Felucia Problem: CPs causing more trouble!
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OGEB1103
Felucia Problem: CPs causing more trouble!
This will be my topic for sorting out problmes with my map, instead of creating multiple ones. I will rename the title everytime i get a problem!
1. AI go to invisible cps!
I have added invisble cps into my map to spawn locals from. I have put these away from the main fighting because i want my locals (acklay) to come out of the jungle and not just spawn into that area. Only problem is that the AI go to these invisble cps and it looks stupid (because i have sunk them underground) and huddle around that area. I tried fiddleing around with the odf for the cps but it asn't worked.
SOLVED
2. CPs causing more trouble!
When i added the invisible cps they made the map move, so if they had shown up on the map, they would be on the edges. They made it warp like that. Now i have moved them to where "real" cps are but left the spawn paths on the edge. Only thing is they still make the mini map warp as if they are at their original places!
1. AI go to invisible cps!
I have added invisble cps into my map to spawn locals from. I have put these away from the main fighting because i want my locals (acklay) to come out of the jungle and not just spawn into that area. Only problem is that the AI go to these invisble cps and it looks stupid (because i have sunk them underground) and huddle around that area. I tried fiddleing around with the odf for the cps but it asn't worked.
SOLVED
2. CPs causing more trouble!
When i added the invisible cps they made the map move, so if they had shown up on the map, they would be on the edges. They made it warp like that. Now i have moved them to where "real" cps are but left the spawn paths on the edge. Only thing is they still make the mini map warp as if they are at their original places!
Last edited by OGEB1103 on Sat Jun 17, 2006 4:54 pm, edited 2 times in total.
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Rekubot
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OGEB1103
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Murdocr
i think this is what you are looking for.
add the cp in here:
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
But NOT here
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
add the cp in here:
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
But NOT here
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
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sawyerdk9
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OGEB1103
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You don't need extra CPs for the locals. They can spawn off of the main CPs. Also, the location of the CP has nothing to do with where units can spawn. You can put the spawn paths anywhere and/or everywhere.
If you aren't going to add a CP to the objective, there is no point registering it with the Conquest game mode. It will just be taking up more memory. You don't need the cp4 = CommandPost:New{name = "[name]"} line.
If you aren't going to add a CP to the objective, there is no point registering it with the Conquest game mode. It will just be taking up more memory. You don't need the cp4 = CommandPost:New{name = "[name]"} line.
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OGEB1103
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sawyerdk9
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OGEB1103
