Deleting old CP´s
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MandeRek
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Deleting old CP´s
When I´ve just opened ZE the first time i found those 4 cp´s... How can i select, and/or delete them? I did manage to add new, but for some reason i can't figure this out...
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Xavious
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Re: Deleting old CP´s
On the top toolbar of ZE, find the layer menu, click change to change the layer from base to conquest. Then you can move the CPs. When you're done editing/moving/deleting CPs, then you can switch back into base layer.
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MandeRek
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Re: Deleting old CP´s
Thanks a lot! Also, I've added a vehicle spawn to a new cp, and made the vehicle for RepATT rep_fly_jedifighter, but it isn't showing up. Rep is attacking team, cp is called cp5 and I'm using the assets Jedifighter... thanks in advance
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Xavious
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Re: Deleting old CP´s
If I remember correctly, that is the Episode 2 fighter, which won't work without a bit of tweaking. The Episode 3 fighter is "rep_fly_anakinstarfighter" if that's what you're looking for.
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MandeRek
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Re: Deleting old CP´s
So it might be the side that doesn't work? Thanks a lot, will try something else. Also, can someone direct me to a tut about AI planning, that is freaking me out! They're walking straight into the oil-pool
Thanks for all help, and in advance
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Penguin
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Re: Deleting old CP´s
Planning are very simple, Experiment!
Hidden/Spoiler:
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MandeRek
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Re: Deleting old CP´s
Ok, thanks a lot Penguin
Now the last question of this topic; my Wookiee's don't show up. They are the locals, and i copied and pasted the required lines from Kashyyk into my lua, but they aren't ingame. Do i need to do something in ZE? Thanks in advance, again 
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NullCommando
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Re: Deleting old CP´s
Maybe you should read over Penguins awesome tutorial on adding locals, if you have read it, I would suggest starting from scratch.
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MandeRek
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Re: Deleting old CP´s
Ok, that´s clear to me... I´ve got another problem.. I´m creating a map with tree-houses, and i NEED the ai to go over it, other wise they walk into the water and, eventually, drown. I created hubs and connections, but for some reason i can't make them in height, so the ai walks the route indeed, but UNDER those 3 houses! (in the water
) If someone can maybe tell me how to do this.. It CAN be done, look at Kashyyyk and Endor from the assets... Thanks in advance!
- Maveritchell
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Re: Deleting old CP´s
Well, actually, no. You can't make the AI think in three dimensions, because they don't. They don't understand height. What you can do is make thin enough planning paths that they stay on the walkways.MandeRek wrote:Ok, that´s clear to me... I´ve got another problem.. I´m creating a map with tree-houses, and i NEED the ai to go over it, other wise they walk into the water and, eventually, drown. I created hubs and connections, but for some reason i can't make them in height, so the ai walks the route indeed, but UNDER those 3 houses! (in the water) If someone can maybe tell me how to do this.. It CAN be done, look at Kashyyyk and Endor from the assets... Thanks in advance!
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MandeRek
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Re: Deleting old CP´s
I followed your advice Ace, and it works fine! I just made one huge hub at the cp, and where the spawn-points are in, and then i made some hubs with really small radius's, a lot actually, which were accurate placed on the small bridges and platforms and... it works indeed! Thanks a million time ace! Btw, is there also some sort of command to let an engineer repair a turret? Thanks in advance once more
- Maveritchell
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Re: Deleting old CP´s
Ace? I think you have me confused with someone else.
I'm not sure what you mean by a "code to let an engineer repair a turret." Please elaborate.
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MandeRek
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Re: Deleting old CP´s
Edit: I've read true the ZE guide again (which is i think very unclear for ZE noobs XD) and found:
Code: Select all
HINT NODE EDIT MODE
HINT NODEs are hotspots that when an AI is in range triggers the specified behavior in the unit. There many node and behavior types, some with primary and secondary stances for deeper control over the unit's behavior. Hint nodes should be used in moderation for the best performance and AI behavior. Hint Nodes have indicators that illustrate the hot spot and direction the unit must be facing to perform the behavior.
- Maveritchell
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Re: Deleting old CP´s
There aren't any "hidden" hint nodes, like it says, enter hint node edit mode and you can see a full list of what they can do. If there's nothing that looks like "repair," then you're probably outta luck, hintnode-wise. You might be able to adjust AI behavior towards whatever you have by modifying:
Those lines aren't in the common fusioncutter .odf, but I think by default they're set to "1," which means the AI will use them.
Code: Select all
AITargetPerson = "0"
AITargetAnimal = "0"
AITargetDroid = "0"
AITargetVehicle = "1"
AITargetBuilding = "1"
AITargetMine = "1"- Teancum
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Re: Deleting old CP´s
By default Engineers - or whoever has a fusion cutter - will stop and repair anything nearby. Mav's right though, if there's not a 'repair' hint node then there's no way to change their behavior other than making sure your planning paths go by all your turrets.
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MandeRek
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Re: Deleting old CP´s
Ok, totally clear
Again I've got a question (sorry
), how do you make height in a depth way...Right, that sounds not clear at all, but let's say i make a huge hole, and in the side of the hole i want some sort of hangar... Is that possible by adjusting height somehow or do you really NEED to add a roof as object? Thanks in advance, once more (maybe you should add this to the faq,if people might have the same simple questions but can't find it
)
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Re: Deleting old CP´s
I'd assume you need a roof object. Have you every gotten below a map? You can see through the ground at everything above you and you can just walk up through the ground too.
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MandeRek
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Re: Deleting old CP´s
Yes, i do understand... But how can i create let's say a basement in the map? Do i neccesarely need roof objects for that?
