Problem with bfme1 maps in bfme2
#1
Posted 29 May 2010 - 06:43 AM
I have a mod where the bases are basically working.
With the maps, the farms are not showing up on the minimap.
Does anyone know how to fix this?
#2
Posted 29 May 2010 - 08:20 AM
#3
Posted 30 May 2010 - 06:07 PM
#4
Posted 30 May 2010 - 10:27 PM
#5
Posted 30 May 2010 - 10:46 PM
The circle could be explained by the game thinking its a "Castle/Fort" in BFME 1...
Or is it not like that kind of circle?
@ Puzzler, possibly but knowing EA they probably would not have bothered
Edited by Ridder Geel, 30 May 2010 - 10:47 PM.
#6
Posted 31 May 2010 - 04:53 PM
#7
Posted 31 May 2010 - 05:38 PM
#8
Posted 19 June 2010 - 01:42 PM
Concerning the Question about getting STRUCTURES to give Ring Power Points
Like in BFME1
I did alot of testing on this ...
It seems just adding HERO to the KIndOf will work
The only drawback is that you must get rid of the structure's ButtonImage as its not really a HERO
It also seems that this may be at a deeper level than just INI coding like where exactly these KindOf's are defined
It looks like EA just removed the ability for structures to gain points
I can't yest figure out why Hordes CAN but I hope this helps
PS ...Post Castle / Camps related stuff HERE so we don't Hijack anyone's Thread
EDIT : Take a look at my mod on 3rd age ...I just Uploaded some Dwarven Castles and Camps
They have a dwarvish feel to them ... and I have the mines / tunnels system working
Edit2 : Its definately 100% a KindOf problem
I switched kindof 's with a mordor Attacktroll and did elimination
It seems STRUCTURE Hijacks the ringpoints while HERO allows it
Switch say the GondorBattleTower KindOf with any single unit eg Troll / Ballista and it works
Edited by JUS_SAURON, 20 June 2010 - 04:54 AM.
#9
Posted 15 September 2010 - 07:08 PM
If I use this entry from the ring.ini the flags are marked with a ring symbol on the minimap:
ClientUpdate = RadarMarkerClientUpdate ModuleTag_RadarMarker MarkerType = PingOneRing EndProblem: I cannot find "RadarMarkerClientUpdate" nor "PingOneRing" anywhere else in the inis so I don't know how I can change the way the flags are marked on the minimap. It's not good to mark them with the ringsymbol so do you know how I could change this?
Or do you think "PingOneRing" is an ATP thing and so not changeable?
#10
Posted 16 September 2010 - 05:32 AM
I saw this in civilianbuildings.ini under Object EconomyPlotFlag.
The following line was added to the kindof (meaning it was not in bfme1): CAN_SEE_THROUGH_STRUCTURE.
Could this be the problem?
I also found this present in the object EconomyPlotFlagMultiplayer in bfme1 and not in bfme 2
UseSecondaryBuildList = Yes ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists.
UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes
#11
Posted 16 September 2010 - 12:00 PM
This does only manage that you can see the shape of units when they walk behind an object I think ...
And the SecondaryBuildList etc. should not have an effect as well.
I think EA changed the engine settings how to show objects with "BASE_FLAG" etc. KindOf on the minimap. In BFME1 they were always on the minimap - in BFME2 theyÄre not anymore.
We would need new Markers for the RadarMarkerClientUpdate and everything would be finde.
#12
Posted 16 September 2010 - 08:59 PM
Edited by lotrfan, 16 September 2010 - 09:02 PM.
#13
Posted 16 September 2010 - 11:22 PM
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