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#1
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Been trying to get these to work on their own with no normal objectives.
after replacing stock objective with satchel ones, spawn areas do not work as they should (advancing) and all satchel objectives are active from the start, despite having MOM and everything set correctly. Do these actually work alone, if so a quick tut or assistance would be cool. thanks ExoCet |
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#2
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Do you mean a level which only has satchels, no normal obj's?
If so, could you not have one normal obj which is only set off/triggered when all the satchel objs are triggered rather than by the usual capping process?
__________________
天皇陛下万歳! Company website: http://tonygillham.com "That's not just idle fact, it's cold, hard speculation." - Yahtzee
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#3
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Yes. They do work. And it is tricky to set them up. Did you put a volume around the 'objective' location?
Here is what I have: well, I was going to tell you what I have but I since deleted the components because I didn't need them. From what I remember though: - A satchel objective manager - A volume around the static mesh or whatever you want to blow up - Set the proper naming conventions/events/tags. I looked at "Rakowice" and copied the 88 gun objective parts out and then just switched the mesh. The volume and tags are critical and easy to mess up. Just look at the stock setup and you will be fine. I hear that "MinionWorkz" has something really interesting going on with "SatchelObjectives", if you can find them, but that's just me... |
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#4
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Seems like I did read somewhere where you need to have at least one objective in a map to make it work correctly.You could hide it somewhere that is inaccesible. But I do think you need at least one.
__________________
People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf. -George Orwell Maps: Dubrava, Pavlov's House Shared Links |
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#5
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Yes, you need it tied to an objective, if I understand what you are trying to do. What are you trying to blow up? Something I am working on requires the objective icons to be place "out of play" because I can't turn them off on the overhead map.
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#6
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we got this working like a dream now.
Your post helped out Slyk, our coder figured it out, so will post what he did once I get a chance to look it over better. he said something about Placement of the satchel objective Icon is very precise. too low and something doesn't work to high and something else doesn't. |
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Yes, make sure to always do Align > Snap to Floor when dealing with objectives or they won't work (also useful for PlayerStarts). It should have given you an error saying that the actor didn't have a proper base when you Build All though, did it not? I know regular objectives will spit out this error but maybe ROSatchelObjectives don't. Shrugs.
__________________
Maps: RO-Leningrad / CC-Ardon / RO-FallenHeroes / KF-MountainPass_Day/Night |
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#8
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we have now found a way to do this without tying to an objective.
you need a satchel objective and destroyable mesh. after a lot of tweaking and messing around with events tags and other options it is now sorted. if any one needs specific details on how we got them working PM me and I will let you know. |
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