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Old 06-22-2012, 02:21 PM
[TW]Swag [TW]Swag is offline
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Default Drecks! This is for you!

Drecks,

Rename Kismet_A.txt to Kismet_A.roe. Inside you will find an update to your Kismet. You will have to relink the map actors but that's the suggested direction to inhibit your spawn protection errors.

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Old 06-22-2012, 03:35 PM
Drecks Drecks is offline
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Thanks I will add this asap.

In the meantime I added a gate and rebuild the map.
Guess how that will work.

Greets

Thanks
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Old 06-22-2012, 04:39 PM
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cool! can't wait to try out the new revision!
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Old 06-22-2012, 07:25 PM
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cool! can't wait to try out the new revision!
Me2 Me2 Me2 ....... Coldsteel is cool.
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Old 06-22-2012, 07:37 PM
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Me2 Me2 Me2 ....... Coldsteel is cool.




No its not! It's got a nuke in it.
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Old 06-22-2012, 08:50 PM
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No its not! It's got a nuke in it.
you talking about that pink hue? that's just mikes blood. they can't wash it all out, after i blow him up on that map.
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Old 06-23-2012, 03:57 AM
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Pfffffffffff. Bugger.
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Old 06-23-2012, 05:26 AM
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I just can't get rid of that bloody spawnprotection which get active but don't kill.
It will take time but I will find another solution for this.
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Old 06-23-2012, 09:14 AM
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I just can't get rid of that bloody spawnprotection which get active but don't kill.
It will take time but I will find another solution for this.
I still have the same issue in my map. It seems if I am inside a certain cap zone as an attacking allied player when the cap is secured and locked, I then see the issue.

If I am outside the cap zone when it is captured, I do not get the issue.

I do have a spawn protection volume that intersects the objective in question, but the Axis PlayerStartGroup this spawn protection is tied too was disabled before the objective was even enabled for attack.

Last edited by LordGleedo; 06-23-2012 at 09:25 AM.
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Old 06-23-2012, 11:48 AM
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I tried to use that Kismet posted above and especcially the gate part.
But I did not manage to add it so that it worked.
Its clear I'm not a kismet specialist.

I used the Kismet from the TWI attack/defense example map.
I had a minor issue before the GOTY release but since I started to work
with the beta editor it went wrong.

I have some remaining questions with this problem.

1 -- Why is it that it seems my spawns are being pulsed on and of. This only influence the spawnprotection and not
the actual spawn ?

2 --Why will a spawn pulse on and of while its deactivated earlier.
What triggers it to do it ?

3 --There are released custom maps which did not have the problem before the GOTY release. Could it be something
different ?

To avoid this thing in my map I will seek for an alternative solution where I will move the spawn,causing the problem, to a postion where it hardly will need spawn protection.
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Old 06-23-2012, 02:01 PM
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2 --Why will a spawn pulse on and of while its deactivated earlier.
What triggers it to do it ?
That's what I want to know. I just tried explicity disabling the problem spawn protection volume again when objective 5 gets taken and it's still bloody on!!
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Old 06-23-2012, 03:25 PM
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That's what I want to know. I just tried explicity disabling the problem spawn protection volume again when objective 5 gets taken and it's still bloody on!!
Lord Gleedo, please check into those nice looking pine trees... talk to Wolvy - seems they are blocking shots...
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Old 06-23-2012, 05:01 PM
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They pulse on and off because the Kismet logic thread passes through them. You have to protect those things. I've found using clever spawn locations will avoid most of these situations by not being in the middle of a fight space.

In order to protect the spawns from turning on and off when they are not supposed to, you can use a gate to open and close the possibility of a certain section of Kismet from getting executed. It's an easy way of forking your Kismet.

http://udn.epicgames.com/Three/Kisme...ence.html#Gate
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Old 06-23-2012, 06:31 PM
Drecks Drecks is offline
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I always thought that Kismet is a one time pulse. It starts and then works through his logic to the map ends. And then it starts over again.

Iff I read correct the gate must be set in some bypass otherwise it would stop the kismet logic from moving on to the next Kismet section.
But this will me more complex with recapable objectives and spawns moving back.

Some puzzling ahead....
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Old 06-24-2012, 04:52 AM
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Some puzzling ahead....
Same here lol - tried it with a gate but it still not working. I guess I just do not understand the proper use of it even ater reading the documentation.

Last edited by LordGleedo; 06-24-2012 at 06:17 AM.
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Old 06-24-2012, 07:00 AM
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Same here lol - tried it with a gate but it still not working. I guess I just do not understand the proper use of it even ater reading the documentation.
Hahaha and the documentation is in your own language. Anyway. I think a gate will be plced before the section where your spawn gets active.

But this section must be apart from the main section as somewhere the kismet logic will have to go on.

Still I'm curious why this issue did not bother us before.
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Old 06-24-2012, 08:12 AM
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------ snip ------
Still I'm curious why this issue did not bother us before.
THAT is the Question of the day... That highly destructive red screen warning nonsense needs to be addressed thoroughly. TWI DEVS??

Its also nailing a few of the stock maps.
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Old 06-25-2012, 11:14 AM
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Quote:
Originally Posted by Mike_Nomad View Post
THAT is the Question of the day... That highly destructive red screen warning nonsense needs to be addressed thoroughly. TWI DEVS??

Its also nailing a few of the stock maps.
A little bit outside the scope of the discussion but which stock maps are being effected by it? I ask so I can point to situations during discussion internally as to how we address the problem if in fact it grows beyond being a mishandling situation in Kismet.

As to the spawn protection being toggle on and off question, it has always been done that but wasn't perceptible.
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Old 06-25-2012, 01:17 PM
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Yay, I found another place in my map where this is happening, OR the one I have just found has started happening as as result of me removing the offending previous rogue spawn protection yesterday. Excellent...


Is it ok to share a spawn protection volume across two or more player start groups?

EDIT: Tried sharing a spawn protection volume as the player start groups are valid to each other and it works ok, but I unfortunately still get the rogue spawn protection issue (again with a different volume). I give up.

Swag, you could make a few dollars on the side here if you offer to fix these bloody bugs for us

Id happily pay someone to sort this **** out cause im sick of looking at it. My hair line is receding!

Last edited by LordGleedo; 06-25-2012 at 01:51 PM.
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Old 06-25-2012, 03:20 PM
Drecks Drecks is offline
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What I don't get is that it doesn't influence the Axis when they capped my 2th objective. That entire capzone is covered with the spawnprotection the Russian use at their 1st spawn when they defend objective 1

Russians loose objective 1 their 1st spawn move back (disabling the spawnprotection) Axis spawn move on. Russians now spawn in the area of objective 4 and so is there spwanprotection.

Axis capture objective 2 and their spawn move on and Allies spawn move back.Everything is ok. (the former Allies spwanprotection covering Objective 2 won't get activated.)

Then the fight for objective 3 starts. Axis capture it and Allies and Axis spawn move on. Objective 4 & 5 are open now.
Axis capture objective 4 or 5 and kaboom The spawnprotection of the Russian spawn mention above in bolt suddenly decide to get active again.
Or better said only its spawnprotection decide to show and count down to zero without killing. When you are not in that area and walk in later it won't harm you.....

Logiacl thinking tells me this should be activated in the area of the 2th objective also.
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