View Full Version : More than 68 bad guys won't work!!!
Doc Archer
04-15-2003, 09:32 PM
DFLW: g1a.trn --I put 69 bad guys on the mission I've made, and it hoses the tunnels. It doesn't make any difference whether I put them in the tunnels or on the surface. Take one bad guy off, and every thing works fine. The way it's working, I'd say I'll have to take off a bad guy for every player who joins. Any Ideas? Thanks.
Bluetiereign
04-15-2003, 09:58 PM
I've never heard of this..
What do you mean when you say it 'hoses' the tunnels. Does the med offer you any warnings when exporting it to binary ? Is the whole map tunnels ? If it is, have you tried turning the voxels off ? Are you using blink groups ? Do other players experience this ?
Sorry for the extra questions... but like I said, I've just never heard of it... I'll be looking around... and get back to you if I come up with anything..
In the meantime, maybe LadyHawke, Ed, Anthony or Charger might be able to help.
Doc Archer
04-15-2003, 10:20 PM
Blue, by that I mean the tunnel entrances close up! Can't get down the ladders!! It's like there are no ladders going down to the tunnels.
The whole map isn't tunnels, though a good part of it is.. but it's all in close proximity. And the tunnel part is not bigger than some I've seen. I'm probably missing something simple, but I sure can't find it.
I haven't put this map out for others to play yet, so can't answer about what other players experience.
The MED doesn't give me any warnings about too many items in a group (or any other error msg) when I export to binary. I'm using the v. 2 MED
Yes, I have the tunnels in blink groups; and I put one tunnel complex in one blink group and the other one in a different blink group., but it didn't help.
No, I didn't try turning off voxels, but I will..
When I delete that 69th bad guy, the tunnels are fine, everything looks good. It's really weird...
THANKS.
DA
Anthony
04-15-2003, 10:21 PM
put 95 ai in your map, but remove half of your structures & decorations. then test it.
i over decorated a map once & the players were able to walk through walls.
Doc Archer
04-15-2003, 11:01 PM
Anthony, Okay, I'll try it, thanks.
DA
Edward
04-16-2003, 04:14 PM
sound's like anthony hit nail on head . in s/p or coop ive had armoury's not work because i had to many item's/objects such as decoration's get rid of some of the deco and bad guy's should work fine in a coop ya can have like 119-120 ai in a map . its best when ya have this amount to have some teleport in at certin times and when certin conditation's are met in the map. otherwise ya will have all them ai active and maybe slown down gm some. place the ai to be teleported way away from battel or they may by accident come into fight before ya wish them to :butt:
Doc Archer
04-18-2003, 10:43 PM
I took out half of the decorations, but decided not to take out any structures; I went with 60 AI, left it at that. Good idea about teleporting some in, though, I might try that. Does it make any difference if the map is packed? Or will it behave the same whether a .bms or in the .pff? Thanks for all the comments and help.
Edward
04-18-2003, 11:53 PM
for dflw all that is needed is the .bms unless ya have added custom skins or new items that arent in the dflw gm . then a installer .exe is needed , but for dflw map with items in dflw gm only .bms is needed for ppl to dnld and play the map
Doc Archer
04-19-2003, 11:44 PM
Edward, thank you. I'm not sure I understand "skins" yet... but I get the notion that they are not needed nor popular. Is that a correct assessment?
Edward
04-21-2003, 05:25 PM
Originally posted by Doc Archer
Edward, thank you. I'm not sure I understand "skins" yet... but I get the notion that they are not needed nor popular. Is that a correct assessment? on the subject of skin's some like em some dont . for me it depend's what the skin is , like for instance rot's cammo truck for dflw http://www.checkpointdelta.net/downloads/Screenshots/fordcammo.jpg . or for that fact any of his skin's really only inhance the gm for ppl who have his skin's. i think why most dont like skin's is because some ninny can change the player's cammo to oh say hunter orange rotflmao. now thta wouldnt be nice or fair but like i said if the skin inhance's the look of the gm weel go for it. but remember only the ppl whith said skin installed will see it . this skin will have no effect on ppl being abel to join server or not unelss. ya have the no/skin's optain turned on . then ppl with skin's installed cannot join that server i hope this answer's your question ok . Rot's skins can be dnld here in the modd section for dflw
:smilegrin:
Edward
04-21-2003, 05:31 PM
oh 1 other thing on tunnel spawn's , if the tunnel is -8.0 z value make ai or player start at -7 z value . this will allow the player {ie} AI or player start to fall into the tunnel section . also it's best to have spawn in center of tunnel room or section try to stay away from . where the tunnel section's join this may cause pop out's to surface of AI or player :dance:
Doc Archer
04-27-2003, 09:55 AM
Edward, thank you. I learned first-hand about the AI popping out of tunnels where the sections joined... I had half-dozen AI showing up on the surface until I moved them away from the section joints-- and tightened up the sections... Good idea about starting AI and players a little high in the tunnels, thanks...
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