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".
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

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Done
