Flyers not showing up after adding more flyers [Solved]

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Flyers not showing up after adding more flyers [Solved]

Post by SWBF3Petition »

I'm trying to add some vehicles to Mygeeto, but I have problems when I add any more than 6 or 7. I think there are 4 on the shipped map (two tanks for each side) and I'm adding 3 starships to each side on the ground plus 4 starships in two capital ships. That means I'm trying to add 14 ships to the map. The problem I have is that once I add 6 or 7, the first ones I added don't spawn. It's like you have to wait for the others to be destroyed for the first ones to spawn. This is making me wonder if there's a limit to how many vehicles you can have on a map, and if there's a way to change it.

Thanks in advance!
Last edited by SWBF3Petition on Wed Jul 17, 2013 3:35 pm, edited 2 times in total.
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Re: Limit to number of vehicles on a map?

Post by Noobasaurus »

If there is a limit, it certainly is a lot higher than that. I've seen maps with 20+ vehicles.
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Re: Limit to number of vehicles on a map?

Post by SWBF3Petition »

Huh. Well then... any idea what might be causing it? Also, I have no idea what the "SpawnCount" box is for, so I left it at 1.
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Re: Limit to number of vehicles on a map?

Post by Marth8880 »

SpawnCount determines how many vehicles from that vehicle spawn can be on the playing field at once.

You want to increase your memory pools in your LUA to allow for more vehicles; they'll be EntityHover, EntityFlyer, etc.
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Re: Limit to number of vehicles on a map?

Post by THEWULFMAN »

I'm going to make a guesstimate that the maximum vehicles is ~90, not counting Command type vehicles (which are limited by the maximum CP count). It's possible I'm wrong, I'd prefer someone with more experiance to confirm the number.

I do know for a fact that you can't have more than 30 flyer type vehicles in a map.

I forgot how many vehicles I've ever had at once in this early map of mine, but there were a LOT. I was such a noob back then. But I digress. I had at least 30 walkers, hovers, and flyers at one time in that map. Lost the source files ages ago.
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Re: Limit to number of vehicles on a map?

Post by SWBF3Petition »

Marth8880 wrote:SpawnCount determines how many vehicles from that vehicle spawn can be on the playing field at once.

You want to increase your memory pools in your LUA to allow for more vehicles; they'll be EntityHover, EntityFlyer, etc.
This fixed it. I changed my EntityHover to 10 and my EntityFlyer to 30 and everything's all better! Thanks!



@WULF Thanks for the extra info!


EDIT: BTW, I love your Mass Effect mod, guys. It's amazing!
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Re: Limit to number of vehicles on a map? [SOLVED]

Post by ARCTroopaNate »

Pretty sure I read in the battlefront limitations thread that the max vehicles is somewhere around 30. I could be wrong but I don't think I've ever seen a map with more than 30 vehicles.
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Re: Limit to number of vehicles on a map? [SOLVED]

Post by SWBF3Petition »

I checked out the limitations thread first, but I didn't see anything. It's possible that I just skimmed over it. Anyway, I think you're right since WULF says that he knows that it's limited to 30 flyers. Seeing as how he's all pro at modding, I'm gonna trust him! :lol:
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Re: Limit to number of vehicles on a map? [SOLVED]

Post by Marth8880 »

While 30 certainly is pushing it, WULF stated the limit is at least 30, not equal to 30.
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Re: Limit to number of vehicles on a map? [SOLVED]

Post by SWBF3Petition »

I do know for a fact that you can't have more than 30 flyer type vehicles in a map.
Well, I take this as, if you have 31 flyers, your map won't work. If you have 30, it will. Maybe I'm taking it the wrong way, IDK. Either way, I don't need that many flyers on my map.
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Re: Limit to number of vehicles on a map? [SOLVED]

Post by ARCTroopaNate »

Yeah, how about you just test the limit? Figure it out, try 30, if it works, try 31 etc. keep going up until it doesn't then you've found the limit.
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Re: Limit to number of vehicles on a map? [SOLVED]

Post by SWBF3Petition »

I might do that after I finish my current mod. I've set a (vague) release date for this fall, and I'd like to have it done by then, so all of my free time is spent working on it, lol :lol:
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