cysts guidelines
<div class="IPBDescription">and requirements</div>Does anyone know what the requirements are for a cyst to be placed successfully in a map?
I've got a few areas of a map where I'm unable to place cysts from the commander view, and as far as I can tell there is no reason for it. There is nothing above the cyst except for some faces which are either commander invisible or facing downwards (so they shouldnt interfere right?)
I think this has also only started happening in the last couple of builds.
I've got a few areas of a map where I'm unable to place cysts from the commander view, and as far as I can tell there is no reason for it. There is nothing above the cyst except for some faces which are either commander invisible or facing downwards (so they shouldnt interfere right?)
I think this has also only started happening in the last couple of builds.
Comments
The thing you're running into is probably related to the elevation, which is about 1 meter (maybe 2m) vertical travel, I think...
I will try both - the map currenty has no path waypoints and only one camera up quite high, so could be either one.
Many patches ago, The commander camera could only pan so far. It only affected huge maps. While im not sure if that is still the case it could be as simple as positioning the camera in the middle of your map. Or just adding another camera entity.
You are correct :P
The game now needs a pathing_settings entity and will generate a navigation mesh. Mappers don't have to do anything, but still have the option to tweak settings using this entity
edit:
im going to put this down to a bug.
I've pasted my room into ns2_sample188, and joined it up to the a room in the southern end of map - and it still doesnt work. I can however drop an armory in a tiny corner of the room, and once i do that, i can suddenly build in most other parts of the room, but not everywhere. wtf lol.
edit 2:
i've reverted to an older version of the room and dropping structures works fine. maybe i have made the floor too complicated.
thanks, but tried that too. Infact I've even gone as far to delete the entire walls and ceiling. guess my floor is just too funky :)
Nope, its all brush work only :(
I'll post the level file on the weekend with both the new and old versions of the room. If someone can tell me the difference I'll give them a cookie :)
This needs to be fixed or maps are going to be very boring with their hive-harvester placement.
Thank you very much! im getting a whole lot of brown in my room, so the navmesh is telling the game that its a no go for buildings.
Now for the next question - is there a way to adjust it?
and now does the navmesh work out where you can/can't build, now that i've seen this there are quite a few little spots that I would also like to change through out the map.
(sorry if im asking obvious things, if there is some documentation relating to this im happy to read it).
This needs to be fixed or maps are going to be very boring with their hive-harvester placement.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1992705:date=Oct 17 2012, 09:44 AM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Oct 17 2012, 09:44 AM) <a href="index.php?act=findpost&pid=1992705"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thank you very much! im getting a whole lot of brown in my room, so the navmesh is telling the game that its a no go for buildings.
Now for the next question - is there a way to adjust it?
and now does the navmesh work out where you can/can't build, now that i've seen this there are quite a few little spots that I would also like to change through out the map.
(sorry if im asking obvious things, if there is some documentation relating to this im happy to read it).<!--QuoteEnd--></div><!--QuoteEEnd-->
You should both experiment with the pathing_settings entity to attempt to improve your navmeshes. In fact, I would recommend copying the pathing_settings entity from an official map to start with, and adjusting the settings from there if there are still problems.
Soul_Rider, is this an issue you are having with a starting hive? Maps are now required to have a designer-placed cyst chain between the hive and the harvester, but I can't remember what build that arrived in.
Soul_Rider, is this an issue you are having with a starting hive? Maps are now required to have a designer-placed cyst chain between the hive and the harvester, but I can't remember what build that arrived in.<!--QuoteEnd--></div><!--QuoteEEnd-->
thank you good sir!
Thanks Insane.
It is and I was totally unaware of that change. Could anyone tell me how to place a designed cyst chain between the hive and harvester?
I will experiment with the nav_mesh and pathing settings too. :D
where do all of you devs hide your entities? im having trouble finding them in the map - and there is no easy way (that i can think of ) to find it other than looking around:S
EDIT: FOUND IT!
path_settings was in the ready room nexy to the big red ns2_rules entity
EDIT 2: THANKS AGAIN! copying the mineshaft path_settings has fixed the issues :)
It is and I was totally unaware of that change. Could anyone tell me how to place a designed cyst chain between the hive and harvester?
I will experiment with the nav_mesh and pathing settings too. :D<!--QuoteEnd--></div><!--QuoteEEnd-->
You can place cysts from the entity menu. To use them as a starting chain make sure that "startsBuilt" is set to true and "onlyexplore" is set to false (otherwise the cysts will only work in Explore Mode). If you're unsure about spacing, I would suggest creating an optimal cyst chain in-game and then copying that arrangement in the editor. You'll need to do this for every Tech Point that aliens are able to spawn at.
schkorpio, glad to see that's solved your issue.