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

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Ok, so, I made a new map in place of scene 7, and now saved it. But I cant find the file in Warband folders. But I can still play it though. How is this possible?
 
Dunno, but so I do not get the problem I deleted ALL of the .sco.

That way only the ones I work on are in the folder.
 
Question: How do I ensure that there are no AI spawned during scene editing? Do I need the SP Beta to do this, or can I do it through the MP client also?
 
Question:
How do I make diffrent Entry points?
Like I want to place #32, how would I make it.
Do I just have to place 31 and then delete the rest?
 
Nope, when you place one and click the Place object button to stop placing. Than it automatically selects the last created entry point. Somewhere above (under the help button I believe) you can adjust the number of the entry point.
 
Plazek made a conquest map. He can give you the info about it, but I think it's just placing the Scene Props headquarters_flag_grey that would do the trick.
 
Not as far as I know. None of the official maps has it... I think.

So, I remember someone said something about dungeons being unusable? Is it still the situation? I hope not, and I havent encountered any problems with them in my new map...

Oh, and you guys, check this out. I made this dungeon-thingy (mentioned above), I managed to do a quite big complex. Theyre really useful for adding alternative, but dangerous routs to enemy. My initial inspiration were the AvP jungle ruins, but I decided to stick with more medieval setting.
 
Dungeons work fine.  But the long corridor scene prop has a smaller collision mesh than the corridor.  So you fall through the floor.  Easy workaround is to use short corridor pieces. 
I actually made a completely interior map with dungeon pieces and the keep from castle 3.  It's really cool.

By the way arch3r how do you permanently set the weather?  I wanted to make everything dark for my dungeon map but it didn't stay that way from editting in singleplayer.
 
I do not believe its possible without tweaking the gamefiles. But if it is, then hell, my map is a nite map!
 
Yep, what Arch3r said.

If you dont want people spawning in random spots you will need to place all 64 spawns as well.
 
Temuzu 说:
I do not believe its possible without tweaking the gamefiles. But if it is, then hell, my map is a nite map!
This, ModuleSystem is needed I believe.
 
Question here... just got the server files... is there a way to add a custom scene to rotate on the server without a mod so long as the other player has a .sco files... or is the only way that you have to blast over an existing scene with your new one by doing something like rename multi_scene_1 to point to your sco file in scenes.txt?

Basically is the only safe way is to create a mod in which you are replacing existing scenes? Does anyone know if they'll break .sco files away from modules so people can just have maps to play on rather then 6 copies of the native folder with only 6 or so maps each?

I'm still a little fuzzy on how it works... I tried on my server to add a new entry in scenes.txt that points to my sco file but it was a no go when i tried to set_map to it. Is the only way to add a new scene to use the module system to create it so it get's an id or whatever set up internally or whatever?

Gah if so I hope they change that up :smile:
 
Module System is your answer. It will generate any new entries you add accordingly. If you add by hand the indexes will not work properly, at least as i imagine you want them to. Though you can just replace sco and host them, although names, voting and the like will be limited to what has been generated before...
 
Ok that is what I figured :sad: 

That is something I imagine that will need to be changed down the road, a scene file that functions as a map that you can just drop in your map directory which the game can call or the server can upload if you don't have it.
 
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