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New vehicle not appearing in endor copy

Posted: Fri Jan 22, 2010 9:50 pm
by ukrai
ive made a new mod with custom sides using endor, i stripped out most things in zeroeditor and left it with just forest and the vehicle spawns, this all works fine but i tried changing one of the vehicle spawns to 'imp_fly_trooptrans' instead of 'imp_hover_speederbike'. i then also put imp_fly_trooptrans into my lua like this:
Hidden/Spoiler:
ReadDataFile("dc:SIDE\\sib.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"all_droid_r2d2",
"imp_droid_probe",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_hover_speederbike",
"imp_fly_trooptrans",
"imp_walk_atst_jungle")
but the ship fly_trooptrans will not appear in game, its already in the side req as i copied it from the imp side, have a missed a step?

EDIT: interestingly, i tried using 'imp_hover_fightertank' instead and that worked, question is, why isnt 'imp_fly_trooptrans'? is it something to do with it being a flying vehicle on a land mod?

Re: new vehicle not appearing in endor copy

Posted: Fri Jan 22, 2010 10:35 pm
by genaral_mitch
Yes, it may be. Does it have it's own req? Okay, so back to the flying not showing up thing, if it is indeed the problem, I'll show you a quick fix. Open your lua(the one you're using.) and scroll down past the area where you choose which units are being used. That area should look like this:

Code: Select all

    --  Level Stats 
  --ClearWalkers() 
    AddWalkerType(2, 2)
    AddWalkerType(3, 1)
    local weaponCnt = 260
    SetMemoryPoolSize("Aimer", 20)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 200)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityHover", 4)
    SetMemoryPoolSize("EntitySoundStream", 1)
    SetMemoryPoolSize("EntitySoundStatic", 0)
    SetMemoryPoolSize("MountedTurret", 6)
    SetMemoryPoolSize("Obstacle", 400)
    SetMemoryPoolSize("PathNode", 512)
    SetMemoryPoolSize("TreeGridStack", 280)
    SetMemoryPoolSize("Weapon", weaponCnt)
    
Now add this line:

Code: Select all

    SetMemoryPoolSize("EntityFlyer", 6)
(change the six to the number of flying vehicles in the map.) So it looks like this:

Code: Select all

    --  Level Stats 
  --ClearWalkers() 
    AddWalkerType(2, 2)
    AddWalkerType(3, 1)
    local weaponCnt = 260
    SetMemoryPoolSize("Aimer", 20)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 200)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityHover", 4)
    SetMemoryPoolSize("EntityFlyer", 6)
    SetMemoryPoolSize("EntitySoundStream", 1)
    SetMemoryPoolSize("EntitySoundStatic", 0)
    SetMemoryPoolSize("MountedTurret", 6)
    SetMemoryPoolSize("Obstacle", 400)
    SetMemoryPoolSize("PathNode", 512)
    SetMemoryPoolSize("TreeGridStack", 280)
    SetMemoryPoolSize("Weapon", weaponCnt)
    
and it should work if that is indeed the problem.

Re: new vehicle not appearing in endor copy

Posted: Sat Jan 23, 2010 12:06 pm
by MercuryNoodles
If you're doing what I think you're doing, trooptrans is a command flyer. It needs a memory pool for "CommandFlyer".

Re: new vehicle not appearing in endor copy

Posted: Sat Jan 23, 2010 5:02 pm
by genaral_mitch
My bad. Change the EntityFlyer to CommandFlyer.