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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 16:05
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 16:08
by Rabbit
X-Alt wrote:So make it SGID 211, 251, etc and delete the SE objective?
I'm unaware of what any of the SGI's are for that level, but I suggest re-naming all of the control points with the path you want. Follow this tutorial. https://www.realitymod.com/forum/f189-m ... -mode.html

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 16:10
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 16:16
by Rabbit
Post a picture.

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 16:21
by X-Alt
Aaand we have a new issue, it seems everything but the few base\spawn kits's weapons appear to be "invisible".
Image as requested: http://i.imgur.com/RbW34mw.jpg

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 16:23
by Rabbit

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 16:25
by Rudd
X-Alt wrote:Aaand we have a new issue, it seems everything but the few base\spawn kits's weapons appear to be "invisible".
this can be caused by having each layer's cps named incorrectly, assuming your init.con is loading the correct teams

e.g.

cpname_blahblah_aas64_cp1 being called that in ALL layers is wrong

in 16 it should be

cpname_blahblah_aas16_cp1

32

cpname_blahblah_aas32_cp1

etc

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 16:28
by X-Alt
[R-DEV]Rudd wrote:this can be caused by having each layer's cps named incorrectly, assuming your init.con is loading the correct teams

e.g.

cpname_blahblah_aas64_cp1 being called that in ALL layers is wrong

in 16 it should be

cpname_blahblah_aas16_cp1

32

cpname_blahblah_aas32_cp1

etc
Well, I have my Standard Layer named "cpname_coalmine_aas32 and 64 layer with _aas64

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 16:32
by Rudd
well...try renaming it then find AAS32, replace all with AAS64

everyone finds their own way of working efficiently around requirements like this

I generally create separate layers just for each layer's CPs (even if they are identical aside from the naming) so that I avoid having to find and replace text to correct the names manually. (use layers otherwise you need invidiual CP numbers or the editor will get pissed off with you. But basically just do whatever works for you.

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 16:53
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 17:09
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 18:35
by X-Alt
I forgot about adding a "cp1" to all of the flags, might try that but I would not expect it to work. Could it possibly be a localization issue? I checked the changelog for early 1.0 versions and it had "deleted Ochameria lines" and no reference to the removal of Qinling's, hence why we still have proper CP Names.

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 18:39
by Rudd
Sorry that was me not being clear, I used CP1 as an example, should have put insertflagnamehere

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 18:48
by X-Alt
........

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 18:55
by Mineral
"cpname_map_aas64_flagname" for AAS64.

I would suggest not using AAS in caps. So:

cpname_battle_for_qinling_aas64_coalmine
cpname_battle_for_qinling_aas32_flagname
cpname_battle_for_qinling_skirmish16_flagname

etc...

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 20:30
by X-Alt
........

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-02 03:35
by X-Alt
.........

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-02 12:42
by Rudd
I'm back home tonight, I'll have a peek at what you've done so far and see if I can isolate the issue.

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-02 14:56
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-02 16:32
by pr|Zer0
Noticed something;

1. init.con

Code: Select all

em ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "CH"
gameLogic.setTeamName 2 "GB"

gameLogic.setTeamLanguage 1 "Chinese"
gameLogic.setTeamLanguage 2 "GBEnglish"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_ch"
gameLogic.setTeamFlag 2 "flag_gb"

gameLogic.setKit 1 0 "ch_officer" "pr_ch_soldier4"
gameLogic.setKit 2 0 "gb_officer" "pr_gb_soldier2"

gameLogic.setKit 1 1 "ch_assault" "pr_ch_soldier1"
gameLogic.setKit 2 1 "gb_assault" "pr_gb_soldier4"

gameLogic.setKit 1 2 "ch_rifleman" "pr_ch_soldier3"
gameLogic.setKit 2 2 "gb_rifleman" "pr_gb_soldier3"

gameLogic.setKit 1 3 "ch_support" "pr_ch_soldier3"
gameLogic.setKit 2 3 "gb_support" "pr_gb_soldier6"

gameLogic.setKit 1 4 "ch_specialist" "pr_ch_soldier1"
gameLogic.setKit 2 4 "gb_specialist" "pr_gb_soldier5"

gameLogic.setKit 1 5 "ch_medic" "pr_ch_soldier2"
gameLogic.setKit 2 5 "gb_medic" "pr_gb_soldier2"

gameLogic.setKit 1 6 "ch_riflemanat" "pr_ch_soldier2"
gameLogic.setKit 2 6 "gb_riflemanat" "pr_gb_soldier1"

rem -----------------------------------------------------------------------------
you should manually edit that section to be like :

Code: Select all

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

run ../../Factions/faction_init.con 1 "ch"
run ../../Factions/faction_init.con 2 "gb"
rem -----------------------------------------------------------------------------
Adding your "editor" folder to the download might help us in pinning down the kits issue, as we can see how you set up the layers.
Also, make sure you read this : https://www.realitymod.com/forum/f189-m ... audit.html
its an excelent start-up for what you want to do