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Cps and object lighting

Posted: Sun Apr 05, 2009 7:34 am
by [TFA]Padawan_Fighter
Hey everyone, I seem to have a problem with CPs showing up ingame. I deleted all the other existing cps and made a new cp1 out of scratch, I had a control region, spawn path, capture region, and everything. But when I start up the game, I still see no cps. Did I miss something?


Also, is there a way to remove all the dark areas from places like the cantina from Mos Eisley and such?



P.S: Here is the CP section (I think) of the map's LUA (Clone Wars)

Code: Select all

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams") 
	
	--  REP Attacking (attacker is always #1)
    REP = 1;
    CIS = 2;
    --  These variables do not change
    ATT = REP;
    DEF = CIS;


function ScriptPostLoad()	   
    
    
    --This defines the CPs.  These need to happen first
    cp1 = CommandPost:New{name = "cp1"}

    
    
    
    --This sets up the actual objective.  This needs to happen after cp's are defined
    conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, 
                                     textATT = "game.modes.con", 
                                     textDEF = "game.modes.con2",
                                     multiplayerRules = true}
    
    --This adds the CPs to the objective.  This needs to happen after the objective is set up
    conquest:AddCommandPost(cp1)
    
    
    conquest:Start()

    EnableSPHeroRules()
    
 end


Re: Cps and object lighting

Posted: Sun Apr 05, 2009 9:44 pm
by jedimoose32
Perhaps you could detail this a bit more.

Did you munge common?
Also, you will need more than 1 CP.

As for the dark spots...

ZeroEditor --> Light --> Place --> **click where you want it** --> change properties on selected light --> save --> munge --> :runaway:

Re: Cps and object lighting

Posted: Mon Apr 06, 2009 8:46 am
by [TFA]Padawan_Fighter
Yes I munged common...but I didn't know I needed more than one CP! :o Thanks for the help!

Re: Cps and object lighting

Posted: Mon Apr 06, 2009 8:51 am
by Teancum
Also, just to cover it, make sure your CPs are on the correct layer in ZE.

Re: Cps and object lighting

Posted: Mon Apr 06, 2009 12:06 pm
by [TFA]Padawan_Fighter
Teancum wrote:Also, just to cover it, make sure your CPs are on the correct layer in ZE.

They are in conquest, if that's what you mean.

Re: Cps and object lighting

Posted: Mon Apr 06, 2009 12:26 pm
by Xterminator
I have the same problem, it shows one CP called 0 but you cant spawn at it. I did the same thing as you deleted all the cp's and made a new one.

Re: Cps and object lighting

Posted: Mon Apr 06, 2009 4:18 pm
by [TFA]Padawan_Fighter
Xterminator wrote:I have the same problem, it shows one CP called 0 but you cant spawn at it. I did the same thing as you deleted all the cp's and made a new one.

You need a spawn path. And that's not exactly the same problem...

Re: Cps and object lighting

Posted: Mon Apr 06, 2009 4:22 pm
by Xterminator
Sorry I didnt mean the same problem , i ment the I did the same thing as you. but meh whatever.

Re: Cps and object lighting

Posted: Mon Apr 06, 2009 7:09 pm
by [TFA]Padawan_Fighter
ARGH! It still doesnt work, jedimoose's advice didn't change anything. And before you ask, yes i added 3 more cps and changed the lua back to what it was. But it didn't work.


Here's a picture of my problem:
frustrated.jpg