MP Tutorial Scenes Scening in Warband (entry point info for all gamemodes)

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thanks for reply about the outer terrain, it worked! now i have a few more questions!

1) I have got my ladder to move, but it starts in its finished position and still i have to raise/lower then it is in a normal place on the ground, fix?

2) Water? how do i use water to make moats river etc?

3) The sally doors in battlements, how do i assign them so one team can open and one team destroys?

4) Destroyable objects such as doors, trebs catas take all their dmg then do not crumble and dissapear, fix?

5) I am testing using quick battle, as no sp beta. however i cannot host a server to host my map and test mp, how do i do that?

thanks so much guys,should have my first map finished soon

harle
 
1) that is normal they work properly in multi

2) lower the ground to below the water table!

3) no idea, maybe team 1 is defender? So they are automatically openers? That is a guess.

4) they work in multi

5) you cant without server files
 
Okay, stumbled into an incident.

Apparently one can cycle through all the maps in Native with no problem.

Somehow the ones in the Module are not cycling correctly, always point to the 0 ( zero ) map entry

like i

set_map scn_multi_test_beta

but always load: 0 - scn_multi_test_alpha

so it always stays with only one loaded.

Anyone got this problem ?
 
Hethwill 说:
Okay, stumbled into an incident.

Apparently one can cycle through all the maps in Native with no problem.

Somehow the ones in the Module are not cycling correctly, always point to the 0 ( zero ) map entry

like i

set_map scn_multi_test_beta

but always load: 0 - scn_multi_test_alpha

so it always stays with only one loaded.

Anyone got this problem ?

Wish I could try to help, but I'm still waiting to get the module system myself.
 
solved...sort of...had to revert to the "old" way of using the names already given.

was forcing custom map names. not working though. cycle keeps returning to 0 which is random map.



 
Completed the scene list.

multi_scene_1", "Ruins"
multi_scene_2", "Village"
multi_scene_3", "Castle"
multi_scene_4", "Ruined Fort"
multi_scene_5", "Scene 5 #not ready yet
multi_scene_6", "Scene 6 #not ready yet
multi_scene_7", "Field by the River
multi_scene_8", "Castle 2
multi_scene_9", "Snowy Village
multi_scene_10", "Castle 3
multi_scene_10", "Random Plains (Medium)
multi_scene_11", "Random Plains (Large)
multi_scene_12", "Random Steppe (Medium)
multi_scene_13", "Random Steppe (Large)

(The double multi_scene_10 isn't a mistake, but I think it's a bug.)
 
Found out something yesterday.  If anyone plans on making a dungeon level both long dungeon corridor scene props are bugged.  The collison mesh for them is smaller than the corridor.  Fell through the floor a couple times figuring that out.
 
Plazek 说:
Yea I finally figured it out. :grin:

It works for TDM, and siege as well I think.
I think siege works different (maybe 0-31 is defenders and 32-64 is attackers) as the defenders never spawn random.
 
I made an extra 0 spawn when I was making my map cause I wanted to spawn by the ladders when I was adjusting them inch by inch for their down position.

I already had one where I wanted it to be for the real map.
I spawned at the one I had made last every round.

I did not test it in multiplayer though cause well, I just didn't it was a temporary spawn.


-----

Arch3r has said before that it does nothing.

Personally I think it would be hot **** if you could set it to be 31 and then if doing this made it entry point 0-31 so you could set ALL spawns for that team there. Rather than spam 32 entry points in close vicinity.
 
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