Light sources and Capzones & other bugs i found

  1. I don’t quite understand how the “omni_lights” (all categories) work. If i set some of these artificial lights, they seem to randomly dissappear after a certain time. Some lights stay longer then others but they will all vanish eventually. What is causing this? Because i cannot reliably light up a place etc.

  2. Did they change the weather/sun/moon lightning? If i change the brightness and save, then restart, it will revert back to the original brightness. The changed values in “weather_…” stay the same. I have to update the lightning by any number to make it refelect the changes again only for it to dissappear again after saving/reloading.

  3. Since the update, the npc’s are supposed to be better at capturing zones, yet they now all pile up in the middle, or a few different places inside the point. Previously this happened only in circular capzones not box zones, i hope the devs will fix this for all different capzones because it make bots cannon fodder and useless.

(before the update, bots would split around the whole capture zone which was good, please fix it “back”)

  1. There seems to be a bug that changes the bots that are used from a campaign. For example, if i let all campaigns be available to pick from then axis bots will now be the tunisia bots in my normandy map. If i exclude tunisia they will be from another campaign e.g moscow. I think it’s been so since the last big update a few days ago.

  2. My mod discription had symbols like ( | > / ) this made it for my mod to be unable to start. i don’t know for how long this was the case as i was not active but i just wanted to let you know.

EDIT: typos :slightly_smiling_face:

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i have noticed this well, and had this issue for quite a long time.

like, sometimes those lights do not appear despite being in the editor.

and other times, if you place the light, and then build the enivorement ( with reindlist or anything ) near, they disappear.

so i suggest to add lights in your map as the last thing. ( i know… boring and tidious. i hope they will fix this soon as possible with the next updates )

i have noticed ( which i’m not sure if that’s the case for you ) but like, with the new navmesh system after that all the reindist have been placed, bots struggles to cross those and find an actual path. even though there are some open areas.

it’s like, they still go for the normal pathfinding routes from the single player, and do not aknowledge any other route. so if you put some stuff in the closest one, they usually get stuck even if the area is clear.

( here was my example ):

because of those boxes that i have placed ( i had also some logs between those boxes and the shed for more cover ), AI pathfinding was disrupted, and they kept going inside the windmill for no reason and remained there once the first point was captured. despite two points were available.

it’s still a bit buggy… and i hope they can improve it with the next updates.

i wish we could select this more precisely and like, remove/“ban” certain factions in our missions. ;:confused:

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I do actually, my map was finished a long time ago so just recently after the update i wanted to check it out, i noticed that they changed something with the lightning so i decided to play around with it. after noticing that the weather lightning doesn’t save or just reverts back, i tried placing some omni light and test them by setting ingame speed to x5 speed. some light near or within the zone where disabled at random while others stayed up longer.

The green house light, stay forever though so i have absolutely no clue whats going on, they are inside a zone but at zone 4 they dissappear.
Green light stay forever, but others don’t, weird.
this is an old picture, it’s not so dark anymore:

Have you tried rebuilding navmesh and the status needs to say “0” i think, then save and reload. Then go to fly cam and activate navmesh to see if the navmesh has rebuild around your custom Rendinst?

they all clog up at the middle of the point:

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yes i did.

unironically, that made worse my map.

first point, ais were all inside this small windmill that i posted above.

in another area;

instead of going for the flanks, they try to claimb the bard wire… or the bunkers…

so, this new tool is very… situational.

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can you make a few picture with the navmesh available to see?

Yes.
Weather a bit changed. Maybe because they’re now singletons?
And you can’t normally create 2 weather entities without conflict.
But these changes allow make full customization in weather randomiser. It’s now unlimited.
Before update it can be only with 11 variations.
Lightning now changed to three entities (lightning_animchar_manager, lightning_volumetric and lightning_panorama).

Maybe it depends what campaign you turn on first.

Huh? What you mean? Time restarts to 20 sec? Or?

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i’d have to recreate it…

something that is not that fast.

those pictures i made them a couple of days ago because i wanted to post a bug report until i heavily decided to rework my map.

as such… no, i don’t think i can :frowning:

We can disable select campaigns.
But yeah… It’s a bit buggy.

No, i couldn’t start the mod i would get error message like “bad string” etc. i don’t have a screenshot because i fixed my discription. some symbols seem to not work or maybe because of the length but that would be weird.

one moment

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we can-ish, but for half. and then we can’t mix bots despite more campaigns are selected.

for example,
i wanted for my mission to have allies tunisia with allies normandy against normandy axis
( instead of also having tunisia axis as well because they don’t fit. and bots only spawn with one faction instead of more. )

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Those lights react to changes happening with rendinsts around them. So you should use _decor RI as much as possible, because light sources won’t react when you change or delete it.

Yes. Just set all weathers to 0.0 in level, and then add your own weather instead.

You should generate navmesh for them.

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ok the screenshot they implemented within the editor is not capturing navmesh but i had to use my capturing software:

Example, a custom structure i build and then with navmesh generated:
It’s the trench and the houses

i will keep this in mind thank you.

Any specific way? because i did, but they thrown an update that changes bot behaviour to capzones so that they would be more “effective” but they now seem to just only try to run into the middle of the capzone. I noticed this problem before, but i only was a problem with circular capzone and not box shaped capzones. But after the update it’s now all capzones.

Do bots clog up in the middle in official matches too? maybe testing with a custom game or so.

yeah i know.

but i had the problem where everything was correct with those lines, and yet bots were stuck because… :woman_shrugging: reasons i guess? ( :joy: )

so i had to remove vital cover for the faster approach for the objective and then they “worked”.

because that’s also the way they use the in vanilla game.

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thanks, i will be keeping this in mind for the future :slightly_smiling_face:

damn, too bad, i haven’t played with a ton of rendinst to check for myself, just placed some here and there, but if you create a whole area full with custom stuff then it might be more difficult. hmm, i curious, what game or map are you creating? you don’t have to tell me, i am just curious, the map looks cool so far :+1:

i’m making an heavy modification of la perelle village. one of the most hated maps recently for the americans.

lots of cover for infantry, limited tanks, custom loadouts, and above all, different objectives types between each other ( as it has destruction, assault, and invasion points ).

it’s finished, but i’m waiting a couple of friends to make a trailer for it, because i have further use of this map which will be used for further upcoming suggestions of mine and stuff.

but yeah, i noticed that making heavy modifications with lots of reindists ( similar to schyrikami did on his maps ) creates alot of issues with the navmesh path ( even with the newer tool unfortunately. or maybe bots being that dumb )

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Sound promising, maybe if the tools are in a much better state i will have the courage to go at it big, like you guys.

Just a few suggestions:
try reloading or restarting the editor before regenerating navmesh
Turn navmesh visibility off while creating
pause time while creating
turn on all active capzones before creating
have all battle areas set up before creating

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to be honest, i’m pretty much average if not newbie.

due to lack of time, and knowledge.

i wanted to make many more maps. but i can’t as i don’t know much of all the technical things like devenddar and g1r0, and others regular members with more mods than me knows.

it’s since day one that i have worked on this small map. which looks like nothing compared to what the others guys put, but hey at least it’s something that others can enjoy :slight_smile:

for now, the editor is a bit lacking in terms of tools, but the current one is actually more than i could ask and i have such a blast on it. many cool features. too bad most of them are hidden.

i know.
i have readed the whole thing that keo posted.

it just didn’t worked for my case.

maybe next time ( when i will create coh2 recreation and adaptations maps ) i will post something about it if it occours again. but we’ll see.

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Same, usually i try to figure out everything by myself, but sometimes i have to ask or not bother with it anymore.

You know, when i play with the editor i can sense all the cool things you could possibly make but are limited too mostly because of limitations or lack of explaination of what things do. Sometimes someone figures things out and share it, which is cool, but we are still haltet alot by lack of information.

Anyway, hopefully we will be able to create roads and much more in the future, let players really have creative freedom. And hopefully they don’t break existing maps as much when updating. :sweat_smile:

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