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Posted: Wed Jun 27, 2007 2:30 am
by Challenger33
sunbrek wrote:hi man i got 2 problems

i was doing what u said, it works but i dont knowwhy in mustafar the conquest cp arent showing i just can see the CTFcp but no conquest also look at this ( 2 problem)

-If you have your attacking army is set as the Rebel Alliance or the CIS (default set up)

In battlefornt 2 the game say ( i was reading the tut) that the REP is atacking and the CIS is defending what should i do if the tut torial said me to do this

1.If you have your attacking army is set as the Rebel Alliance or the CIS (default set up), enter in the spawn name of the vehicle in the correct box. So, if it is set to default armies, CP1 is set as attacking. If you are adding a vehicle to the CP1 ControlZone, you will need to type in the spawn names for the vehicles in ClassAllATK and ClassCISATK. The spawn names of those vehicles can be found in Assets\Sides\CIS\cis.req or Assets\Sides\ALL\all.req. If you want to spawn an Alliance Combat Speeder, you would type all_hover_combatspeeder in the box under ClassAllATK in the Object Instance panel. Make sure you type in values for what the vehicles are for the opposing teams if the base is captured. If you only want certain armies to have vehicles for a certain base, do not enter the vehicle spawn name of the other armies

1) The Rebel Alliance versus the CIS??? Since when?
2)Clean and Munge-it worked for me. In VisualMunge, you check "Common" and click clean, then munge.
3)What is your other question? You do exactly what it says :wink: .

Posted: Wed Jun 27, 2007 6:24 am
by MercuryNoodles
That paragraph's saying pay attention to what the lua says the attacking side is, because the lua sets which army is which. Team 1 is the attacking side, and Team 2 is the defending side. In ZE, CP1 is set for team 1 by default, but generally you want to make sure you know which team the CP is for, which you can see when you select it. When you place the vehicle spawn, you select it and there are boxes that say ClassCISATK, ClassCISDEF, etc. It's the side name and which team it's for. So, if CIS is the attacking team, you put the vehicle odf name in the ClassCISATK space, etc. If you want it to spawn vehicles for the defender when they take the CP, you put a vehicle name in for that team's Class***DEF space.


@Challenger33 It doesn't say anything about CIS vs. Rebels. I believe the CIS and Rebels are set as the attacking side by default, hence why they are mentioned together.

Posted: Wed Jun 27, 2007 2:24 pm
by sunbrek
hey can you tell me what this things do

SPAWN TIME: ?

EXPIRETIMEENEMY: ?

EXPIRETIMEFIELD: ?

DECAYTIME: ?

Posted: Wed Jun 27, 2007 3:10 pm
by PR-0927
Seriously man, grammar and spelling exist for a reason. Please make use of them. I'm not knocking on you, but if you truly want help, you'll try give a good impression.

- PR-0927/Majin Revan

Posted: Wed Jun 27, 2007 3:17 pm
by Challenger33
MercuryNoodles wrote:

@Challenger33 It doesn't say anything about CIS vs. Rebels. I believe the CIS and Rebels are set as the attacking side by default, hence why they are mentioned together.
Lol I realized that right after my post :lol: .

-:royal:

Posted: Wed Jun 27, 2007 4:48 pm
by Ace_Azzameen_5
Spawn time is how long the vehicle takes to respawn.

Decay time is, I think, how long untill they explode automatically after being abandoned.

No one said you had to fill in every box.

Posted: Wed Jun 27, 2007 5:22 pm
by sunbrek
now i have just 1 problem xD i putted in the map the ANAKIN Star Fighter but i dont know why when it spawn, just when it spawn in explode lol is like SPAWN EXPLODE SPAWN EXPLODE .. forever

why it this thing happening ?

Posted: Wed Jun 27, 2007 5:25 pm
by Challenger33
sunbrek wrote:now i have just 1 problem xD i putted in the map the ANAKIN Star Fighter but i dont know why when it spawn, just when it spawn in explode lol is like SPAWN EXPLODE SPAWN EXPLODE .. forever

why it this thing happening ?
It's been said before-please take the extra minute to check your posts for grammar :wink: (no junior moderating intended). Are you saying that it explodes as soon as it spawns?

-:royal:

Posted: Wed Jun 27, 2007 5:26 pm
by {501st}Commander_Appo
sunbrek wrote:now i have just 1 problem xD i putted in the map the ANAKIN Star Fighter but i dont know why when it spawn, just when it spawn in explode lol is like SPAWN EXPLODE SPAWN EXPLODE .. forever

why it this thing happening ?
Did u make sure any reasons why whenever the starfighter spawn, it explode

(P.S: or Off-topic) I wish I can understand what r u trying to write :?

-Commander Appo

Posted: Wed Jun 27, 2007 5:45 pm
by sunbrek
yeah, it explodes as soon as it spawns =S

Posted: Thu Jun 28, 2007 4:10 am
by MercuryNoodles
Straight from the documentation:
The second parameter specifies how many of these vehicles you want to spawn from this vehicle spawn. I recommend always keeping this set to 1, and just add more vehicle spawns if you want more vehicles at a given CP.

ExpireTimeEnemy specifies how long a vehicle will sit idle, un-manned once the enemy has taken over the associated CP, before the vehicle will begin to decay.

ExpireTimeField specifies how long a vehicle will sit idle, un-manned in the field once it has left it’s control region.

DecayTime specifies how long a vehicle will take to decay and self-destruct once the expire time has been reached.
I suspect you either didn't set a value for DecayTime, or it's set too short. I believe it's measured in seconds. See if changing this helps.

Posted: Thu Jun 28, 2007 1:42 pm
by sunbrek
LOl its weird because i putted

spawntime 5.0
Expiretimeenemy 100.0
Expiretimefield 100.0
decaytime 120.0

i dont know ?
what is happening

Posted: Thu Jun 28, 2007 2:18 pm
by Teancum
Did you put your vehicle spawn inside the Control Region? Control Regions (defined in your CP properties) make sure that things don't decay. Also check to make sure the vehicle spawn is high enough above the terrain/object. Sometimes a vehicle gets caught and takes massive damage, exploding quickly.

Posted: Thu Jun 28, 2007 3:46 pm
by sunbrek
Let me tell you something, scripts isnt the problem because the tut say:

You must remove the “--“ (comment outs) before the SetMemoryPoolSize("EntityHover", 12) line. You may change the number at the end of the line to accommodate for the amount of this type of vehicle in your map. And if the vehicle is a flyer vehicle i have to change the SetMemoryPoolSize("EntityFlyer", 4)

so in coruscant the entity is
SetMemoryPoolSize("EntityFlyer", 4)

and i changed the 4 to the 5

SetMemoryPoolSize("EntityFlyer", 5)

Get trapped in the floor, cant be because i putted the vehicle spawn like flying on the floor

Another ideas ?

O also i said about ControlRegion mm maybe that can be the porlbme but i cant move the vehicle spawn can u tell me how to move it ? i can select but not move i dont know how

Also how to delete ?

Posted: Thu Jun 28, 2007 3:56 pm
by Teancum
The docs cover that completely.

Posted: Thu Jun 28, 2007 4:53 pm
by MercuryNoodles
Familiarize yourself with the basics of using ZeroEdit, which, as stated, are covered in the documentation. It'll make troubleshooting way easier.

Memory pools.....idea! Do you have this memory pool in your script?

Code: Select all

SetMemoryPoolSize("EntityFlyer", 12)
If not, that may be why it's exploding. Anakin's fighter is considered a flyer. Btw, that memory pool you're posting about is for hover vehicles. In other words, it's for tanks (and speeders) that aren't walkers.

Posted: Thu Jun 28, 2007 6:23 pm
by Snork
Actually, AT-STs and AT-RTs are put under the EntityHover pool too.

AT-ATs and AT-TEs are counted as CommandWalkers I beleive.

Posted: Thu Jun 28, 2007 6:47 pm
by -_-
Snork wrote:Actually, AT-STs and AT-RTs are put under the EntityHover pool too.
No they're not.

Posted: Fri Jun 29, 2007 4:00 am
by Penguin
MercuryNoodles wrote:Familiarize yourself with the basics of using ZeroEdit, which, as stated, are covered in the documentation. It'll make troubleshooting way easier.

Memory pools.....idea! Do you have this memory pool in your script?

Code: Select all

SetMemoryPoolSize("EntityFlyer", 12)
If not, that may be why it's exploding. Anakin's fighter is considered a flyer. Btw, that memory pool you're posting about is for hover vehicles. In other words, it's for tanks (and speeders) that aren't walkers.
Most memory pools raise themselfs ingame if they need to. So thats not the problem.

PS: 12 would be for the max flyers on the map at 1 time. its not for how many spawns you have, how many vehicles that can be spawned.

In the core space maps, they have 8 spawns, 6 spawns spawn 5 vehicles, = 30 flyers, then 2 spawns spawn 1 vehicle, = 32

EDIT: woops, forgot to say, if the vehicles are spawning in another object, it will explode (to far in the ground, vehicle spawns to close, etc)

Posted: Sat Jun 30, 2007 3:57 am
by MercuryNoodles
No, no. I was saying that memory pool was probably missing. I merely posted that as an example, not as an exact solution to the problem. Anyway, it seems I misread the post I was responding to. Disregard it. :P