Maybe it's missing ObjectTemplate.preCacheObject 1[R-CON]Fastjack wrote:What is the full name and path of the object you try to spawn on the added objectspawner on your unmanned AC130?
http://www.bfeditor.org/forums/index.ph ... eobject-1/
Maybe it's missing ObjectTemplate.preCacheObject 1[R-CON]Fastjack wrote:What is the full name and path of the object you try to spawn on the added objectspawner on your unmanned AC130?
Ah, I think I figured out why my Chinook-passenger vehicle didn't show up. It seems that the passenger-vehicle needs to be loaded BEFORE the main vehicle. Not through GPO, but through the way BF2 is loading the files. It loads alphabetically and in this case is very strict about it.
In other words:
gb_the_chinook -> gb_the_chinook_passengers -> doesn't work
gb_the_chinook -> a_gb_the_chinook_passenger -> works fine
When I've wrote about my observations, I've thought about the windowed mode influence.I am 99% sure PredicitonMode (PM) Only affects clients. This is how clients will predict/interpolate object positions. This should not affect server performance
Yes, only on dedicated (due to the listen server launch problems on stock BF2.exe)Let me just make sure: are you testing performance on a dedicated server and not a listen server? Networkables are meaningless on a listen server.
Not AC-130, if it matters[R-CON]Fastjack wrote:What is the full name and path of the object you try to spawn on the added objectspawner on your unmanned AC130?
Thanks, I'll try it.Maybe it's missing ObjectTemplate.preCacheObject 1
I've noticed something similar when I've tried to remove the small_collonly0.collisionmesh file from the pickup kits folder. I.e. in the following stucture:It loads alphabetically and in this case is very strict about it.
I'll try to check it, but I'm afraid is still will be CTD with the networkabled projectiles.'[R-DEV wrote:Arab']Here's the code (Uses .con and .tweak in own folder):
Thanks, it works[R-CON]Fastjack wrote:The object you try to spawn on your force driven object must be loaded first in alphabetical order and than the force driven object that spawns it.
Code: Select all
ObjectTemplate.create TargetObject HeatObject_Asset
ObjectTemplate.timeToLive 0
ObjectTemplate.targetType TTHeat
ObjectTemplate.disableWhenEmptyVehicle 0
ObjectTemplate.disableWhenWreck 1