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Spawning Vehicles

Posted: Fri Jul 27, 2007 5:20 pm
by epm01
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~

RE: Spawning Vehicles

Posted: Fri Jul 27, 2007 5:34 pm
by Master Fionwë
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?

Posted: Fri Jul 27, 2007 5:38 pm
by Maveritchell
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:
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.
...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.

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.

RE: Spawning Vehicles

Posted: Fri Jul 27, 2007 5:39 pm
by epm01
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.

Posted: Fri Jul 27, 2007 5:43 pm
by Maveritchell
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.

Posted: Fri Jul 27, 2007 10:42 pm
by epm01
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.

Posted: Fri Jul 27, 2007 10:55 pm
by Maveritchell
You realize source file = asset. The .zip or .rar or whatever you have with the "source files" should just be stuff like the .msh, the .odf, etc. All you need to do is put them in their proper folders in your custom side.

Posted: Sat Jul 28, 2007 4:04 am
by MercuryNoodles
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.

Posted: Sat Jul 28, 2007 12:42 pm
by epm01
So in Assets/Sides/Common/ODF I can just paste the UT-AT source file into it and then hope it spawns? Because I don't want to make a new side and Vehicle spawning, I just want Vehicle spawning.

Posted: Sat Jul 28, 2007 12:52 pm
by Maveritchell
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.

Posted: Sat Jul 28, 2007 3:50 pm
by epm01
Create a folder in your dataMODID/sides folder.
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.

Posted: Sat Jul 28, 2007 4:45 pm
by Maveritchell
You're creating a side. (Seriously, read the Jedi Creation doc.) Name it whatever you want. It's best to use 3-letter names, since that fits the naming scheme all the other sides use. (e.g. REP, CIS, ALL, IMP, etc.)

Posted: Sat Jul 28, 2007 5:18 pm
by epm01
Okay i've created a VEH folder with ODF, req, MSH, Munge and Effect files. Edit: I put the Republic UT-AT to my assets/sides/VEH/MSH folder. But now do I add the assets/sides/VEH folder to my data_PGP/_Build.?

Posted: Mon Jul 30, 2007 3:33 am
by MercuryNoodles
Much of what you're asking is in the Jedi Creation doc, besides the ZE part of it. It focuses on making a Jedi, but it's the exact same concept when it comes to setting up the folders. It's a lot easier to read that first, and come back with questions when you get stuck.

Posted: Tue Jul 31, 2007 3:25 pm
by epm01
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.

Posted: Tue Jul 31, 2007 3:51 pm
by Maveritchell
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.

Posted: Tue Jul 31, 2007 3:52 pm
by Master Fionwë
No, you put the odf and stuff in the Data_*** SIDE. Don't put any of your files in the DATA_***/Buld/SIDE, because they won't munge.

Posted: Tue Jul 31, 2007 4:21 pm
by epm01
Oh okay,
But can I take the Munge.bat and clean.bat from another side like EWK and use that in my VEH folder or should I just take the two that are outside the sides folders (Under all of the sides too) which says:

clean
MS-DOS batch file
2 KB

And:

munge
MS-DOS batch file
2 KB

?

Thanks,
epm

Posted: Tue Jul 31, 2007 4:23 pm
by Maveritchell
You want to take the "clean.bat" and "munge.bat" from another one of the side folders (like EWK).

(Just like I already said:
I wrote:copy-and-paste the "munge.bat" and "clean.bat" from one of the other side folders
)

Posted: Tue Jul 31, 2007 5:22 pm
by epm01
Oh sorry missed that.
But then why are those folders there?

Thanks,
epm