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no cps, no spawn

Posted: Wed Jun 25, 2008 7:41 pm
by obiboba3po
alright, sorry to post another problem soo soon after the last, but this is really annoying me :cpu: i dont want to release the maze officially until this is fixed. so when i go to ctf in gcw, there are no cps. before this happened, there were no ai and no flag. something is terribly wrong here. in cw era it works perfectly though. so plzzz help me soon, i really want to release this map! here is my bf2 log:
Hidden/Spoiler:
[code]
Message Severity: 3
.\Source\WeaponDispenser.cpp(573)
Dispenser missing entity class "all_bldg_inf_autoturret"

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk all_hero_hansolo_tat in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\TMA\Data\_lvl_pc\SIDE\all.lvl

Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\all.lvl

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk imp_fly_destroyer_dome in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\TMA\Data\_lvl_pc\SIDE\imp.lvl

Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\imp.lvl

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:WOM\WOM.lvl

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: table index is nil
stack traceback:
(none): in function `SoundEvent_SetupTeams'
(none): in function `ScriptPostLoad'[/code]
again, please help, and thanks a bunch!

Re: no cps, no spawn

Posted: Wed Jun 25, 2008 10:20 pm
by Teancum
Post yer lua, por favor.

Re: no cps, no spawn

Posted: Thu Jun 26, 2008 9:38 am
by obiboba3po
oh right, forgot that, sorry. here it is:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveOneFlagCTF")
ScriptCB_DoFile("setup_teams")


-- REP Attacking (attacker is always #1)
IMP = 1;
ALL = 2;
-- These variables do not change
ATT = IMP;
DEF = ALL;

function ScriptPostLoad()

SoundEvent_SetupTeams( REP, 'rep', CIS, 'cis' )

ctf = ObjectiveOneFlagCTF:New{teamATT = 1, teamDEF = 2,
textATT = "game.modes.1flag", textDEF = "game.modes.1flag2",
captureLimit = 8, flag = "flag", flagIcon = "flag_icon",
flagIconScale = 3.0, homeRegion = "homeregion",
captureRegionATT = "team1_capture", captureRegionDEF = "team2_capture",
capRegionMarkerATT = "hud_objective_icon_circle", capRegionMarkerDEF = "hud_objective_icon_circle",
capRegionMarkerScaleATT = 3.0, capRegionMarkerScaleDEF = 3.0, multiplayerRules = true}

ctf:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_knight_02")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetupTeams{
all = {
team = ALL,
units = 100,
reinforcements = 600,
soldier = { "all_inf_rifleman",25, 25},
assault = { "all_inf_rocketeer",25,4},
engineer = { "all_inf_engineer",15,4},
sniper = { "all_inf_sniper",15,4},
officer = { "all_inf_officer",10,4},
special = { "all_inf_wookiee",10,4},

},
imp = {
team = IMP,
units = 100,
reinforcements = 600,
soldier = { "imp_inf_rifleman",25, 25},
assault = { "imp_inf_rocketeer",25,4},
engineer = { "imp_inf_engineer",15,4},
sniper = { "imp_inf_sniper",15,4},
officer = { "imp_inf_officer",11,4},
special = { "imp_inf_dark_trooper",9,4},
},
}

SetHeroClass(ALL, "jed_knight_02")
SetHeroClass(IMP, "jed_knight_02")


-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("FlagItem", 1)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:WOM\\WOM.lvl", "WOM_1flag")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
[/code]

Re: no cps, no spawn

Posted: Thu Jun 26, 2008 9:46 am
by Teancum
Change

SoundEvent_SetupTeams( REP, 'rep', CIS, 'cis' )

to

SoundEvent_SetupTeams( ALL, 'all', IMP, 'imp' )

Re: no cps, no spawn

Posted: Thu Jun 26, 2008 10:05 am
by RepSharpshooter
I'd like to just go through the other errors too.
Hidden/Spoiler:
[code]Message Severity: 3
.\Source\WeaponDispenser.cpp(573)
Dispenser missing entity class "all_bldg_inf_autoturret"[/code]
Make sure you copy that odf into your all side.

[code]Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk all_hero_hansolo_tat in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\TMA\Data\_lvl_pc\SIDE\all.lvl

Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\all.lvl[/code]
In your lua, you read in han solo, but your all side does not contain him, you may want to remove that line from the lua.



[code]Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk imp_fly_destroyer_dome in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\TMA\Data\_lvl_pc\SIDE\imp.lvl

Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\imp.lvl[/code]
Once again, if you don't need a star destroyer, remove that line from the lua. If you do need it, add the appropriate files to imp side.

Code: Select all

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:WOM\WOM.lvl
Isn't this your world? :? Your addon folder is TMA so it's confusing me a bit...

Tean covered the last one.

Re: no cps, no spawn

Posted: Thu Jun 26, 2008 12:04 pm
by obiboba3po
okay thanks Teancum and RepSharpshooter, i fixed those errors, but the problem still remains. i have narrowed it down to these 3 errors:
Hidden/Spoiler:
[code]Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: ERROR: flag flag does not exist in the map
stack traceback:
[C]: in function `assert'
(none): in function `Start'
(none): in function `ScriptPostLoad'


Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk TMAg_1flag in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\TMA\Data\_lvl_pc\TMA\TMA.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:TMA\TMA.lvl
[/code]
and heres the lua i recently edited:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveOneFlagCTF")
ScriptCB_DoFile("setup_teams")


-- REP Attacking (attacker is always #1)
IMP = 1;
ALL = 2;
-- These variables do not change
ATT = IMP;
DEF = ALL;

function ScriptPostLoad()

SoundEvent_SetupTeams( ALL, 'all', IMP, 'imp' )

ctf = ObjectiveOneFlagCTF:New{teamATT = 1, teamDEF = 2,
textATT = "game.modes.1flag", textDEF = "game.modes.1flag2",
captureLimit = 8, flag = "flag", flagIcon = "flag_icon",
flagIconScale = 3.0, homeRegion = "homeregion",
captureRegionATT = "team1_capture", captureRegionDEF = "team2_capture",
capRegionMarkerATT = "hud_objective_icon_circle", capRegionMarkerDEF = "hud_objective_icon_circle",
capRegionMarkerScaleATT = 3.0, capRegionMarkerScaleDEF = 3.0, multiplayerRules = true}

ctf:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_knight_02")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetupTeams{
all = {
team = ALL,
units = 100,
reinforcements = 600,
soldier = { "all_inf_rifleman",25, 25},
assault = { "all_inf_rocketeer",25,4},
engineer = { "all_inf_engineer",15,4},
sniper = { "all_inf_sniper",15,4},
officer = { "all_inf_officer",10,4},
special = { "all_inf_wookiee",10,4},

},
imp = {
team = IMP,
units = 100,
reinforcements = 600,
soldier = { "imp_inf_rifleman",25, 25},
assault = { "imp_inf_rocketeer",25,4},
engineer = { "imp_inf_engineer",15,4},
sniper = { "imp_inf_sniper",15,4},
officer = { "imp_inf_officer",11,4},
special = { "imp_inf_dark_trooper",9,4},
},
}

SetHeroClass(ALL, "jed_knight_02")
SetHeroClass(IMP, "jed_knight_02")


-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("FlagItem", 1)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:TMA\\TMA.lvl", "TMAg_1flag")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
[/code]
again, i appreciate the help :thumbs:

Re: no cps, no spawn

Posted: Thu Jun 26, 2008 12:11 pm
by Teancum
Are you getting mungelog errors? It can't find your 1-flag mode in the map itself.

Re: no cps, no spawn

Posted: Thu Jun 26, 2008 4:50 pm
by obiboba3po
oh woops sorry, i didnt really mean to post that last thing. I got it fixed, thanks so much Teancum and RepSharpshooter! :bowdown: (you can go ahead and Image now)

Re: no cps, no spawn

Posted: Thu Jun 26, 2008 4:55 pm
by Teancum
Okie dokie