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Modding Questions (Yes, I started modding=))
Posted: Wed Jul 12, 2006 7:24 pm
by MartinK
If someone could please help me out, I have some problems with the CP's (adding new ones). I read the Getting Started Document and followed every step, created the new CP, select the team, the control,capture and spawn zone, the region and i added ir to the .lua, but when I run my map the CP is on it, but I can't spawn there or conquer it (with the other team), can somebody please help me out?
Another question is: How do I eliminate the Cps that already come with the new map you munge???
Thanks everyone!
RE: Modding Questions (Yes, I started modding=))
Posted: Wed Jul 12, 2006 7:56 pm
by Xavious
if you want to get rid of the origanal cps you have to change the layer from "base" to "conquest". (layer control on the top toolbar) as for your next question, you need to give us more information. screenshots, perhaps?(from zeroedit) or just exactly how you filled in the boxes.
RE: Modding Questions (Yes, I started modding=))
Posted: Wed Jul 12, 2006 7:59 pm
by MartinK
Thanks, Ill take screenshots now and post them... From which thing should I take them? from the Region, the Path, or the Object?? Maybe the 3 of them?
RE: Modding Questions (Yes, I started modding=))
Posted: Wed Jul 12, 2006 8:01 pm
by Xavious
from the cp and both regions and spawns.
RE: Modding Questions (Yes, I started modding=))
Posted: Wed Jul 12, 2006 8:03 pm
by Yocki
first of all: are you happy with modding?
1: When you select the cp on the conquest layer, a window will show up with the cp settings. Put the cp#_capture, cp#_spawn and the cp#_control named there (you can take as an example the default cps wich you want to delete). Then make the spawns and regions named correctly, name both the region ID and the region propeties.
2: Simply delete everything realated to that cp (spawn paths, regions, the object as well and erase everything realtes to that cp on the lua too)
RE: Modding Questions (Yes, I started modding=))
Posted: Wed Jul 12, 2006 8:06 pm
by Xavious
ah, yes. when you delete a cp in zeroedit you MUST remove it from the .lua or your map will crash when you try to load it.
RE: Modding Questions (Yes, I started modding=))
Posted: Wed Jul 12, 2006 8:17 pm
by MartinK
Yocki, Im REALLY happy with modding, is quite fun.
I'd post screens but everytime I try to upload at Imageshack the Explorer crashes, do you know any other uploading website??
Yocki (again): I did everything you said on #1, but it doesn't seem to work...
Posted: Wed Jul 12, 2006 8:34 pm
by xwingguy
Posted: Wed Jul 12, 2006 8:42 pm
by Yocki
the only time i didn't got to spawn was when i deleted the spawn paths.
are you shure you didn't make the spawn paths and nodes as a region? be shure that you create new paths on the path section, between objects and regions. If this don't work, try doing a clean munge (the clean buton n the right side of the munge button)
hope this helps you

Posted: Wed Jul 12, 2006 8:49 pm
by MartinK
Thanks!
EDIT: Links removed because, I don't know why, the images were resized so you can't see anything
Does the tutorial says something about Spawn Paths and Nodes, because maybe i'm confused about it. When you talk about spawn paths are you talking about the PATH option on the Z.E toolbar?
pics of Z.E:
http://img132.imageshack.us/img132/562/gametoast7uh.png
http://img99.imageshack.us/img99/6711/gametoast27iu.png
Posted: Wed Jul 12, 2006 9:30 pm
by Xavious
it should be cp5_spawn not spawn 5
Posted: Wed Jul 12, 2006 10:11 pm
by MartinK
where did I put that??
Posted: Thu Jul 13, 2006 8:14 am
by Xavious
on your second pic it says spawn 5. change the path name to cp5_spawn and i think it automaticly changes the properties. you may want to go over your cp's and make sure you named everything right.
Re: RE: Modding Questions (Yes, I started modding=))
Posted: Thu Jul 13, 2006 9:09 am
by Teancum
Darth_Maul wrote:ah, yes. when you delete a cp in zeroedit you MUST remove it from the .lua or your map will crash when you try to load it.
Not true. Removing a CP in Zero and not removing it in the luas will just make it so that no AI appear in-game. The number of CP objects and the number of CP's referenced in the lua must be the same to have AI, but it will not cause a crash.
RE: Re: RE: Modding Questions (Yes, I started modding=))
Posted: Thu Jul 13, 2006 12:37 pm
by Xavious
oh yeah. i get my map problems mixed up. lol
RE: Re: RE: Modding Questions (Yes, I started modding=))
Posted: Thu Jul 13, 2006 8:54 pm
by MartinK
It worked!!!!!!!!:D:D Thanks, changing that in the 2nd pic made the CP capturable and spawnable!
RE: Re: RE: Modding Questions (Yes, I started modding=))
Posted: Sun Jul 16, 2006 3:43 pm
by MartinK
Sorry to double post, but this has nothing to do with the CPs:
When I'm in the 'Color' option: Is there a way to paint, in some way, a wall, but to "paint single dots on it"??? I know you may not understand this, but when you try to paint a wall you cannot paint a single dot on it, you have to paint a whole stripe, even with the lowest values. Can somebody tell me how can I paint single dots on walls (if it's possible)???
RE: Re: RE: Modding Questions (Yes, I started modding=))
Posted: Sun Jul 16, 2006 4:42 pm
by Teancum
Nope -- 1x1 is the smallest you can get, and if I recall that's 1 meter square.
RE: Re: RE: Modding Questions (Yes, I started modding=))
Posted: Sun Jul 16, 2006 5:15 pm
by MartinK
Here's an issue about adding vehicles: I've followed the instructions on the tutorials on how adding them on Z.E, (I want to add an AT-TE) so I put "rep_walk_atte" under ClassRepATK, but I have problems while adding it to the .lua, do I have to add it here???:
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_walk_atte")
Or do I have to add it in another place?