for the republic in the map, there are the command ships, the laat(non mobilecp), and the command transports(moblie cp). The five laats and five command ships spawn, but the command transport doesn't. The vehicle spawn is set up right, so is the script, it calls for this ship in the read/data/ republic side, as well as the others.
It's a vehicle that I've set up, I took the command ship, and gave the copy the stuff that makes some of the laats the mobile cps. At least, I think that I gave it all the right lines in the odf. I also made a copy of the mesh for the command ship, renamed it, and hex edited it to use a different skin. I also made it larger using the geometry scale line in the .msh.option and the odf. The req is there, and the rep.req calls for it as well. So I can't think of why it won't spawn in, unless there is a limit to the number of ships you can have in a map for each side.
Another thing that isn't showing is my second atte. I have one set up by the republic's base cp, comes up fine. Another one is also set up by the base cp, everything set to exactly the same as the first atte, but it doesn't spawn in.
And yet another question that I have. Is there a definite limit to the size of a control region before it stops working? Because the control region I have for cp is big. It has to be, if it's to fit in the ten ships, two barcs, and attes. But some of the ships start to decay even though they are a good distance from the edge of the region.
And one last quick question, this isn't a problem, just informational. What is the limit for the number of units that you can have on a side? I already have eight for the republic, but I need to put one more unit in. If you can have nine units, how do I put the ninth in?

Thanks in advance to whoever can help me with these.
MercuryNoodles
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Post by MercuryNoodles »

Do you have the CommandFlyer memory pool set? From what you describe, this may be the problem.

Is the CommandWalker memory pool set for multiple instances?

Not sure on the decaying. I'd suggest playing with the vehicle spawns' decay settings. I think the region may need to be set in the lua, but that's just a hunch on my part, since landing regions are like this.

There's no defined limit on how many unit classes you can have that I'm aware of, though space on the screen does begin to run short, eventually. If you're using all of the defined classes already, then you'll need to use AddUnitClass to put in additional classes. I haven't used this, so you might want to search for an example.
Master Fionwë
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Post by Master Fionwë »

Okay, thanks. What values would I set the CommandFlyer and CommandWalker memory pools to?
MercuryNoodles
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Post by MercuryNoodles »

I think every instance counts as 1 in the memory pools, in these cases, if I recall correctly. So, if your CommandWalker pool is set to 1, you'll only ever have one on the map for all sides at one time.

(Don't quote me on that. :P)
Master Fionwë
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Post by Master Fionwë »

Okay, thanks. I got my command flyer, and the second atte in the map. One thing that I've found out is this:
If you have the CommandWalker count set to only one, or two, I don't think it would matter. But whatever it's set to, if you have one more atte spawn than the memory pool is set for, when one atte is destroyed, it'll respawn at this other atte spawn. Kinda an advancing army. I thought that was pretty cool, though we were getting butchered so it didn't matter.
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