Spawning Vehicles
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epm01
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Spawning Vehicles
I'm trying to make a UTAT spawn on my Hero Assault map. I have read the documentations three times but they are confusing and don't make any sense. I have already placed the cp, the control region, and the vehicle spawn but I'm not sure how to set them up and how to get them to spawn the vehicle.
And I also need to move the UT-AT assets over to the Villians side in my map because that is the vehicle I want to spawn. It still says that the asset on my screen is a source file, does that mean I have to somehow change it to an asset? How? Same for an object i'm trying to get in, It says its a source file.
Thanks,
~Epm~
And I also need to move the UT-AT assets over to the Villians side in my map because that is the vehicle I want to spawn. It still says that the asset on my screen is a source file, does that mean I have to somehow change it to an asset? How? Same for an object i'm trying to get in, It says its a source file.
Thanks,
~Epm~
Last edited by epm01 on Fri Jul 27, 2007 5:35 pm, edited 1 time in total.
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Master Fionwë
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RE: Spawning Vehicles
Well, you need to click on the vehicle spawn inside the ZE, and the little box on the right side of the screen that has the info about the spawn. You need to put in the cp2, or whatever the name is of the control region it's in. Then click the down button or arrow, and fill in the info for what team you want to have it. So if you want the rep to have it, you need to put rep_hover_utat in rep att or def, depending on who's attacker.
Is this clear enough?
Is this clear enough?
- Maveritchell
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In my opinion, one of the things the docs are clearest on is how to spawn vehicles. There's a big 'ol section on it right in the "getting started" document.
I'm not sure what you mean by:
That aside, the control region doesn't matter unless you want your vehicle to decay on the field.
The vehicle spawn you need to fill out the correct fields with the name of the vehicle (which I assume is rep_hover_utat, but I'm not sure since I've never used it). The correct fields should be Class ALL_ATK and Class IMP_DEF and Class_NEUTRAL (for hero assault). Fill out those, and as long as you've got the assets in a custom side and you call it in the .lua, then it'll spawn.
I'm not sure what you mean by:
...because if you don't already have the assets in a custom side, then the vehicle won't spawn, because it's not a stock vehicle.And I also need to move the UT-AT assets over to the Villians side in my map because that is the vehicle I want to spawn.
That aside, the control region doesn't matter unless you want your vehicle to decay on the field.
The vehicle spawn you need to fill out the correct fields with the name of the vehicle (which I assume is rep_hover_utat, but I'm not sure since I've never used it). The correct fields should be Class ALL_ATK and Class IMP_DEF and Class_NEUTRAL (for hero assault). Fill out those, and as long as you've got the assets in a custom side and you call it in the .lua, then it'll spawn.
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epm01
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RE: Spawning Vehicles
Wow that was fast, But don't you need the UT-AT to be a asset first? I says that my UT-AT (Its on my screen, I unzipped it yesterday) at the top left hand corner that its a source file. The Vehicle spawn part seems pretty easy from the way your said it. Does anyone know how to make a source file an asset?
Edit: Sorry Mav didn't see you, But if its a custom side how do people have the normal hero assult characters? And still how do I make it a asset? It says that its only a source file right now.
Edit: Sorry Mav didn't see you, But if its a custom side how do people have the normal hero assult characters? And still how do I make it a asset? It says that its only a source file right now.
Last edited by epm01 on Fri Jul 27, 2007 5:46 pm, edited 1 time in total.
- Maveritchell
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Uhhh... like I said, you need to put all the assets in a custom side, and call it from there. Set up a side with an odf, msh, and req folders, and a side.req. (Make sure you add a folder for that side to _BUILD/SIDES.) Call that side in the .lua, and make sure you call that vehicle from that side. Setting up sides are all explained in the Jedi Creation document.
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epm01
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I know I dont say this very often but....I dont get it. I know how to use assets but not not changing a source file to an asset and your saying to do things with the aset without it being an asset just a source file. I'm gunna read the Jedi Creation tonight, I just set up the CP, Vehicle Spawning item and the control region now I just need to know how to change the source file to an asset and work on the Jedi Creation vehicle spawning.
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MercuryNoodles
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They're labelled source files so non-modders don't just think it's a pre-compiled mod that's ready to drop in the game's main directory somewhere. It only signifies that it needs to be set up like you would with any custom side, and munged. It can be set up as it's own side, or included in a side with other things. It doesn't matter which side it's set up in, just that the files are set up properly. The actual team it spawns with depends on the vehicle spawn entires you make in ZE.
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epm01
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Did you even read the Jedi Creation doc? You need to make a new side.
Create a folder in your dataMODID/sides folder. Add a msh, odf, req, etc. folder. Add your assets to the correct folders (don't forget to create a .req file). Create a sidename.req and include the utat in it. Add a folder with the (three-letter) sidename to your dataMODID/_BUILD folder. Call the UTAT from the modded side in your .lua. Then you can spawn it.
Create a folder in your dataMODID/sides folder. Add a msh, odf, req, etc. folder. Add your assets to the correct folders (don't forget to create a .req file). Create a sidename.req and include the utat in it. Add a folder with the (three-letter) sidename to your dataMODID/_BUILD folder. Call the UTAT from the modded side in your .lua. Then you can spawn it.
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epm01
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What do I call the folder? And I only want the UT-AT in my side not a hole new team. I really still dont understand it too well.Create a folder in your dataMODID/sides folder.
Last edited by epm01 on Sat Jul 28, 2007 4:59 pm, edited 1 time in total.
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epm01
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epm01
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If you open up your mod’s directory (in our case, data_SID), then go into the _BUILD folder, there should be a Sides directory. Inside this directory, we must create the folder where our side’s munged data will go. It has the same name as our side’s main folder (“JDI”), and you will need to copy the clean.bat and munge.bat from one of the other sides’ munged-data folders into it.
So I can just go into EWK and take the Clean.bat and the munge.bat and then make a folder called VEH (Its the same name as what I called the UT-AT folder), in that folder can I also put my ODF, Munged, MSH, Effects, ect..., from my UT-AT folder too? or should I just leave the VEH folder with just the clean.bat and munge.bat.
- Maveritchell
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No. The _BUILD folder is just an output folder for munged information. You don't ever add anything directly to it, and the only reason your adding anything now is so that the game has somewhere to put the munged information from your new side.
All you have to do is add a folder (in this case, named "VEH") to _BUILD/SIDES, copy-and-paste the "munge.bat" and "clean.bat" from one of the other side folders in _BUILD/SIDES into your new folder (again, in this case "VEH").
That's all you have to do; anything you modified needs to stay in data_MODID/sides.
All you have to do is add a folder (in this case, named "VEH") to _BUILD/SIDES, copy-and-paste the "munge.bat" and "clean.bat" from one of the other side folders in _BUILD/SIDES into your new folder (again, in this case "VEH").
That's all you have to do; anything you modified needs to stay in data_MODID/sides.
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Master Fionwë
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epm01
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epm01
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Oh sorry missed that.
But then why are those folders there?
Thanks,
epm
But then why are those folders there?
Thanks,
epm
Last edited by epm01 on Tue Jul 31, 2007 5:36 pm, edited 2 times in total.
