combineguy wrote:ok thanks... now I got 2 new problems. 1 I'm trying to make a mine system, but a track junction won't link correctly to the next link in the line. (it links, but there's no line in game.)
TrackJunctions don't have visible links to TrackLinks. So, you need to link a TrackJunction to a TrackLink that is in exactly the same location as the TrackJunction, then link that TrackLink to a second TrackLink in another location. That is how it works in the original campaign. From map_mine.txt :
Code: Select all
TrackJunction 26 2281.42 2396.13 255 0.17 -0.99 0 -1 27 28
TrackLink 27 2282.33 2396.40 255 0.14 -0.99 0 24
TrackLink 28 2282.22 2396.42 255 0.17 -0.99 0 29Notice that buildings 26, 27, and 28 are all in about the same place.
combineguy wrote:and 2
When I try to enter the game, I get the following message: warning: uniqueid was not unique on incubator in level map/yard.txt
(or something similiar to that.) seems simple right? it's not. there's no incubators in that level. and all the IDs are unique. I checked.
This is one that you should search the forum for. It has come up recently.
combineguy wrote:UGH! more problems! now the camera is uncontrollable... when you move it in a direction, then stop, it keeps moving in that direction, at the same speed, as if you were still moving the mouse. if left alone, it'll either get to where it's pointing straight up, or straight down, either way, the screen begins rotating at high speed. (if it goes straight up, it shows the darwinian sky rotating at extreme speed... it's kinda hypnotising. I actually sat there and watched it for a good 5 minutes. @_@)
You might want to check to see if all of you CamMounts are within the borders of the level.
combineguy wrote:Ok... now my yard won't work right. The pylonstart won't send energy to it. Even if it is toggled by a trunkport. (that is active) It doesn't do anything. I've got the rest of the system working... just not this.
That is a known bug in Darwinia. PylonStarts just don't work in mods, for some reason. Here is a possible workaround -- it is not pretty, but it can work. Put a bunch of SolarPanels way off in the level -- somewhere where the player can't see them from the rest of the level. Put a little bit of land there, and enough DGs to run the panels. That will get you your power. There will be an annoying wire running through the TrunkPort, but it is better than nothing.
xander