Muttrah City

Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Muttrah City

Post by Outlawz7 »

Known and only happens on co-op.

https://www.realitymod.com/forum/f26-pr ... ost2152762

You're welcome to figure it out, we haven't yet. :p
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Muttrah City

Post by Rabbit »

Seems like a good enough reason to v3 that shit.
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AfSoccer "I just don't see the natural talent."
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Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: Muttrah City

Post by Jabil_One »

[R-DEV]Outlawz7 wrote:Known and only happens on co-op.

You're welcome to figure it out, we haven't yet. :p
About the missing staircase: Someone hit accidently the NOT IN AI tweak button in the BF2 Editor.

Code: Select all

rem *** citybuilding_2a_part2 ***
Object.create citybuilding_2a_part2
Object.absolutePosition -847.507/39.852/-231.043
Object.rotation -24.6/0.0/0.0
Object.layer 1
Object.disableChildren 1
Object.notInAI 1
Remove the last 1 codelines :

Code: Select all

Object.disableChildren 1 Edit disabeChildren disables ladders and such attached to an object as child (OutLawz7)
Object.notInAI 1
When you want, that some statics are not in the COOP WORLD, Press this Button or add manually this codelines to the object in staticObjects.con.

For excample (older versions), you dont need to spawn a huey 150 meters midair overhead the destroyable fence at Barrucada MissileSilo only to destroy it, so no bots cant stuck there. Hit the tweaker button and the fence dissapears.
Same for old kokan wandcarpet where all the bots stucked.
When you mark an object with this 1 codeline in the StaticObjects.con, it will not be rendered in SP or Coop.

Edit : Thanks to Outlawz frr clarification of DisableChildren
Last edited by Jabil_One on 2017-06-26 09:49, edited 7 times in total.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Muttrah City

Post by Outlawz7 »

disabeChildren disables ladders and such attached to an object as child so it's likely only Object.notInAI 1.

Thank you so much. :D
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Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: Muttrah City

Post by Jabil_One »

Oh, thanks, seems like we can learn from each other. Thank you for the DisableChildren info.
Last edited by Jabil_One on 2017-06-26 09:49, edited 1 time in total.
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WeeGeez
Posts: 842
Joined: 2007-10-08 21:30

Re: Muttrah City

Post by WeeGeez »

'[R-DEV wrote:Rhino;1974248']Bumpy, so what do you guys think of the changes I made to Muttrah in v1.1?

Changelog:
  • AAS 128, 64 & 16: Added Enter Vehicle Spawns to docks, which means if there is a freindly vehicle spawned there, you can spawn into it and if not you can't spawn on that spawn point. Note if you spawn into the LAV you need to get out quickly before the python code kills you for not having a crewman kit.
  • AAS 128, Added another Logi Truck Spawn to Docks with a 10min delayed spawn so you get two trucks 10mins after capping docks with a third spawning 10mins later, assuming that both the first two survive that 10mins till the thrid spawns.
Is there already a spawn point at docks?

Also , is a third logistics lorry really necessary? I think it could lead to copter pilots being less entertained :)
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Cheap computer build / fast track upgrade for slow computer for PR > Guide
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Muttrah City

Post by Rhino »

Posted: 01-09-2014.... It has been like that for some time now...
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