Hi, I already completed CW conquest for my Kashyyyk: Islands map and I now have a problem with GCW conquest:
The alliance have two vehicles, all_fly_gunship_sc and all_fly_ywing_sc and before I can reach them, they just explode. I already tried putting the vehicle spawn, all CPs and all control regions into the conquest layer, but that didn't work...
Re: Vehicles explode instantly
Posted: Sun Aug 01, 2010 10:08 pm
by genaral_mitch
Is your DecayTime set to the default 10.0? You should raise it to 50.0 or higher.
Re: Vehicles explode instantly
Posted: Sun Aug 01, 2010 10:13 pm
by Marvel4
Umm, I don't think that's the problem. It was 10 for every vehicle (CIS,REP,IMP and ALL), but just the ALL vehicles explode - instantly.
Re: Vehicles explode instantly
Posted: Sun Aug 01, 2010 10:52 pm
by sim-al2
Does it say anything in your log?
Re: Vehicles explode instantly
Posted: Sun Aug 01, 2010 11:33 pm
by Marvel4
Nope, nothing.
Re: Vehicles explode instantly
Posted: Mon Aug 02, 2010 12:10 am
by fasty
Generally, when you leave a vehicle outside its region, it explodes. I think you should double check everything in ZE to make sure your vehicle spawn regions are set up right.
Re: Vehicles explode instantly
Posted: Mon Aug 02, 2010 10:58 am
by linksith
Here is a part of fierfeks guide that helped me. It's best if you follow all of its directions specifically.
Hidden/Spoiler:
Okay, so you made your map, and are having fun playing it in BF2. But you want to have some way to get around your map besides walking. I don’t blame you, I would too. So, in this section, I will teach you to add in vehicles, and we will add in some speeders.
First, we need to figure out the coded names of the speeders. Go to each side folder, but instead of going into odf, open the req file (the one without shell on the end). There is a list of vehicle codenames. The ones we want here are:
Rep_hover_barcspeeder
Cis_hover_stap
Imp_hover_speederbike
(the rebels don’t have their own speeder, so they use the imperial one)
Okay, open up zeroeditor. Make sure you are in the conquest layer. Now, in objects, click browse. Go to ModID\common\odfs. Find com_item_vehicle_spawn. You will also need to create control zones for your command posts. Control zones are made exactly the same way as capture zones, except for a few differences:
- Control Zones are not written as cp#_capture, but cp#_control
- Control Zones are squares, not cylinders
- Control Zones should be 10 height instead of 5
- Control Zones should be placed next to the command posts instead of over them
Then, make the control regions. Place them next to the command posts. Now we will make vehicles.
Go back to objects, and find com_item_vehicle_spawn again. Place 2 or 3 next to each command post, outside the capture zone but NOT IN THE CONTROL ZONE. This is important. Do not place the vehicle spawns in the control zones.
Now here it gets a bit repetitive. In ControlZone, write the command post number. So, if it is cp1, write cp1, if cp2 write cp2, etc. In Spawn Count, put 1. In Spawn time, put 30.0. In ExpireTimeEnemy, put 30.0. In ExpireTimeField, put 60.0. In DecayTime, put 30.0. Now, you need to specify what class of vehicle you are putting in. Each field (find more by pressing page dn) specifies a kind of vehicle. The ones you need to fill in are:
Now, each of these is for a side. So, for the All and Imp ones, type:
Imp_hover_speederbike
For Each of the Rep ones, type:
Rep_hover_barcspeeder
And For Each of the CIS ones, type:
Cis_hover_stap
Easy? Yeah, but you have to do that for every single vehicle spawner. It gets really tiring. You can do different vehicles kinds as well. Look through all the vehicle types in the side folder and req files. There are many different varieties.
I want to point out that the decay times must be set correctly as well as the other options in the vehicle spawn instance. Make sure the height of the control region is 10 at a minimum.
"Do not place the vehicle spawns in the control zones."
I'm not sure why it says this but putting them in the control zone works for me; if following the instruction helps you then that's great. Hope this helps.
Re: Vehicles explode instantly
Posted: Mon Aug 02, 2010 10:59 am
by Marvel4
EDIT: I fixed it: The gunships wing was IN the Y-Wing, so I increased the distance between the vehicle spawns.