Felucia Problem: CPs causing more trouble!

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OGEB1103

Felucia Problem: CPs causing more trouble!

Post by OGEB1103 »

This will be my topic for sorting out problmes with my map, instead of creating multiple ones. I will rename the title everytime i get a problem!

1. AI go to invisible cps!
I have added invisble cps into my map to spawn locals from. I have put these away from the main fighting because i want my locals (acklay) to come out of the jungle and not just spawn into that area. Only problem is that the AI go to these invisble cps and it looks stupid (because i have sunk them underground) and huddle around that area. I tried fiddleing around with the odf for the cps but it asn't worked.
SOLVED

2. CPs causing more trouble!
When i added the invisible cps they made the map move, so if they had shown up on the map, they would be on the edges. They made it warp like that. Now i have moved them to where "real" cps are but left the spawn paths on the edge. Only thing is they still make the mini map warp as if they are at their original places!
Last edited by OGEB1103 on Sat Jun 17, 2006 4:54 pm, edited 2 times in total.
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Post by Rekubot »

I have absolutely no experience in modding whatsoever, but surely the code that makes the AI go toward the Command Posts is in their own ODF's? Or maybe it could be in the LUA.
OGEB1103

Post by OGEB1103 »

What's the point in bothering to post if you don't know, i realise that it is the odf as i stated that i played around with it.
Murdocr

Post by Murdocr »

i think this is what you are looking for.

add the cp in here:
--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"}

But NOT here

--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)
sawyerdk9

Post by sawyerdk9 »

you could lower the values in zeroeditor by selecting the cp. Just replace the 10s with 0s.
OGEB1103

Post by OGEB1103 »

Yes that has solved it! thanks i forgot about those, i had edited the values in the odf but they didn't affect those in zeroeditor.
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Post by [RDH]Zerted »

You don't need extra CPs for the locals. They can spawn off of the main CPs. Also, the location of the CP has nothing to do with where units can spawn. You can put the spawn paths anywhere and/or everywhere.

If you aren't going to add a CP to the objective, there is no point registering it with the Conquest game mode. It will just be taking up more memory. You don't need the cp4 = CommandPost:New{name = "[name]"} line.
OGEB1103

Post by OGEB1103 »

eh? i was told the only way to get locals to spawn was to have a cp, and then either link it to a new spawn path or one of the current ones. how would they spawn without cps anyway?
OGEB1103

Post by OGEB1103 »

New problem in first post.
^Destroyer^

Post by ^Destroyer^ »

Now that is an odd problem, i have never heard of that one before..... :?

^Destroyer^
sawyerdk9

Post by sawyerdk9 »

I know what you mean. Possibly if you added a "mapbounds" region to your map it would fix this. Do a search for this in the forums.
OGEB1103

Post by OGEB1103 »

Yes, i added one of those after seeing it on the shipped felucia map, i have it set up the same in zeroeditor, now i just need to know if it needs to be scripted or something in the lua.
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