Page 5 of 5

Re: Muttrah City

Posted: 2017-06-01 21:53
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

Re: Muttrah City

Posted: 2017-06-02 22:47
by Rabbit
Seems like a good enough reason to v3 that shit.

Re: Muttrah City

Posted: 2017-06-26 09:05
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

Re: Muttrah City

Posted: 2017-06-26 09:38
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

Re: Muttrah City

Posted: 2017-06-26 09:44
by Jabil_One
Oh, thanks, seems like we can learn from each other. Thank you for the DisableChildren info.

Re: Muttrah City

Posted: 2017-09-04 19:40
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 :)

Re: Muttrah City

Posted: 2017-09-04 20:51
by Rhino
Posted: 01-09-2014.... It has been like that for some time now...