Leaving Battlefield! message How to (FAQ)

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Fingerfood
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Leaving Battlefield! message How to (FAQ)

Post by Fingerfood »

I munged EVERYTHING and put checks in the 6 bottom boxes (not the audio boxes), started up BF2, ran my level, etc. Now, when I go running around my map, none of the AI move, except when I run up to them, which then they chase after me until I get to far away from them.

Note that this is in Assault or:

Code: Select all

eli
What caused this?
How can I prevent this from happening in the future?
How do I fix it in this map?

Also, how do you get the Leaving the Battlefield! message on a mod map?
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Re: Munge - AI not Moving / Leaving Battlefield! message How to

Post by plokoon761 »

well, did u add planning? in zero editor you have to set up planning by placing hubs and connections.
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Re: Munge - AI not Moving / Leaving Battlefield! message How to

Post by Fingerfood »

So they need connection points to move?

BTW, they do move, but only a little ways which isn't enough to get to the other side where the enemy is.
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Re: Munge - AI not Moving / Leaving Battlefield! message How to

Post by Caleb1117 »

Yea, you need to add planing, heres a tut.
http://www.gametoast.com/forums/viewtop ... 27&t=10314
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Re: Munge - AI not Moving / Leaving Battlefield! message How to

Post by MercuryNoodles »

The message is associated with boundaries, which you place in ZE.
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Re: Munge - AI not Moving / Leaving Battlefield! message How to

Post by Fingerfood »

MercuryNoodles wrote:The message is associated with boundaries, which you place in ZE.
I did place boundries, but I can go past them without the message.
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Re: Munge - AI not Moving / Leaving Battlefield! message How to

Post by MasterSaitek009 »

You need to go into your ***.req and add this block:

Code: Select all

	REQN
	{
		boundary
		[i]*name of the boundary that you placed in ZE*[/i]
	}
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Re: Munge - AI not Moving / Leaving Battlefield! message How to

Post by Fingerfood »

MasterSaitek009 wrote:You need to go into your ***.req and add this block:

Code: Select all

	REQN
	{
		boundary
		[i]*name of the boundary that you placed in ZE*[/i]
	}
Do I need to put it in a specific spot?

Darn. I can only open it in stupid Microsoft Office. (which I don't have) Otherwise I'd post the .req.

Here, rough version. I have a:

REQN

Then there are the following at the tops of each REQN:
  • config
    texture
    path
    congraph
    envfx
    world
    prop
    class
    config
    lvl
Now where do I put the

Code: Select all

	REQN
	{
		boundary
		[i]*name of the boundary that you placed in ZE*[/i]
	}
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Re: Munge - AI not Moving / Leaving Battlefield! message How to

Post by 1z2x3c »

right below the lvl thingy... that simple :P
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The correct way to setup a Leaving Battlefield! message.

Post by AceMastermind »

1. Launch ZE and load your WLD file

2. In the base layer click on the Boundary tab

3. Click "New" and place your boundary, move it around and adjust it to fit your needs.
You can have more than 1, and as long as they overlap slightly and you stay inside of them ingame you will still be in the battlefield area.

4. Give your boundary a name. To keep it simple just name them myboundary, myboundary2 and so on.
They can be named whatever you want, boundary names are arbitrary.

5. Save and close ZE.

6. Now go to your world1 folder and find your ABC.req file and open it with Notepad.
Add this code in at the bottom of the list before the last bracket, replacing ABC with your own 3 character modID.

Code: Select all

REQN
	{
		"boundary"
		"ABC"
	}
Then save, close, munge and go play!
Hidden/Spoiler:
Image
Gil Grissom wrote:Concentrate on what cannot lie. The evidence.


Notes:
Hidden/Spoiler:
In your ABC.req file, "boundary" is the type of file VisualMunge will look for when munging, in this case it would be the ABC.bnd file.
ABC.bnd contains your boundary path name list.
The boundary path data is actually stored in your ABC.pth file.

If for some reason your boundary doesn't work after following this tutorial then do a manual clean and re-munge.


Some folks seem to think that a mapbounds region is what makes your boundary work and this is not true. A mapbounds region just defines the playable area you want to have displayed on your minimap. You can have a working boundary without a mapbounds region and you can have a working mapbounds region without a boundary, these two things are not related but they are both useful so you'll probably want to have them both anyway.


If you're still unsure of the instructions I posted then just open up Hoth in ZE (it's a great example) and have a look under the Boundary tab, it has 3 boundaries all in the Base layer, also have a look at hot1.req, hoth.bnd and hoth.pth.
Also see:
Felucia has 4 boundaries all in the Base layer,
Endor has 1 boundary in the Base layer,
Geonosis has 1 boundary in the Base layer,
Kamino has 1 boundary in the Base layer,
Kashyyyk has 2 boundaries all in the Base layer,
Polis Massa has 1 boundary in the Base layer,
Tatooine has 1 boundary in the Base layer,
Yavin has 1 boundary in the Base layer
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Re: Leaving Battlefield! message How to (FAQ)

Post by fai222 »

I have done this but it did not work. I munge and run the map, then it is as i havent done anything. I just walk and walk but nothing happens. Any ideas?
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Re: Leaving Battlefield! message How to (FAQ)

Post by xXxINSANITYxXx »

ut oh, this topics going to be locked
post ur logs and req in a new topic named boundry prob... ok
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Re: Leaving Battlefield! message How to (FAQ)

Post by Teancum »

This is a FAQ topic. It's immune to locking.
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Re: Leaving Battlefield! message How to (FAQ)

Post by AceMastermind »

fai222 wrote:I have done this but it did not work. I munge and run the map, then it is as i havent done anything. I just walk and walk but nothing happens. Any ideas?
Prove to me that you followed the instructions, show me your modID.req file located in your world1 folder and a screenshot from ZE.
If you follow the instructions then you'll get something like this:
Hidden/Spoiler:
Image
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Re: Leaving Battlefield! message How to (FAQ)

Post by Teancum »

AceMastermind wrote:
Hidden/Spoiler:
Image
Off topic, but :faint: at the reverse grip. It's been done before, but I still love it when I see it.
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Re: Leaving Battlefield! message How to (FAQ)

Post by fai222 »

Ok.
Hidden/Spoiler:
[code]ucft
{
REQN
{
"config"
}

REQN
{
"texture"
"TTS_map"
}
REQN
{
"path"
"TTS"
}
REQN
{
"congraph"
"TTS"
}
REQN
{
"envfx"
"TTS"
}
REQN
{
"world"
"TTS"
}
REQN
{
"prop"
"TTS"
}
REQN
{
"class"
"bluelight"
"redlight"
"greenlight"
"whitelight"
}
REQN
{
"config"
"flyerspray"
"walkerstomp"
"hailfire_wake"
}
REQN
{
"lvl"
"TTS_conquest"
}
REQN
{
"boundary"
"TTS"
}
}[/code]
That was the req and here is the ZE pic.
Hidden/Spoiler:
Image
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Re: Leaving Battlefield! message How to (FAQ)

Post by AceMastermind »

Yep that should work, you did remember to munge, right?
Check your TTS.BND and TTS.PTH files located in your world1 folder to make sure your boundary data was saved, just open it with Notepad and inspect it.
Clean and munge if changes don't appear to be updating ingame.
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Re: Leaving Battlefield! message How to (FAQ)

Post by fai222 »

I checked and it is like it should be. My boundary name ect. This is WIERD.
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Re: Leaving Battlefield! message How to (FAQ)

Post by Maveritchell »

Your boundary is named "boundary1" and your .req calls for "boundary." "Boundary" in the .req file isn't an identifier of what it's calling, it's an identifier of the name.
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Re: Leaving Battlefield! message How to (FAQ)

Post by AceMastermind »

You can name your boundary whatever you want, I have one named "ace".
You don't change "boundary" that is being called in the req, that is not the name of your boundary, it's what tells VM to look for when munging, in this case it's going to look for your modID.BND file which holds the names of your boundary or boundaries which in turn directs VM to the modID.PTH file that holds the actual boundary path data which ultimately defines that/those specific path/paths as your boundary/boundaries.

Example:
I have a boundary placed in ZE named "ace"
The code in the req remains as is:

Code: Select all

REQN
      {
            "boundary"
            "ABC"
      }
Works like a charm.
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