Map Boundaries Not Stopping Units

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NintendoMaster779
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Map Boundaries Not Stopping Units

Post by NintendoMaster779 »

So i have this map and I'm basically done with it. Except for one thing. The boundary I placed doesn't stop units from just walking into the background and acting dumb. I'm trying to get one of those things that says "Leaving Battlefield" and kills you after some amount of time. It's not that bad but the AI's will just walk off into the blank areas past the actual map and stay there, making it hard to win. Help is needed. :sick:


Edit:
I have all the planning good and no connections go outside the area I want units to be.
Last edited by NintendoMaster779 on Tue Dec 23, 2014 7:21 pm, edited 1 time in total.
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Re: Map Boundaries Not Stopping Units

Post by Noobasaurus »

You can use barriers to stop them from going there. Additionally, you can use a death region if things get extreme.
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Re: Map Boundaries Not Stopping Units

Post by AceMastermind »

Yep, boundaries only work for human players and barriers only work for AI, you'll likely want to have both, though if your AI are wandering out of the playable area then you may need better Planning instead.
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Re: Map Boundaries Not Stopping Units

Post by NintendoMaster779 »

Yeah, I've done the barriers thing but I can't stop non-AI's from wandering around. The boundary does literally nothing.
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Re: Map Boundaries Not Stopping Units

Post by Noobasaurus »

Set up a boundary for humans using this tutorial: http://www.gametoast.com/viewtopic.php?p=219402#p219402
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Re: Map Boundaries Not Stopping Units

Post by thelegend »

You may syill need to add the plannings.
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Re: Map Boundaries Not Stopping Units

Post by NintendoMaster779 »

Yeah, so I added the code aaaaaaand... nothing. Still the same. Although one thing happened. Apparently I screwed up the sky so now when you turn to one section of the 360 degree view, the game crashes. So that's fun. I know it's part of the sky because it happened after I fiddled with the sky while I was looking for help on the boundary. So now I have two problems. Wonderful. Can you guys help? I have all the nessecary files that are mentioned in the .sky file, and it shows up good in ZE but the game apparently can't read it correctly. (I'm using endor sky by the way.)
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Re: Map Boundaries Not Stopping Units

Post by AceMastermind »

Post the files you edited so we may proofread them or just undo the changes and try again.
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Re: Map Boundaries Not Stopping Units

Post by NintendoMaster779 »

Ok, here's what I did: I found the sky I wanted (end1.sky), opened it in Notepad, found what files I needed to copy,
Hidden/Spoiler:
(sky_endor.tga, end1_sky_dome, end_sky_dome_sat, end_sky_dome_trees, end_sky_dome_death, end1_lowresterrain)
copied those over, renamed the original modID.sky to old.sky, and renamed end1.sky to modID.sky. After that, when I went into ZE, the sky had changed to Endor. I saved, munged, and went to play the map, and it worked. At first. Now that I've done the boundary, it's not working. I think I deleted something but I don't know what. Here's the files I'm talking about:
Hidden/Spoiler:
SkyInfo()
{
Enable(1);

PS2()
{
FogRange(90.0, 350.0);
FogColor(144,153,156);
NearSceneRange(0.700000, 90.000000, 150.000000);
NearSplitScreenRange(0.700000, 90.000000, 130.000000);
FarSceneRange(0.000000);
SplitOptions()
{
PropClusterEnable(1);
PropClusterFadeAdj(0.6);
PropClusterDensity(0.1);
}

}
XBOX()
{
FogRange(90.0, 450.0);
FogColor(170,170,170);
NearSceneRange(0.700000, 100.000000, 130.000000);
NearSplitScreenRange(0.700000, 50.000000, 70.0);
FarSceneRange(400.000000);
SplitOptions()
{
FogRange(90.0, 450.0);
FarSceneRange(200.0);
}
}
PC()
{
FogRange(90.0, 450.0);
FogColor(170,170,170);
NearSceneRange(110.0, 140.0, 140.0, 260.0);
FarSceneRange(160.000000, 400.0);
}
}


DomeInfo()
{
Texture("sky_endor.tga");
Angle(-90.000000);
Ambient(255.000000, 255.000000, 255.000000);
TerrainColorDarkening();

Softness(1);
SoftnessParam(60);


DomeModel()
{
Geometry("end1_sky_dome");
}
DomeModel()
{
Geometry("end_sky_dome_sat");
Offset(130.0);
MovementScale(0.992);
}
DomeModel()
{
Geometry("end_sky_dome_trees");
Offset(95.0);
MovementScale(0.992);
}
DomeModel()
{
Geometry("end_sky_dome_death");
Offset(130.0);
MovementScale(0.992);
}
LowResTerrain()
{
Texture("end1_lowresterrain");
PatchResolution(5);
TextureScale(19.0);
}
}

FlatInfo()
{
Height(0.000000, 0.000000);
Texture("");
Color(128, 128, 128, 255);
Modulate(0);
TextureSpeed(0.000000, 0.000000);
TileSize(100.000000);
}
Path: C drive/BF2_ModTools/assets/worlds/END/world1, then the end1.sky file.
The one's I copied were the ones mentioned above. Just in case I deleted something, here's what my files look like in my modID/worlds/modID/world1 folder:
Hidden/Spoiler:
sky_endor.tga
end1_sky_dome
end_sky_dome_sat
end_sky_dome_trees
end_sky_dome_death
end1_lowresterrain
end1 SKY file
sky_endor.tga
I'm pretty sure that's what I need but if you guys notice anything missing, please tell me.
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Re: Map Boundaries Not Stopping Units

Post by AceMastermind »

You could probably just run a clean to get your sky working, but i'm more interested in your edits for the boundary since that is the subject of this thread. Did your boundary ever work or did it suddenly break?
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Re: Map Boundaries Not Stopping Units

Post by NintendoMaster779 »

I don't know, it's impossible to test with the sky acting up.

But, just for clarity, these are the files I edited:
Hidden/Spoiler:
ucft
{
REQN
{
"config"
}

REQN
{
"texture"
"FGC_map"
}
REQN
{
"path"
"FGC"
}
REQN
{
"congraph"
"FGC"
}
REQN
{
"envfx"
"FGC"
}
REQN
{
"world"
"FGC"
}
REQN
{
"prop"
"FGC"
}
REQN
{
"class"
"bluelight"
"redlight"
"greenlight"
"whitelight"
}
REQN
{
"config"
"flyerspray"
"walkerstomp"
"hailfire_wake"
}
REQN
{
"lvl"
"FGC_conquest"
}
REQN
{
"boundary"
"FGC"
}
}
I just added the last part about the boundary but nothing happens.
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Re: Map Boundaries Not Stopping Units

Post by AceMastermind »

You should still be able to test, just don't look in the direction that causes crashing and run forward until you see "Leaving Battlefield".

If your map is crashing then generate a BFront2.log and search for Severity 3 errors (if any) and post them here if you are unsure of their meaning. If you get any munge errors then you must fix those first. You could also just undo your edits and restore the original files to at least get the map in a playable state for the sake of learning how to put a boundary in your map, then start experimenting with other things.
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Re: Map Boundaries Not Stopping Units

Post by Jaspo »

I seem to remember having stubbornly non-working boundaries, until I found out that I was missing something stupidly obvious...don't remember what though.

For sure, check the contents of your .BND file and make sure that the desired boundary values are actually in it...if I recall sometimes the game seems to get confused about it and think the boundary stuff belongs with the spawn spline stuff and/or the flyer spline stuff, so either the wrong stuff or nothing ends up in the .BND file.

Also, as a failsafe measure, rename your boundary to just "boundary" so even if you get confused about what's what, the game theoretically can't.

As for the skydome crashing, it must have something to do with one of the skydome objects. Why not just start with the .sky file for a simpler skydome (one without prop objects) and substitute the Endor sky model and texture for whatever ones it uses?
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Re: Map Boundaries Not Stopping Units

Post by AceMastermind »

No one should have trouble getting boundaries to work, there is nothing difficult about it.
Create it/them
Name it/them
Position it/them
Save
Add code to bottom of ABC.req
Munge
Play

His boundary probably works, but he says he can't test it because he fiddled around with the sky.
Your ABC.bnd file doesn't store any values, only a list of your boundary names (which can be anything you want).
The boundary data is stored in your ABC.pth file. All of this is outlined in the tutorial notes, no speculation is required.

NintendoMaster779 is also posting mixed information. First he says his boundary didn't stop AI when they don't affect AI to begin with, then after given a link to the tutorial he set one up properly but claims it doesn't work even though he can't test it.
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Re: Map Boundaries Not Stopping Units

Post by GAB »

I think it might me worth mentioning that boundaries must be convex or the engine won't recognize them.
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Re: Map Boundaries Not Stopping Units

Post by AceMastermind »

True, but there is no way to make a concave boundary with the tools given on the boundary tab, they are convex by default. You aren't meant to move the nodes individually, so this shouldn't be a problem. If you need to make a crazy shaped boundary then you can create multiple boundaries of varying size to achieve it.
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