The Big Mod (campaign 2) - parts 1,2 & 3 available
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- Azati Prime
- level1
- Posts: 56
- Joined: Sat May 20, 2006 4:45 am
- Location: California
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Okay ... took me a couple hours, then I tried making the Spam Non-Global and just leaving it Dynamic.
It stopped crashing and runs fine.
Do you know how to open the editor and click on "Buildings" then find the Spam click on him and change the Global setting back to Zero... Leave the Dynamic set to One. If not let me know and I'll make a special zip with the map file change you can copy paste.
Give that a try and see if the intro will play all the way through and dump you off at the Player start. Please come back and let me know if that was.
Lowell
EDIT// I also noticed there is a green AI SpawnPoint that wasn't linked to any buildings. I'm not sure if it will turn on if it isn't linked. I linked it to Trunk Gate 10, it is the one with the control tower that will need turned up by the players engineers. I am not sure if that is where Martin wants it linked...I just did that so it would work in-game.
It stopped crashing and runs fine.
Do you know how to open the editor and click on "Buildings" then find the Spam click on him and change the Global setting back to Zero... Leave the Dynamic set to One. If not let me know and I'll make a special zip with the map file change you can copy paste.
Give that a try and see if the intro will play all the way through and dump you off at the Player start. Please come back and let me know if that was.
Lowell
EDIT// I also noticed there is a green AI SpawnPoint that wasn't linked to any buildings. I'm not sure if it will turn on if it isn't linked. I linked it to Trunk Gate 10, it is the one with the control tower that will need turned up by the players engineers. I am not sure if that is where Martin wants it linked...I just did that so it would work in-game.
Lowell wrote:color=yellow]EDIT//[/color] I also noticed there is a green AI SpawnPoint that wasn't linked to any buildings. I'm not sure if it will turn on if it isn't linked. I linked it to Trunk Gate 10, it is the one with the control tower that will need turned up by the players engineers. I am not sure if that is where Martin wants it linked...I just did that so it would work in-game.
If it is not linked, it should be on by default. It will remain on until the level objectives are completed.
xander
- Azati Prime
- level1
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wow! thanks for all this lowell, got my X1900XT in the post today but it's still a couple of weeks before I get a motherboard that can support it
If this file works to your satisfaction (ie the last level and the outro run) then package it up and send it to hitm4n with your name in the readme/credits.
If this file works to your satisfaction (ie the last level and the outro run) then package it up and send it to hitm4n with your name in the readme/credits.
GENERATION 22:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
One thing you can try till we re-link everything to see if the AI Unit will kick-in, is set the AI Unit to team yellow-2. That will shut off the AI Unit. However the R-DG's will not behave and move as intended.
I should be done later today...fingers crossed.
EDIT//Oh...and as Xander has noted, leave the AI SpawnPoint "un-linked"
I should be done later today...fingers crossed.
EDIT//Oh...and as Xander has noted, leave the AI SpawnPoint "un-linked"
- trickfred
- level5
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Just in case you needed confirmation, AISpawnPoints do work without being linked to anything - as they're all over EW 1 and 2 (not pimping, just providing examples) and not a single one's linked to anything. I found that they only "turn on" when attached to a red trunk that is reprogrammed, and don't lay dormant when attached to any other red building - they'd just all start spitting things out on level start, as if they were attached to nothing. Of course, that was over a year ago, and I haven't tried again since - has anyone been successful in getting one to start spitting out enemies attached to anything else? I'd be interested in knowing since I'm too lazy to bother trying it again myself.
trickfred wrote:Just in case you needed confirmation, AISpawnPoints do work without being linked to anything - as they're all over EW 1 and 2 (not pimping, just providing examples) and not a single one's linked to anything. I found that they only "turn on" when attached to a red trunk that is reprogrammed, and don't lay dormant when attached to any other red building - they'd just all start spitting things out on level start, as if they were attached to nothing. Of course, that was over a year ago, and I haven't tried again since - has anyone been successful in getting one to start spitting out enemies attached to anything else? I'd be interested in knowing since I'm too lazy to bother trying it again myself.
Yup. That was, originally, the way that I made Communications work in Insurrection. Remember how buildings have two state variables, with two states each? A building can be either online or offline, and either active or inactive. Buildings that require DGs to operate are inactive until they are activated by DGs. Thus, you can link (or is it toggled by... can't remember, right off) an AISpawnPoint to any building that is inactive by default. Then, when DGs take it over (either red or green) the AISpawnPoint will start pumping out units.
Buildings that work (AFAIK):
BluePrintConsoles (see Pattern_Buffer)
Mines
Refineries
Yards
SolarPanels
SpawnPoints
&c.
xander
- trickfred
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xander wrote:trickfred wrote:Just in case you needed confirmation, AISpawnPoints do work without being linked to anything - as they're all over EW 1 and 2 (not pimping, just providing examples) and not a single one's linked to anything. I found that they only "turn on" when attached to a red trunk that is reprogrammed, and don't lay dormant when attached to any other red building - they'd just all start spitting things out on level start, as if they were attached to nothing. Of course, that was over a year ago, and I haven't tried again since - has anyone been successful in getting one to start spitting out enemies attached to anything else? I'd be interested in knowing since I'm too lazy to bother trying it again myself.
Yup. That was, originally, the way that I made Communications work in Insurrection. Remember how buildings have two state variables, with two states each? A building can be either online or offline, and either active or inactive. Buildings that require DGs to operate are inactive until they are activated by DGs. Thus, you can link (or is it toggled by... can't remember, right off) an AISpawnPoint to any building that is inactive by default. Then, when DGs take it over (either red or green) the AISpawnPoint will start pumping out units.
Buildings that work (AFAIK):
BluePrintConsoles (see Pattern_Buffer)
Mines
Refineries
Yards
SolarPanels
SpawnPoints
&c.
xander
Heh. Whoops. I suppose that's a misconception I developed when I first started messing with the level editor last year (probably tried it when I still didn't know what I was doing, and just didn't want to ask), and just never questioned later. Still, it would be nice if they worked with non-DG run buildings - it's probably linking them to one/several of those that had me assuming they were broken in mods, like the PylonStart - I can't remember that far back. Thanks for clearing that up.
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