Need help! Problem with tech, res and walls in commander mode.

HajenEHajenE Join Date: 2010-12-22 Member: 75855Members
Hello,

I recently noticed some problems on my map that occurs as a commander.

- Drones can fly trough walls
- Can't see techpoints and can't build hive/cc near where they are supposed to be.
- Can't see resource points (but I can build them)

Anyone know how to fix this? I have location-box and minimap-boxes covering the map...

Comments

  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    mac's and drifter flying through walls is a known problem but if you are clever with your AirWaypoints group you can iron out most of these problems. Even try adding some Collision Geometry in troublesome areas.

    Check that your tech point properties are correct (either team can build here,marine only, or alien only) also check that you don't have them marked as commander alpha "0" (zero) or in the Commander Invisible group. check the commander alpha and Commander Invisible on the res nodes also. Note: you you won't see the opposing teams structures but you will see the tech points and res nozzles unless a drifter/mac/player is in proximity of them.


    Hope that helps.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    your commander camera may be too high up. when i had my camera at 1000, it didn't render entities because they were too far away. bring your camera back down and you'll be able to see the power node, resource nozzle, tech points again.

    or try wolf's suggestions, all valid.
  • HajenEHajenE Join Date: 2010-12-22 Member: 75855Members
    Entities don't have the option of commander alpha... I should'nt have to put a prop on my entity to make it visible in commander mode, right?
    Commander Invisible group checked. Not the problem.


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Check that your tech point properties are correct (either team can build here,marine only, or alien only)<!--QuoteEnd--></div><!--QuoteEEnd--> All of my techpoints are set at "either team".


    Tig: I tried what you said (even deleted my old commander camera and put one with deafult settings)


    I checked my console and it's spamming "Warning: Missing texture coordinates for selection panel icon". Could that have anything to do with this?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2011
    Currently for a functional NS2 gameplay map you need at least one techpoint set to alien only and one to marine only. This is the game's way of determining the starting locations.


    Also tech_points are already bound to a techpoint model, so you do not have to attach a model so to speak (same goes for resource nodes and power nodes), but you might want to check the model path. Do you see the techpoints models in SparkEditor though? Also you might want to have a look at this one -> <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Ns2_sample" target="_blank">ns2_sample</a>
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    edited February 2011
    <!--quoteo(post=1829472:date=Feb 3 2011, 05:18 PM:name=HajenE)--><div class='quotetop'>QUOTE (HajenE @ Feb 3 2011, 05:18 PM) <a href="index.php?act=findpost&pid=1829472"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I checked my console and it's spamming "Warning: Missing texture coordinates for selection panel icon". Could that have anything to do with this?<!--QuoteEnd--></div><!--QuoteEEnd-->

    No I get that too.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I'd check to make sure you have a tech point or resource tower, covered by a location and a camera entity.
  • HajenEHajenE Join Date: 2010-12-22 Member: 75855Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Currently for a functional NS2 gameplay map you need at least one techpoint set to alien only and one to marine only. This is the game's way of determining the starting locations<!--QuoteEnd--></div><!--QuoteEEnd--> I changed this but no sucess. I have no problem with marine/alien spawn location-set.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Also tech_points are already bound to a techpoint model, so you do not have to attach a model so to speak (same goes for resource nodes and power nodes), but you might want to check the model path. Do you see the techpoints models in SparkEditor though?<!--QuoteEnd--></div><!--QuoteEEnd--> I see the techpoints/res in spark and also when Im walking around as marine/skulk so it can't be the model path.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I'd check to make sure you have a tech point or resource tower, covered by a location and a camera entity.<!--QuoteEnd--></div><!--QuoteEEnd--> Yes my whole map is covered with location boxes.



    Have you guys tried your maps after the resent patch? No problem?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    No problems for me.
  • HajenEHajenE Join Date: 2010-12-22 Member: 75855Members
    I don't have a fog-control, what's it doing?
  • HajenEHajenE Join Date: 2010-12-22 Member: 75855Members
    Ok, I found what was wrong! I was using Kouji_San:s old version of overview bathfile (the 158) to create my minimaps. I didn't realize that this file had to do with the overall view of the commander. Now it's all good :)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2011
    Heh and here I was about to save the day by suggesting something overview related. Ah well :D


    [edit]
    I ruled it out at first, because when you don't have a proper overview. You usually can't send your MAC's and Drifters around or move around the map in commander mode.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1829508:date=Feb 3 2011, 07:20 PM:name=HajenE)--><div class='quotetop'>QUOTE (HajenE @ Feb 3 2011, 07:20 PM) <a href="index.php?act=findpost&pid=1829508"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't have a fog-control, what's it doing?<!--QuoteEnd--></div><!--QuoteEEnd-->

    fog control is sort of the overall hue of the map, you can see the default vs. edited fog controls in the early vs. later shots of marine start on my map. you only need to place and edit it once for the entire map (subject to change in the future)
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