Need help! Problem with tech, res and walls in commander mode.
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...
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
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.
or try wolf's suggestions, all valid.
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?
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>
No I get that too.
<!--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?
[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.
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)