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Typo in doc?

Posted: Tue Dec 12, 2006 9:22 pm
by Elmo
I was reading the getting started doc (again) and i belive i found a typo, but i wanted to get it clarified. Under the adding another cp to your map section I'll show you what i found

Select the region (click on Select Region and then click to select) and enter the name “cp2_control” into the Class Properties and Region ID fields, the same as we did on the Capture Region.

note the cp2 control, I was wondering, do you really add cp..2? or cp5 or whatever number your cp is. I just want to clarify everything under the cp section, because i am having cp issues.

RE: Typo in doc?

Posted: Tue Dec 12, 2006 9:29 pm
by Penguin
yep, but cp controls arn't impotant unless you want vehicles to blow up when left alone in the battle field or vehicles to change depending on who controls the cp

Posted: Tue Dec 12, 2006 9:56 pm
by Elmo
ahhh. thx penguin

Posted: Tue Dec 12, 2006 10:01 pm
by PvtParts
I know it would probably take me about 2 minutes to search for the answer, or expirement with the commands in ze, but is there a way to make sure your vehicles dont explode in the field?

Also, is it necesary for a vehicle spawn to have a cp referenced for its control zone or not? For instance if I perform whatever course of action necessary so the vehicles dont explode when outside their hypothetical control zone, do I need to reference a cp in the vehiclespawn object in ze?

Posted: Tue Dec 12, 2006 10:10 pm
by Elmo
i dont have any vehicles in my map..... yet

Posted: Tue Dec 12, 2006 10:11 pm
by Penguin
none of my maps ((appart from geonosis)) have control zones. I have no need for them unless I want vehicles to change depending on what side controls what cp.

If you want vehicles to not explode, but still change depending on who holds the cp. just increase the decay/expire time ((not sure which right now)) time to 9999 in the vehicle spawn

Posted: Tue Dec 12, 2006 10:11 pm
by Kyross
They need controls. Make their expire time really high so they take forever to explode.

Posted: Tue Dec 12, 2006 10:28 pm
by Penguin
they don't need controls :p it only for if you want them to change vehicles or explode when abandoned

((lmao, Elmos going to start getting confussed if you start saying they do))

Posted: Tue Dec 12, 2006 10:40 pm
by Kyross
Then I must already be confused. Controls, captures, whichever. I might be thinking back to swbf1.

Maybe in Battlefront 2 you can just connect itto the CP, i dono. I justalways out of habit pu aControl to encompass any vehicle spawns. You want it to change vehicles according to side holding the CP just fill out the boxes accordingly.

But don't listen to meor anything. According to Penguin I'm more senile than I had thought.

Posted: Tue Dec 12, 2006 10:42 pm
by Elmo
I'm confused :P But i got what i wanted, thx guys

Posted: Tue Dec 12, 2006 10:44 pm
by Kyross
You haven't gotten what you wanted until you've spawned your vehicles. Try whichever and come back with results, if you haven't gotten them already.

Posted: Tue Dec 12, 2006 10:54 pm
by Penguin
You haven't gotten what you wanted until you've spawned your vehicles. Try whichever and come back with results, if you haven't gotten them already.
Now I'm confussed, did Elmo want to know what controls are for or how to spawn vehicles?

Posted: Tue Dec 12, 2006 10:58 pm
by Kyross
...I am so very, very lost. It's like answering to a thouand how to spawn vehicle threads has made me react instincitvely to any speak of Control regions. O_O

Disregard all I have said.

Maybe I'll be able to make sense after some sleep...

Posted: Wed Dec 13, 2006 12:34 am
by Elmo
lol, OK! This is what I wanted, to know. If that mistake in the doc was critical, which it isn't if you don't want vehicles in your map. But you know, since we already are getting to that topic, lemme rename the topic and ask... how do you add a vehicle to a map? :D Lol, this is funny :lol: