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Old 06-01-2017, 06:53 PM   #81
[R-DEV]Outlawz7
PR:BF2 Developer

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Default Re: Muttrah City

Known and only happens on co-op.

http://www.realitymod.com/forum/f26-...ml#post2152762

You're welcome to figure it out, we haven't yet.

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Old 06-02-2017, 07:47 PM   #82
Rabbit

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Default Re: Muttrah City

Seems like a good enough reason to v3 that shit.

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Old 06-26-2017, 06:05 AM   #83
Jabil_One
Banned
Default Re: Muttrah City

Quote:
Originally Posted by [R-DEV]Outlawz7 View Post
Known and only happens on co-op.

You're welcome to figure it out, we haven't yet.
About the missing staircase: Someone hit accidently the NOT IN AI tweak button in the BF2 Editor.

Code:
rem *** citybuilding_2a_part2 ***
Object.create citybuilding_2a_part2
Object.absolutePosition -847.507/39.852/-231.043
Object.rotation -24.6/0.0/0.0
Object.layer 1
Object.disableChildren 1
Object.notInAI 1
Remove the last 1 codelines :
Code:
Object.disableChildren 1 Edit disabeChildren disables ladders and such attached to an object as child (OutLawz7)
Object.notInAI 1
When you want, that some statics are not in the COOP WORLD, Press this Button or add manually this codelines to the object in staticObjects.con.

For excample (older versions), you dont need to spawn a huey 150 meters midair overhead the destroyable fence at Barrucada MissileSilo only to destroy it, so no bots cant stuck there. Hit the tweaker button and the fence dissapears.
Same for old kokan wandcarpet where all the bots stucked.
When you mark an object with this 1 codeline in the StaticObjects.con, it will not be rendered in SP or Coop.

Edit : Thanks to Outlawz frr clarification of DisableChildren
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Last edited by Jabil_One; 06-26-2017 at 06:49 AM..
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Old 06-26-2017, 06:38 AM   #84
[R-DEV]Outlawz7
PR:BF2 Developer

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Default Re: Muttrah City

disabeChildren disables ladders and such attached to an object as child so it's likely only Object.notInAI 1.

Thank you so much.

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Old 06-26-2017, 06:44 AM   #85
Jabil_One
Banned
Default Re: Muttrah City

Oh, thanks, seems like we can learn from each other. Thank you for the DisableChildren info.
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Last edited by Jabil_One; 06-26-2017 at 06:49 AM..
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Old 09-04-2017, 04:40 PM   #86
WeeGeez
Supporting Member

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Default Re: Muttrah City

Quote:
Originally Posted by [R-DEV]Rhino View Post
Bumpy, so what do you guys think of the changes I made to Muttrah in v1.1?

Changelog:
  • AAS 128, 64 & 16: Added Enter Vehicle Spawns to docks, which means if there is a freindly vehicle spawned there, you can spawn into it and if not you can't spawn on that spawn point. Note if you spawn into the LAV you need to get out quickly before the python code kills you for not having a crewman kit.
  • AAS 128, Added another Logi Truck Spawn to Docks with a 10min delayed spawn so you get two trucks 10mins after capping docks with a third spawning 10mins later, assuming that both the first two survive that 10mins till the thrid spawns.
Is there already a spawn point at docks?

Also , is a third logistics lorry really necessary? I think it could lead to copter pilots being less entertained

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Old 09-04-2017, 05:51 PM   #87
[R-DEV]Rhino
PR:BF2 Developer
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Default Re: Muttrah City

Posted: 01-09-2014.... It has been like that for some time now...

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