I am very new to modding in this specific game, however i’ve done so in others in the past.
1: How do i smooth terrain? Or flatten Terrain?
( I am having terrible problems trying to flatten, and especially smooth terrain.
2: How do i add a few in-game tanks on the field that can Auto-respawn on their own after being destroyed ( unrelated to team spawn ).
3: How do i make destroyed vehicle entities - despawn
4: How do i make 3 objectives act as a “tug of war - King of the hill” as tickets bleed over time if a team has 2 out of 3 objectives?
i tried searching for tutorials, but only found this, which acted as ‘invasion’. So 1 objective gets taken, then goes to the next, and the next. Which isnt what i was looking for.
Note that in the beta version of the game, the _extends:t= keyword was renamed to _use:t. In order to be compatible with both old and new versions, I have currently filled in two keywords
Thank you @Bazsi37 and Thank you @tommyZZM, im working on the map now, its working out pretty nicely. Now i just need to figure out why my bots are acting dumb and not going through navmesh
Did they completely ignore it and run into walls/objects? Or something another?
Is NavMesh displayed after that you enabled it in Toolbox? If not then make sure that you set battle area and only then do Rebuild NavMesh.
1: When i place a Light_chandelier_a entity, as lighting in the scene, after restart, it seems to have deleted itself? Why?
2: When i place a Scene_ladder in the scene, it also deleted itself, so now the ladders wont work. So i have to replace a “Scene_ladder” to make ladders work.
Maybe you edit capzone__onlyTeamCanCapture or capzone__mustBeCapturedByTeam properties in capture points (they’re by default -1)? Did you rebuild after that you set up battle area? What navMesh displays?
Probably no
There is one problem with unbaked/removed rendinsts. If you put lights and ladders to area where you did rendinst unbake/remove then they will always disappears when game loading.
If you plan to make them indestructible then you can put base_spot_light and add changes to properties from your light_chandelier_a, but since base_spot_light isn’t omni_light then it may will not contains all light_chandelier_a features.
Theres a few things i wanted to add, such as random artillery explosions, and… the bots are just dumb as hell and dont want to use trenches. But alas, i guess this will do.
Probably you can do it using benchmark_artillery_strike.
Maybe would be much better if you set artilleryStrikeSpawnPeriod to very high value (for example to 999999?) and also create unique artillery template based on artillery_he. This template you can add only using entities.blk (some basic info). There is some code for entities.blk:
(Zone radius set to 0 for hide artillery in minimap and probably disable any effects to ai).
And then you need just add this custom artillery name inside artilleryStrikeTemplate property that inside benchmark_artillery_strike entity.
If you don’t want to see random artillery then you can edit radius (dispersion properties) properties and cooldowns between shots (probably timeBetweenShots and timeBetweenAdjustmentsShots).
hi, and again, thank you so very much for your help!
Its not that the npc’s are getting stuck, its apparently that bots - or the navmesh creates a ‘preferred’ way around obstacles. Which is not exactly what i wanted.
in my map, i have trenches, and the bots appear to prefer going through areas with least obstacles, ( which is fine ). However, in the multiplayer, i noticed that it then becomes too easy for players to constantly just shoot in the same direction where the navmesh has designated a waypoint.
So i ask,
is there some way i can directly edit the navmesh waypoints, so to force bots to use trenches and to attack objectives that way?
Sadly, but nope. Currently time you can’t edit navmesh waypoints. But you can a bit disable bots to go some area. Just need put some rendinsts that block path (and maybe save). And then do rebuild navmesh. After all remove these rendinsts. Should a bit help, but bots still probably will be use same parts.