
Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
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Posted: Nov 4, 2008 08:46 AM
Msg. 1 of 9
When modding an existing map with more than 6 vehicles, how can you tell which vehicles were in the Globals file, and which ones were scripted in?
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bobbysoon
Joined: Feb 1, 2007
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Posted: Nov 4, 2008 11:46 AM
Msg. 2 of 9
make a backup copy of your globals/globals.globals tag, and then extract the globals tag fro the map you're modding
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Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
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Posted: Nov 5, 2008 12:51 PM
Msg. 3 of 9
so if you are trying to recompile an existing map such as Coldsnap, can you keep all the vehicles intact if you don't recompile the scripts and keep everything intact?
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bobbysoon
Joined: Feb 1, 2007
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Posted: Nov 5, 2008 04:13 PM
Msg. 4 of 9
Globals has a list of 6 vehicles, which corespond to the customize gametype->vehicles menu. The vehicles in the scenario tag that aren't in globals will need to be forced to spawn with a script
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Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
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Posted: Nov 6, 2008 02:49 AM
Msg. 5 of 9
From an earlier discussion, I thought that someone said that the scripts stayed intact when you ripped a map, unless you compiled a separate script file.
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DarkZealot
Joined: Jan 1, 2008
Time management: 40% Xbox, 30% PC, 30% Skating
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Posted: Nov 6, 2008 09:18 AM
Msg. 6 of 9
If you open the ripped scenario and do not compile scripts, you will still have the original ones to work with.
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Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
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Posted: Nov 6, 2008 10:11 AM
Msg. 7 of 9
When opening the scenario file, you can see the list of scripts, but they only list the name, not the details of the script file. I have played around with coldsnap in the past, adding AI, and moving some of the vehicles around, but could never get it to recompile due to the overall size of the map being too large. I have since downloaded Tool**, and will attempt it again. I would like to change out the longsword to use one that I have modded called a Shiva Longsword with a massive nuke...I guess if it is in the original globals, I could change it there, otherwise I will be out of luck.
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DarkZealot
Joined: Jan 1, 2008
Time management: 40% Xbox, 30% PC, 30% Skating
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Posted: Nov 6, 2008 10:29 AM
Msg. 8 of 9
If you keep the vehicle name, but change the vehicle, the script should keep that vehicle (the one you replaced).
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Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
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Posted: Nov 6, 2008 02:33 PM
Msg. 9 of 9
I guess AI activity must be controlled strictly by commands, and not by any scripting, in order to maintain the existing map scripts. On extinction_ai, and had to try and recreate the scripts from scratch, because I used load_magic for some cov gunners.
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