Page 1 of 1

Beirut Large Assets

Posted: 2014-09-24 22:35
by UTurista
It seems there are assets that aren't spawning in the Large layout of the AAS version.

The code (gameobjects.con) says:

Code: Select all

rem [ObjectSpawnerTemplate: cpname_beirut_aas128_idfmain_blackhawk]
ObjectTemplate.create ObjectSpawner cpname_beirut_aas128_idfmain_blackhawk
ObjectTemplate.activeSafe ObjectSpawner cpname_beirut_aas128_idfmain_blackhawk
ObjectTemplate.modifiedByUser "Tim"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 idf_the_uh60
ObjectTemplate.minSpawnDelay 300
ObjectTemplate.maxSpawnDelay 300
ObjectTemplate.TimeToLive 99999
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: cpname_beirut_aas128_idfmain_blackhawknorespawn1]
ObjectTemplate.create ObjectSpawner cpname_beirut_aas128_idfmain_blackhawknorespawn1
ObjectTemplate.activeSafe ObjectSpawner cpname_beirut_aas128_idfmain_blackhawknorespawn1
ObjectTemplate.modifiedByUser "Tim"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 idf_the_uh60
ObjectTemplate.minSpawnDelay 99999
ObjectTemplate.maxSpawnDelay 99999
ObjectTemplate.TimeToLive 99999
ObjectTemplate.Distance 100
ObjectTemplate.maxNrOfObjectSpawned 3
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: cpname_beirut_aas128_idfmain_blackhawknorespawn2]
ObjectTemplate.create ObjectSpawner cpname_beirut_aas128_idfmain_blackhawknorespawn2
ObjectTemplate.activeSafe ObjectSpawner cpname_beirut_aas128_idfmain_blackhawknorespawn2
ObjectTemplate.modifiedByUser "Tim"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 idf_the_uh60
ObjectTemplate.minSpawnDelay 99999
ObjectTemplate.maxSpawnDelay 99999
ObjectTemplate.TimeToLive 99999
ObjectTemplate.Distance 100
ObjectTemplate.maxNrOfObjectSpawned 3
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: cpname_beirut_aas128_idfmain_apache]
ObjectTemplate.create ObjectSpawner cpname_beirut_aas128_idfmain_apache
ObjectTemplate.activeSafe ObjectSpawner cpname_beirut_aas128_idfmain_apache
ObjectTemplate.modifiedByUser "Tim"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 idf_ahe_apache
ObjectTemplate.minSpawnDelay 900
ObjectTemplate.maxSpawnDelay 900
ObjectTemplate.TimeToLive 99999
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
Which means we should have one attack chopper and 3 transports ones, but we don't.

Re: Beirut Large Assets

Posted: 2014-09-24 22:51
by Mineral
Can't see anything wrong in the GPO of AAS large myself. You got any clue? :)

Re: Beirut Large Assets

Posted: 2014-09-25 03:52
by Danesh_italiano
[R-DEV]Mineral wrote:Can't see anything wrong in the GPO of AAS large myself. You got any clue? :)
ObjectTemplate.minSpawnDelay 99999
ObjectTemplate.maxSpawnDelay 99999
ObjectTemplate.TimeToLive 99999

:confused:

Re: Beirut Large Assets

Posted: 2014-09-25 06:11
by My_Self
Are you trying to load Large layout in local? You cannot do that due to engine limitations IIRC.
Apache and three Black Hawks spawn just fine on dedicated servers.
ObjectTemplate.minSpawnDelay 99999 means the asset is not re-spawnable.

Re: Beirut Large Assets

Posted: 2014-09-25 06:15
by AFsoccer
As My_Self said, if you look at the name of the asset, it says "norespawn".
cpname_beirut_aas128_idfmain_blackhawknorespawn1
That was the mapper's reminder to himself that the helicopter spawned only once (at the beginning of the game). This was probably to help the team get out of main. So the IDF should start with 3 but only 1 re-spawns.

Re: Beirut Large Assets

Posted: 2014-09-25 11:27
by Mineral
By_Zaca wrote:ObjectTemplate.minSpawnDelay 99999
ObjectTemplate.maxSpawnDelay 99999
ObjectTemplate.TimeToLive 99999

:confused:
Don't worry. I know how GPO's work :) What you quoted only means that the vehicle will never respawn. Only if it says SpawnDelayAtStart 1(or similar line) will it simply never spawn.So that's not the issue here.

the issue is Turista can't seem to see these asset on the large layer at all. But it indeed might be the issue you loaded the STD layer?

Re: Beirut Large Assets

Posted: 2014-09-25 11:39
by Rudd
Turista, remember that you need to run a dedicated server to load the 128 layer, if you select that in a local game then you'll load the 64 version.

Alternatively if you want to load in local you need to replace the 64 files with the 128 files, remember to back up your files or to modify in a separate mod (pr_edit etc) to avoid being blocked from online games

Re: Beirut Large Assets

Posted: 2014-09-25 15:23
by UTurista
Didn't know about that, this explains why any of my changes in the *.con was having no effect.

I reported this because someone reported to me that my App says there are 7 choppers in this layout and I was trying to verify it.

Any reason why the mapper would write

Code: Select all

ObjectTemplate.maxNrOfObjectSpawned 3
in something that does not re-spawn?

Re: Beirut Large Assets

Posted: 2014-09-25 15:39
by Rudd
no reason, just an oversight - but doesn't matter really; doesn't increase server load or anything

Re: Beirut Large Assets

Posted: 2014-09-25 16:51
by K4on
O_turista_portugues wrote: Any reason why the mapper would write

Code: Select all

ObjectTemplate.maxNrOfObjectSpawned 3
in something that does not re-spawn?

Yes. On some maps it is used for garages etc. If a vehicle is out of a certain radius, the next one will spawn after the usual spawntime, until the maxNrOfObjectsSpawned has been reached. Then you need to destroy one vehicle to make room for the next respawn.

Re: Beirut Large Assets

Posted: 2014-09-26 05:36
by Danesh_italiano
[R-DEV]Mineral wrote:Don't worry. I know how GPO's work :) What you quoted only means that the vehicle will never respawn. Only if it says SpawnDelayAtStart 1(or similar line) will it simply never spawn.So that's not the issue here.

the issue is Turista can't seem to see these asset on the large layer at all. But it indeed might be the issue you loaded the STD layer?
:D

is because the map "Battle of Ia Drang", in these lines of the helicopter attack was almost the same... I resolved to just modifying (in this post: https://www.realitymod.com/forum/f26-pr ... -01-a.html
I do not understand programming ... I just tried to use my logic
Thanks! :-)