Unit problems/ Death Zones

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CommanderGreg
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Unit problems/ Death Zones

Post by CommanderGreg »

Hi,

Ive a few problems with my new map.

First:I'd like to change the skin of the "normal" rifleman to the skin of the feluciatrooper. But when I add the "dc:" before "Site\\rep.lvl" the map crashes to the desktop during it loads.

The .lua File: I post the whole one :roll:
Hidden/Spoiler:
--
-- 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 = "local_cp1"}



--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:Start()

EnableSPHeroRules()

AddDeathRegion("deathregion_1")
AddDeathRegion("deathregion_2")
AddDeathRegion("deathregion_3")
AddDeathRegion("deathregion_4")
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()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

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

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep2_jettrooper_training",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper_felucia",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_obiwan",
"rep_hero_cloakedanakin",
"rep_hover_barcspeeder",
"rep_inf_ep2_officer_training",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_jettrooper_sniper")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_hover_aat")
ReadDataFile("SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04",
"jed_master_01",
"jed_master_02",
"jed_master_03",
"jed_sith_01",
"jed_runner",
"jed_hero_yoda")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 50,
reinforcements = 200,
soldier = { "rep_inf_ep3_rifleman",9, 25},
elitesoldier = { "rep_inf_ep2_jettrooper_sniper",1, 2},
assault = { "rep_inf_ep2_jettrooper_rifleman",1, 2},
sniper = { "rep_inf_ep3_sniper_felucia",5, 10},
engineer = { "rep_inf_ep3_engineer",1, 4},
commander= { "rep_inf_ep2_officer_training",1, 2},
officer = {"rep_inf_ep2_officer_training",1, 4},
special = { "rep_hero_cloakedanakin",1, 1},

},
cis = {
team = CIS,
units = 100,
reinforcements = 500,
soldier = { "cis_inf_rifleman",10, 25},
assault = { "cis_hero_grievous", 1, 1},
engineer = { "cis_inf_engineer",4, 4},
sniper = { "cis_inf_sniper",10, 20},
officer = {"cis_inf_officer",10, 20},
special = { "cis_inf_droideka",10, 20},
}
}

SetTeamName(3, "JED")
AddUnitClass (3, "jed_sith_01", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)


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


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:ADW\\ADW.lvl", "ADW_conquest")
ReadDataFile("dc:ADW\\ADW.lvl", "ADW_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
the odf of the rifleman (the changed part is red):
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default_rifleman"

[Properties]
GeometryName = "rep_inf_feluciatrooper"
GeometryLowRes = "rep_inf_ep3trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
Ive changed this file in data_MAP\Sides\REP\odf


Second: Id like to set down the minimum points of the jettrooper, but it doesnt work.
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default"

[Properties]
MaxHealth = 300.0

UnitType = "trooper"

AISizeType = "HOVER"

ControlSpeed = "jet 1.50 1.25 1.25"

JetJump = "5.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "30.0" //Acceleration while hovering.
JetEffect = "rep_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.16" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)

CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "7.5"

//These probably need to be set
//CAMERASECTION = "STANDZOOM"
//EyePointOffset = "0.0 1.8 0.0"
//TrackCenter = "0.0 1.8 0.0
//TrackOffset = "0.4 0.05 2.8"
//TiltValue = "3.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "7.5"

//These probably need to be set
//CAMERASECTION = "CROUCHZOOM"
//EyePointOffset = "0.0 1.3 0.0"
//TrackCenter = "0.0 1.3 0.0
//TrackOffset = "0.4 0.2 2.8"
//TiltValue = "3.5"


WEAPONSECTION = 1
WeaponName = "rep_weap_inf_emp_launcher"
WeaponAmmo = 4

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_commando_pistol"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_arccaster"
WeaponAmmo = 0

WEAPONSECTION = 4
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1

WEAPONSECTION = 5
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6

CollisionScale = "0.0 0.0 0.0"

EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound = "rep_weap_jetpack_turnon"
TurnOffSound = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0


VOUnitType = 121
Under "MaxHealth" there was the line with the required points. Ive deleted this one, but in the map there are still 12 points required.

Third: How can I have more than 6 units in one team? I followed the tutorial of Firefek, but it doesn't work

Fourth: I've added DeathZones (like Firefek describe in his tutorial). If you went out of the map, you should die. But when you go out you go on in the "air". I'll post some screenshots afterwards. Does anybody know this Problem?

I hope you can deal with my explanations...

Thank you

CommanderGreg

PS.: Please excuse my (very) poor English... *sigh*
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ACEwithSPADES
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Re: Unit problems/ Death Zones

Post by ACEwithSPADES »

ok so to answer your first question i believe that the geometery has to be named in the object class

Code: Select all

GameObjectClass]
ClassParent = "rep_inf_default_rifleman"
GeometryName = "rep_inf_feluciatrooper.msh"
[Properties]
GeometryName = "rep_inf_feluciatrooper"
GeometryLowRes = "rep_inf_ep3trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
second, that should work, when you are munging do u munge the rep file under sides and do u have the common folder in your sides folder or you could try changing pointstounlock = 0.
third,forums/viewtopic.php?f=27&t=25520 check here i explained this one today once :D
Last, this is because you need to raise the height of the region so that you can't fly over the death region, you could do this by raising the height of the region and lowering the 'roof' or in the lua i believe it is maxflyheight or something along those lines. if you don't understand something just ask :D
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Re: Unit problems/ Death Zones

Post by AceMastermind »

CommanderGreg wrote:...
Fourth: I've added DeathZones (like Firefek describe in his tutorial). If you went out of the map, you should die. But when you go out you go on in the "air". I'll post some screenshots afterwards. Does anybody know this Problem?
...
What do you mean by "DeathZones"? I'm not too familiar with Firefek's tutorial but it seems it may be causing more confusion than it really is judging by the number of help threads that mention using his tutorial prior to coming to Gametoast for help. Do you mean death region or maybe a boundary?
Put away other tutorials for now and have a look at our FAQ / Everything You Need Thread, this thread in combination with the shipped documentation has everything you need to get started including information on making death regions and boundaries.
Jdg50
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Re: Unit problems/ Death Zones

Post by Jdg50 »

Post an error log.
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Re: Unit problems/ Death Zones

Post by CommanderGreg »

I mean the regions...sry. I did it like ACEwithSPADES said and it works properly now... Thank u

In the Mungelog I only have one Error, but the map works fine... Can smbdy tell me what this means?
Hidden/Spoiler:
ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
And when I munge with the sound then I have many errors/warnings... I'll post them when I munge the next time

BTW: Firefeks Tutorial is not bad... I learned a lot of things which work the way they shall work...

Thank U very much for the responses, ACEwithSPADES, all works fine now.

EDIT
And There is an other problem too:

When I want to spawn at one cp with the republic, the team is changed to the droids... what shall i do?

Thank u very much

CommanderGreg

Double posting is against the RULES, so please EDIT your post instead -Staff
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ACEwithSPADES
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Re: Unit problems/ Death Zones

Post by ACEwithSPADES »

Yup Yup no problem :D
EDIT:if the commandpost you want to spawn at during the start of the game is in the hands of the droids then go into ZE (zeroedit) and choose the CP you want to change, make sure you have the layer to conquest or what ever gametype you want to use, then change the team to 1, 2, or 3 1 = rep,imp 2 = cis,all 3= neutral (default) then if u change a cp from team 2 to team 1 then you will spawn there to start as the republic! :D
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Re: Unit problems/ Death Zones

Post by CommanderGreg »

No I mean something else.

Ill post screenshots but here is my explanation:

I have 7 cps on my map. 4 for the cis and 3 for the republic. BUT: When I want to spawn at one Cp of the republic, im suddenly playing as CIS. I hope I explained it the right way...
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ACEwithSPADES
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Re: Unit problems/ Death Zones

Post by ACEwithSPADES »

Ill better be able to answer this if i see pics and if you can a vid :?
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Re: Unit problems/ Death Zones

Post by CommanderGreg »

Ill make a vid as soon as i can. Mean while I have another problem... Ive added a sun to my MAP.fx file and then also fog, the sun is working fine, but there isnt any fog...

The .fx file:
Hidden/Spoiler:
[code]

Effect("FogCloud")
{
Enable(1);
Texture("fluffy");
Range(60.0, 100.0);
Color(168, 172, 180, 128);
Velocity(5.0, 0.0);
Rotation(0.1);
Height(16.0);
ParticleSize(28.0);
ParticleDensity(60.0);
}

SunFlare()
{
Angle(120.000000, -30.000000);
Color(255, 255, 255);
Size(5.0);
FlareOutSize(40.0);
NumFlareOuts(40);
InitialFlareOutAlpha(70);
HaloInnerRing(0.0, 255, 255, 255, 255);
PC()
{
HaloMiddleRing(10.0, 255, 200, 0, 128);
}
HaloOutterRing(40.0, 255, 127, 0, 0);
SpikeColor(230,230,0,128);
SpikeSize(9.0);
}

Effect("Water")
{

// general parameters
PatchDivisions(4,4);

// ocean parameters
OceanEnable(0);

// water event parameters
WaterRingColor(148, 170, 192,255);
WaterWakeColor(192, 192, 192,255);
WaterSplashColor((192, 192, 192,255);



// PS2 parameters
PS2()
{
Tile(1.0,1.0);
Velocity(0.00,0.00);
LODDecimation(8);
MainTexture("kas2_water");
MinDiffuseColor(30,30,30, 255);
MaxDiffuseColor(70, 70, 70, 255);
BorderDiffuseColor(10, 10, 10, 255);
SpecularColor(60, 60, 60, 152);
SpeckleSpecularColor(80, 80, 80, 150);
SpeckleAmbientColor(50, 50, 50, 80);
SpeckleTextures("water_specularmask_",25, 4.0);
SpeckleTile(8.0, 8.0);
SpeckleScrollSpeed(0.0,0.0);
SpeckleCoordShift(5.0,5.0);
LightAzimAndElev(1.0,0.0);
}


// XBOX parameters
XBOX()
{
Tile(2.0,2.0);
NormalMapTextures("water_normalmap_",16,8.0);
LODDecimation(1);
RefractionColor(110, 135, 139, 255);
ReflectionColor(110,135,139,255);
UnderwaterColor(96, 96, 88, 128);
FresnelMinMax(0.3,0.6);
Velocity(0.04, 0.008);

}

// PC parameters
PC()
{
Tile(2.0,2.0);
MainTexture("kas2_water.tga");
LODDecimation(1);
RefractionColor(5, 217, 255, 255);
ReflectionColor(57,90,138,255);
UnderwaterColor(61, 124, 144, 128);
FresnelMinMax(0.3,0.6);
FarSceneRange(1500)

NormalMapTextures("water_normalmap_",16,8.0);
BumpMapTextures("water_bumpmap_",16,8.0);
SpecularMaskTextures("water_specularmask_",25, 4);
SpecularMaskTile(2.0, 2.0);
SpecularMaskScrollSpeed(0.0,0.0);
Velocity(0.01,0.01);

}

}

Effect("hdr")
{
Enable(1)
}
[/code]
Thx for your help... :D

EDIT: Im sorry for Double posting... I now know the edit- funktion, sry :D

EDIT2: I added a new cp, problem is solved... I have only one question left: Why are some skins of the imp and the all nearly "invisible"? How do they work?
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