[Help!] AASv4 flag routes problem

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VapoMan
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Re: [Help!] AASv4 flag routes problem

Post by VapoMan »

My python folder looks exactly the same as yours. I even applied the AASv4 python files in both pr (I backed up first) and pr_edit, tried running the map in both and it still doesnt work. :evil:

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VapoMan
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Re: [Help!] AASv4 flag routes problem

Post by VapoMan »

Here is the link to my map with the flag routes if someone wants to fiddle around with it, I have done everything suggested in this thread and more to try to get it working.
The 32 player GPO only has 2 routes, the 64 player GPO is the one with 8 routes.

black_gold_18march_rar

Thanks.

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AFsoccer
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Re: [Help!] AASv4 flag routes problem

Post by AFsoccer »

I'm still trying to figure out what's wrong. If you figure it out, please post here so I don't keep troubleshooting, ok?
VapoMan
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Re: [Help!] AASv4 flag routes problem

Post by VapoMan »

[R-DEV]AFsoccer wrote:I'm still trying to figure out what's wrong. If you figure it out, please post here so I don't keep troubleshooting, ok?
Im stumped. Havnt got it too work yet and its really strange because it doesnt look like anything is wrong.

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AfterDune
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Re: [Help!] AASv4 flag routes problem

Post by AfterDune »

Can you run a map with AASv4 that does work on somebody else's pc? If only to know that AASv4 works on your PR.
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Amok@ndy
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Re: [Help!] AASv4 flag routes problem

Post by Amok@ndy »

i tried his code on my pr_edit AD and it doesnt worked on his GPO while it worked on my maps pretty well
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VapoMan
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Re: [Help!] AASv4 flag routes problem

Post by VapoMan »

I haven't tried that yet. Could you please send me a working map or at least the GPO with at least 2 attack routes and at least 1 set of random flags?
Thanks.

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AfterDune
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Re: [Help!] AASv4 flag routes problem

Post by AfterDune »

[R-DEV]Amok@ndy wrote:i tried his code on my pr_edit AD and it doesnt worked on his GPO while it worked on my maps pretty well
I know, but it's just to test if AASv4 works at all for him.
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AFsoccer
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Re: [Help!] AASv4 flag routes problem

Post by AFsoccer »

I FIGURED IT OUT. Will post answer shortly. :)
Amok@ndy
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Re: [Help!] AASv4 flag routes problem

Post by Amok@ndy »

dont tease us lol :razz: post it naaooo :D
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AfterDune
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Re: [Help!] AASv4 flag routes problem

Post by AfterDune »

Oh boy!!
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AFsoccer
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Re: [Help!] AASv4 flag routes problem

Post by AFsoccer »

I FIGURED IT OUT.

The problem is that you have your main bases as "-1" and then your first flags use a 3-digit code. So you have three options to make it work:

1- Keep your main bases as "-1" but change your first flag to "1" and your last flag to "6" or whatever it would be without skipping a number. All routes must be the same length, however.

2- Change your PLA main to "1" and your MEC main to "7" or whatever it would be, then all your flags in between would have 3-digit SGIDs. All routes must be the same length, however.

3- Make clones of your main bases so that there's one for each route and assign it a 3-digit SGID just like the other flags. You can keep it uncappable BUT it will require a lot of cloning for your objectspawners, since you'll have to duplicate all of the vehicles for each of the routes.

I'll do some more testing before I update the tutorial, but go ahead and play around with your GPO by doing one of the options above (preferably 1 or 2).
VapoMan
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Re: [Help!] AASv4 flag routes problem

Post by VapoMan »

Yayyy Thank youuu! :D

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Amok@ndy
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Re: [Help!] AASv4 flag routes problem

Post by Amok@ndy »

[R-DEV]AFsoccer wrote:3- Make clones of your main bases so that there's one for each route and assign it a 3-digit SGID just like the other flags. You can keep it uncappable BUT it will require a lot of cloning for your objectspawners, since you'll have to duplicate all of the vehicles for each of the routes.
this option wouldnt work because object spawner spawn even if the flag is not selected in python
that would mean doubled or more vehicle counts
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AFsoccer
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Re: [Help!] AASv4 flag routes problem

Post by AFsoccer »

VapoMan wrote:Yayyy Thank youuu! :D
You're welcome :)

After searching endlessly through your init.con and black_sands.desc and a bunch of other files, it occurred to me that at one point dbzao said we couldn't use "-1". BUT I had used it on my map for my mains and it worked fine. The only difference between yours and mine was that my first and last flags were single digit SGIDs and thus the computer always had a starting point and end point without having to look at the third digit.

So option #1 is tried and tested... as I've been using it for months now, even on public servers.

All I needed to do was test option #2, so I changed your main bases to single digit numbers and left the rest of the flags as 3-digit numbers (but obviously updating their first digit or order in the route)... and it worked. :)


And yeah, Andy I agree. Option #3 is not ideal in any way... but I listed it because it's still an option. It would require lots more object spawners and lots more spawnpoints to be added to your GPO, although only the ones for the route selected would show up. An added benefit however, would be that you could alter the object spawners based on what route is picked. That could introduce an interesting new aspect.
[R-DEV]Amok@ndy wrote:this option wouldnt work because object spawner spawn even if the flag is not selected in python
that would mean doubled or more vehicle counts
EDIT: Andy, have you tested that? Would the map spawn vehicles even what the assigned CP isn't selected? If that's the case, then you wouldn't have to duplicate the object spawners.
AFsoccer
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Re: [Help!] AASv4 flag routes problem

Post by AFsoccer »

This might help. It's the updated GPO for Fools Road that I know works.
Image

Tomorrow I'll test out all of the options I can think of to make sure we know exactly what happens and then update the tutorial. :)
Amok@ndy
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Re: [Help!] AASv4 flag routes problem

Post by Amok@ndy »

'[R-DEV wrote:AFsoccer;1565860']EDIT: Andy, have you tested that? Would the map spawn vehicles even what the assigned CP isn't selected? If that's the case, then you wouldn't have to duplicate the object spawners.
tested and confirmed
i was playing with random mainbases on road to perdition and i dropped it because all vehicles spawned even the flag was not selected by aas
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VapoMan
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Re: [Help!] AASv4 flag routes problem

Post by VapoMan »

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Woohoo, ive lost a couple routes due to them being longer than the others but at least its working :D

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AfterDune
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Re: [Help!] AASv4 flag routes problem

Post by AfterDune »

Confirmed, random main bases doesn't work. Have tested this way back. The flags are fine, but it's the objectspawners that spawn regardless.

Anyways, I'm glad you guys solves this one!! Make sure to edit the tutorial thread, so everybody knows :) .
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AFsoccer
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Re: [Help!] AASv4 flag routes problem

Post by AFsoccer »

VapoMan, I have even better news for you!

I was experimenting today with the options and nuances of AASv4 and found out that what causes problems is when the first flag is 3 digits. As I mentioned in the earlier reply, to fix this you could change your first flag to "1" but that required you to change your routes. Well, here's the good news...

Just change your northmain to SGID=1. Since it's uncappable, it won't show up with an attack/defend marker and it won't affect the routes' first flags (i.e. 101, 102, 103, etc.)

Code: Select all

ObjectTemplate.create ControlPoint cpname_black_gold_aas64_northmain
ObjectTemplate.activeSafe ControlPoint cpname_black_gold_aas64_northmain
ObjectTemplate.modifiedByUser "Timothy"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.setControlPointName cpname_black_gold_aas64_northmain
ObjectTemplate.team 1
ObjectTemplate.controlPointId 1
[b]ObjectTemplate.supplyGroupId 1[/b]
ObjectTemplate.unableToChangeTeam 1
ObjectTemplate.hoistMinMax 0.2/0.9
This "glitch" within the python code only affects the beginning of the flag sequence, thus since northmain is Team 1's main, it provides what python is looking for to start the route. And believe it or not, there's no need to end your route with a non-3-digit number so you can keep the original routes as is... and you won't be restricted by the different route lengths since you have unique CPs for the end of each route.

Hope that makes sense.

Anyway, here are two screenshots of how the set-up looked after simply changing the SGID of northmain to "1".

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The routes seem a little odd to me, but at least the AASv4 is working now. :)
[R-DEV]AfterDune wrote:Make sure to edit the tutorial thread, so everybody knows :) .
Done :)
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