Beirut Large Assets

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UTurista
PR:BF2 Developer
Posts: 985
Joined: 2011-06-14 14:13

Beirut Large Assets

Post by UTurista »

It seems there are assets that aren't spawning in the Large layout of the AAS version.

The code (gameobjects.con) says:

Code: Select all

rem [ObjectSpawnerTemplate: cpname_beirut_aas128_idfmain_blackhawk]
ObjectTemplate.create ObjectSpawner cpname_beirut_aas128_idfmain_blackhawk
ObjectTemplate.activeSafe ObjectSpawner cpname_beirut_aas128_idfmain_blackhawk
ObjectTemplate.modifiedByUser "Tim"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 idf_the_uh60
ObjectTemplate.minSpawnDelay 300
ObjectTemplate.maxSpawnDelay 300
ObjectTemplate.TimeToLive 99999
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: cpname_beirut_aas128_idfmain_blackhawknorespawn1]
ObjectTemplate.create ObjectSpawner cpname_beirut_aas128_idfmain_blackhawknorespawn1
ObjectTemplate.activeSafe ObjectSpawner cpname_beirut_aas128_idfmain_blackhawknorespawn1
ObjectTemplate.modifiedByUser "Tim"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 idf_the_uh60
ObjectTemplate.minSpawnDelay 99999
ObjectTemplate.maxSpawnDelay 99999
ObjectTemplate.TimeToLive 99999
ObjectTemplate.Distance 100
ObjectTemplate.maxNrOfObjectSpawned 3
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: cpname_beirut_aas128_idfmain_blackhawknorespawn2]
ObjectTemplate.create ObjectSpawner cpname_beirut_aas128_idfmain_blackhawknorespawn2
ObjectTemplate.activeSafe ObjectSpawner cpname_beirut_aas128_idfmain_blackhawknorespawn2
ObjectTemplate.modifiedByUser "Tim"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 idf_the_uh60
ObjectTemplate.minSpawnDelay 99999
ObjectTemplate.maxSpawnDelay 99999
ObjectTemplate.TimeToLive 99999
ObjectTemplate.Distance 100
ObjectTemplate.maxNrOfObjectSpawned 3
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: cpname_beirut_aas128_idfmain_apache]
ObjectTemplate.create ObjectSpawner cpname_beirut_aas128_idfmain_apache
ObjectTemplate.activeSafe ObjectSpawner cpname_beirut_aas128_idfmain_apache
ObjectTemplate.modifiedByUser "Tim"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 idf_ahe_apache
ObjectTemplate.minSpawnDelay 900
ObjectTemplate.maxSpawnDelay 900
ObjectTemplate.TimeToLive 99999
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
Which means we should have one attack chopper and 3 transports ones, but we don't.
Image


Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: Beirut Large Assets

Post by Mineral »

Can't see anything wrong in the GPO of AAS large myself. You got any clue? :)
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Danesh_italiano
Posts: 576
Joined: 2012-07-23 03:25

Re: Beirut Large Assets

Post by Danesh_italiano »

[R-DEV]Mineral wrote:Can't see anything wrong in the GPO of AAS large myself. You got any clue? :)
ObjectTemplate.minSpawnDelay 99999
ObjectTemplate.maxSpawnDelay 99999
ObjectTemplate.TimeToLive 99999

:confused:
I only know that I know nothing. Só sei que nada sei. Sólo sé que no sé nada. So solo di non sapere nulla. Tantum scio me nihil scire. Je sais seulement que je ne sais rien. Tiedän vain, etten tiedä mitään. Ich weiss nur dass ich nichts weiss. Ek weet net dat ek niks weet nie. Wiem tylko, ?e nic nie wiem. Heoi ko ahau anake e mohio ana kahore au e mohio. Ngiyazi kuphela ukuthi angazi lutho.
My_Self
Posts: 70
Joined: 2008-02-20 17:26

Re: Beirut Large Assets

Post by My_Self »

Are you trying to load Large layout in local? You cannot do that due to engine limitations IIRC.
Apache and three Black Hawks spawn just fine on dedicated servers.
ObjectTemplate.minSpawnDelay 99999 means the asset is not re-spawnable.
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: Beirut Large Assets

Post by AFsoccer »

As My_Self said, if you look at the name of the asset, it says "norespawn".
cpname_beirut_aas128_idfmain_blackhawknorespawn1
That was the mapper's reminder to himself that the helicopter spawned only once (at the beginning of the game). This was probably to help the team get out of main. So the IDF should start with 3 but only 1 re-spawns.
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: Beirut Large Assets

Post by Mineral »

By_Zaca wrote:ObjectTemplate.minSpawnDelay 99999
ObjectTemplate.maxSpawnDelay 99999
ObjectTemplate.TimeToLive 99999

:confused:
Don't worry. I know how GPO's work :) What you quoted only means that the vehicle will never respawn. Only if it says SpawnDelayAtStart 1(or similar line) will it simply never spawn.So that's not the issue here.

the issue is Turista can't seem to see these asset on the large layer at all. But it indeed might be the issue you loaded the STD layer?
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Beirut Large Assets

Post by Rudd »

Turista, remember that you need to run a dedicated server to load the 128 layer, if you select that in a local game then you'll load the 64 version.

Alternatively if you want to load in local you need to replace the 64 files with the 128 files, remember to back up your files or to modify in a separate mod (pr_edit etc) to avoid being blocked from online games
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UTurista
PR:BF2 Developer
Posts: 985
Joined: 2011-06-14 14:13

Re: Beirut Large Assets

Post by UTurista »

Didn't know about that, this explains why any of my changes in the *.con was having no effect.

I reported this because someone reported to me that my App says there are 7 choppers in this layout and I was trying to verify it.

Any reason why the mapper would write

Code: Select all

ObjectTemplate.maxNrOfObjectSpawned 3
in something that does not re-spawn?
Image


Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Beirut Large Assets

Post by Rudd »

no reason, just an oversight - but doesn't matter really; doesn't increase server load or anything
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K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: Beirut Large Assets

Post by K4on »

O_turista_portugues wrote: Any reason why the mapper would write

Code: Select all

ObjectTemplate.maxNrOfObjectSpawned 3
in something that does not re-spawn?

Yes. On some maps it is used for garages etc. If a vehicle is out of a certain radius, the next one will spawn after the usual spawntime, until the maxNrOfObjectsSpawned has been reached. Then you need to destroy one vehicle to make room for the next respawn.
Danesh_italiano
Posts: 576
Joined: 2012-07-23 03:25

Re: Beirut Large Assets

Post by Danesh_italiano »

[R-DEV]Mineral wrote:Don't worry. I know how GPO's work :) What you quoted only means that the vehicle will never respawn. Only if it says SpawnDelayAtStart 1(or similar line) will it simply never spawn.So that's not the issue here.

the issue is Turista can't seem to see these asset on the large layer at all. But it indeed might be the issue you loaded the STD layer?
:D

is because the map "Battle of Ia Drang", in these lines of the helicopter attack was almost the same... I resolved to just modifying (in this post: https://www.realitymod.com/forum/f26-pr ... -01-a.html
I do not understand programming ... I just tried to use my logic
Thanks! :-)
I only know that I know nothing. Só sei que nada sei. Sólo sé que no sé nada. So solo di non sapere nulla. Tantum scio me nihil scire. Je sais seulement que je ne sais rien. Tiedän vain, etten tiedä mitään. Ich weiss nur dass ich nichts weiss. Ek weet net dat ek niks weet nie. Wiem tylko, ?e nic nie wiem. Heoi ko ahau anake e mohio ana kahore au e mohio. Ngiyazi kuphela ukuthi angazi lutho.
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