I munged EVERYTHING and put checks in the 6 bottom boxes (not the audio boxes), started up BF2, ran my level, etc. Now, when I go running around my map, none of the AI move, except when I run up to them, which then they chase after me until I get to far away from them.
REQN
{
boundary
[i]*name of the boundary that you placed in ZE*[/i]
}
Re: Munge - AI not Moving / Leaving Battlefield! message How to
Posted: Thu Jan 03, 2008 12:29 am
by 1z2x3c
right below the lvl thingy... that simple
The correct way to setup a Leaving Battlefield! message.
Posted: Thu Jan 03, 2008 1:58 am
by AceMastermind
1. Launch ZE and load your WLD file
2. In the base layer click on the Boundary tab
3. Click "New" and place your boundary, move it around and adjust it to fit your needs.
You can have more than 1, and as long as they overlap slightly and you stay inside of them ingame you will still be in the battlefield area.
4. Give your boundary a name. To keep it simple just name them myboundary, myboundary2 and so on.
They can be named whatever you want, boundary names are arbitrary.
5. Save and close ZE.
6. Now go to your world1 folder and find your ABC.req file and open it with Notepad.
Add this code in at the bottom of the list before the last bracket, replacing ABC with your own 3 character modID.
Gil Grissom wrote:Concentrate on what cannot lie. The evidence.
Notes:
Hidden/Spoiler:
In your ABC.req file, "boundary" is the type of file VisualMunge will look for when munging, in this case it would be the ABC.bnd file.
ABC.bnd contains your boundary path name list.
The boundary path data is actually stored in your ABC.pth file.
If for some reason your boundary doesn't work after following this tutorial then do a manual clean and re-munge.
Some folks seem to think that a mapbounds region is what makes your boundary work and this is not true. A mapbounds region just defines the playable area you want to have displayed on your minimap. You can have a working boundary without a mapbounds region and you can have a working mapbounds region without a boundary, these two things are not related but they are both useful so you'll probably want to have them both anyway.
If you're still unsure of the instructions I posted then just open up Hoth in ZE (it's a great example) and have a look under the Boundary tab, it has 3 boundaries all in the Base layer, also have a look at hot1.req, hoth.bnd and hoth.pth.
Also see:
Felucia has 4 boundaries all in the Base layer,
Endor has 1 boundary in the Base layer,
Geonosis has 1 boundary in the Base layer,
Kamino has 1 boundary in the Base layer,
Kashyyyk has 2 boundaries all in the Base layer,
Polis Massa has 1 boundary in the Base layer,
Tatooine has 1 boundary in the Base layer,
Yavin has 1 boundary in the Base layer
Re: Leaving Battlefield! message How to (FAQ)
Posted: Wed Jul 30, 2008 2:42 pm
by fai222
I have done this but it did not work. I munge and run the map, then it is as i havent done anything. I just walk and walk but nothing happens. Any ideas?
Re: Leaving Battlefield! message How to (FAQ)
Posted: Wed Jul 30, 2008 2:59 pm
by xXxINSANITYxXx
ut oh, this topics going to be locked
post ur logs and req in a new topic named boundry prob... ok
Re: Leaving Battlefield! message How to (FAQ)
Posted: Wed Jul 30, 2008 3:01 pm
by Teancum
This is a FAQ topic. It's immune to locking.
Re: Leaving Battlefield! message How to (FAQ)
Posted: Wed Jul 30, 2008 4:17 pm
by AceMastermind
fai222 wrote:I have done this but it did not work. I munge and run the map, then it is as i havent done anything. I just walk and walk but nothing happens. Any ideas?
Prove to me that you followed the instructions, show me your modID.req file located in your world1 folder and a screenshot from ZE.
If you follow the instructions then you'll get something like this:
Hidden/Spoiler:
Re: Leaving Battlefield! message How to (FAQ)
Posted: Wed Jul 30, 2008 5:22 pm
by Teancum
AceMastermind wrote:
Hidden/Spoiler:
Off topic, but at the reverse grip. It's been done before, but I still love it when I see it.
Yep that should work, you did remember to munge, right?
Check your TTS.BND and TTS.PTH files located in your world1 folder to make sure your boundary data was saved, just open it with Notepad and inspect it.
Clean and munge if changes don't appear to be updating ingame.
Re: Leaving Battlefield! message How to (FAQ)
Posted: Thu Jul 31, 2008 10:43 am
by fai222
I checked and it is like it should be. My boundary name ect. This is WIERD.
Re: Leaving Battlefield! message How to (FAQ)
Posted: Thu Jul 31, 2008 1:25 pm
by Maveritchell
Your boundary is named "boundary1" and your .req calls for "boundary." "Boundary" in the .req file isn't an identifier of what it's calling, it's an identifier of the name.
Re: Leaving Battlefield! message How to (FAQ)
Posted: Thu Jul 31, 2008 1:47 pm
by AceMastermind
You can name your boundary whatever you want, I have one named "ace".
You don't change "boundary" that is being called in the req, that is not the name of your boundary, it's what tells VM to look for when munging, in this case it's going to look for your modID.BND file which holds the names of your boundary or boundaries which in turn directs VM to the modID.PTH file that holds the actual boundary path data which ultimately defines that/those specific path/paths as your boundary/boundaries.
Example:
I have a boundary placed in ZE named "ace"
The code in the req remains as is: