I have three or four different areas I can load into via my mod. I have quadruple checked that the area transition doors correllate to the correct area and waypoints.
I can make it to the correct area via these transition doors, but I am way off the mark of my waypoints. In 2 of 3 of my areas, I am off the map itself, but I can run toward the area, so I know I'm in the right spot.
What the heck am I doing wrong?
I have 4000 other questions, but this is the most crippling one at the moment. Thanks in advance.
Waypoint issues
Débuté par
sofly
, déc. 03 2009 08:44
#1
Posté 03 décembre 2009 - 08:44
#2
Posté 03 décembre 2009 - 10:12
Have you made the levels yourself? If so, are you sure the walkmesh is working correctly?
#3
Posté 04 décembre 2009 - 02:58
No, these are just premade levels. I basically copied the official tutorial to the letter, and took liberties where I felt comfortable, just to get a grasp of things.
My variables on my area transition doors check out, but for some reason, the waypoints basically do nothing for me.
Maybe it's just bugged for me? There have been a ton of other wonky things thusfar that a restart has fixed for me, but this problem isn't going away.
My variables on my area transition doors check out, but for some reason, the waypoints basically do nothing for me.
Maybe it's just bugged for me? There have been a ton of other wonky things thusfar that a restart has fixed for me, but this problem isn't going away.
#4
Posté 04 décembre 2009 - 03:18
Have you set the correct waypoint to start your module in Files>Manage Modules>Properties.
You need to set the starting area and waypoint there also. If your waypoints aren't set up right the game will default put you at (0,0,0) Which might be why your off your areas.
You need to set the starting area and waypoint there also. If your waypoints aren't set up right the game will default put you at (0,0,0) Which might be why your off your areas.
#5
Posté 06 décembre 2009 - 11:55
Having the same issue here. Area transitions work, but send me to the (0,0,0) of the destination area. Checked against the Demo module that comes with the kit and can see nothing I am doing differently.
#6
Posté 07 décembre 2009 - 07:27
Place a door in area1.
Make sure PLC_AT_DEST_AREA_TAG on door equals the tag of area2.
Make sure PLC_AT_DEST_TAG on door equals the waypoint in area2.
Make sure area2 and the waypoint in area2 have the right tags. Tags are case sensitive.
Export both areas with dependant resources. (probably overkill but w/e)
If you do this and it still doesn't work, then I am at a loss. I haven't had any trouble with area transitions (yet).
Make sure PLC_AT_DEST_AREA_TAG on door equals the tag of area2.
Make sure PLC_AT_DEST_TAG on door equals the waypoint in area2.
Make sure area2 and the waypoint in area2 have the right tags. Tags are case sensitive.
Export both areas with dependant resources. (probably overkill but w/e)
If you do this and it still doesn't work, then I am at a loss. I haven't had any trouble with area transitions (yet).
#7
Posté 07 décembre 2009 - 09:54
What FalloutBoy said.
If everything is set correctly but it still doesn't work, try recompiling your module script and then export all modified areas with dependent resources again. That has fixed exactly this problem (and some other "inexplicible" issues) for me. It seems to be a catch-all way of refreshing everything and correcting any oversight.
If everything is set correctly but it still doesn't work, try recompiling your module script and then export all modified areas with dependent resources again. That has fixed exactly this problem (and some other "inexplicible" issues) for me. It seems to be a catch-all way of refreshing everything and correcting any oversight.
#8
Posté 07 décembre 2009 - 07:39
It must have been to do with the exporting. Thanks for the assistance!





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