What you always wanted to know about the SDK but were afraid to ask

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nymets1104

Active member
Dec 18, 2012
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Placing Rally Nodes and ROCoverNodes and I see this thing..

wtf.PNG


What does it mean? The one opposite inside the building is red.
 

Catalavos

FNG / Fresh Meat
Oct 5, 2010
1,327
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Baltimore, MD
It's telling you that the window isn't wide enough to mantle through. If you select the cover slot and turn off mantling the green box will go away.

Placing Rally Nodes and ROCoverNodes and I see this thing..

wtf.PNG


What does it mean? The one opposite inside the building is red.
 

nymets1104

Active member
Dec 18, 2012
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back Again... Any idea what would cause a Recon Plane matinee to fly sideways? I copy and pasted the interp actor and matinee from Mamayev. The plane flies sideways but otherwise works. If i rotate the interp actor and then rebrew, the route rotates but the plane still flies sideways.


Got this resolved by opening another map (Saipan) and copying its Recon InterpActor and Matinee. Now it flies like a real plane.

Two things I noticed though:

1. The InterpActor on the RS Map Saipan displayed in the SDK as a plane. The InterpActors I copied from both Mamayev and Barashka were large camera icons. Both of these camera Icons were flying sideways when I brewed the map and played it in workshop.

2. Is there a difference in the way RS and RO2 handle the interpActors? Since I am making Western Front map, I took US Recon from RS and German Recon from RO2. The German InterpActor is a large camera and although it does not fly sideways, it drifts slightly unnaturally when flying, but I can live with it as I raised its altitude high enough it isn't obvious. The US InterpActor is the plane mesh I mentioned above and it flies and behaves like a real plane.
 

nymets1104

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Dec 18, 2012
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Hate to double post but had another question...I have restored all missing textures except for the two grenade textures. Smoke and frags appear in the players hands with the checkerboard default texture. Im not sure how my map would have affected these??
 

nymets1104

Active member
Dec 18, 2012
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Hate to double post but had another question...I have restored all missing textures except for the two grenade textures. Smoke and frags appear in the players hands with the checkerboard default texture. Im not sure how my map would have affected these??

As usual I caused this error by deleting one of the stock packages, woops!
 

Sgt.NightFire

FNG / Fresh Meat
Mar 26, 2006
717
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I am working on a map that needs three spawns at the start for both sides, i managed to make the spawns show up, but i can't spawn on them, i select the spawn, click spawn, and it spawns me in the main first spawn, so how do you make multiple spawns?
 

nymets1104

Active member
Dec 18, 2012
2,432
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I am working on a map that needs three spawns at the start for both sides, i managed to make the spawns show up, but i can't spawn on them, i select the spawn, click spawn, and it spawns me in the main first spawn, so how do you make multiple spawns?

Kismet set up to activate ALL three spawns on level reset?

Each team has its own EnablePlayerStartGroup ?
 

nymets1104

Active member
Dec 18, 2012
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And while we are all here again...

If I make a static mesh in 3DS, I now know how to import it with its collision and material and save it to my maps package...

What if I want to use a mesh from a stock map that is not appearing in the Content Browser? I imported the package from the SteamApps/common/RedOrchestra2/ROGame/BrewedPC/Packages/**packageName.upk**

Can I then use the mesh straight from here or do I need to save a copy of it to my map package first? Or is this a bad idea in general?
 
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Catalavos

FNG / Fresh Meat
Oct 5, 2010
1,327
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Baltimore, MD
And why we are all here again...

If I make a static mesh in 3DS, I now know how to import it with its collision and material and save it to my maps package...

What if I want to use a mesh from a stock map that is not appearing in the Content Browser? I imported the package from the SteamApps/common/RedOrchestra2/ROGame/BrewedPC/Packages/**packageName.upk**

Can I then use the mesh straight from here or do I need to save a copy of it to my map package first? Or is this a bad idea in general?


If it's a stock asset it will always work because it's part of the normal RO2/RS game. If it's a static mesh from a custom map It won't work if you just copy/paste it into your map. You have to get the un-cooked asset from the map maker and import it/add it to your package.
 

nymets1104

Active member
Dec 18, 2012
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If it's a stock asset it will always work because it's part of the normal RO2/RS game. If it's a static mesh from a custom map It won't work if you just copy/paste it into your map. You have to get the un-cooked asset from the map maker and import it/add it to your package.

Sweet thanks! Is there any reason that these dont load in the content browser even after I completely fully load all content?
 

Catalavos

FNG / Fresh Meat
Oct 5, 2010
1,327
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0
Baltimore, MD
I am working on a map that needs three spawns at the start for both sides, i managed to make the spawns show up, but i can't spawn on them, i select the spawn, click spawn, and it spawns me in the main first spawn, so how do you make multiple spawns?



-I don't think you can have a "choice' of spawn locations on the initial spawn. I know what you're trying to do because I've tried the same thing, unsuccessfully.
 

Twrecks

Active member
Dec 28, 2011
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Ventura, California
Sweet thanks! Is there any reason that these dont load in the content browser even after I completely fully load all content?

How many times did you load all? It usually takes me 3-4 loads before I see everything, and will eat up around 9 GB of RAM in the process.

Regarding initial spawn selection, doesn't work, never has. Just make one large player start volume and scatter player starts throughout. Or make multiple spawn volumes and limit the player starts per volume so player counts will spill over into each, in a very random way. You can also set these up by activating them by player count 8-16-32 filter in Kismet, so you can spread out players regardless of server settings.

Strange player starts can't be specified by squad/role. Would have been nice.

If you want to be evil, after the initial spawn kill everyone via kismet, then players will be able to choose.
 

Sgt.NightFire

FNG / Fresh Meat
Mar 26, 2006
717
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There is something off with my map, i made two objectives, so that if you cap one objective, you spawn in the new forward spawn just like on any map out there, but it keeps spawning me on the main old spawn for some reason.

Catalavos has tried helping me as well where he made the kismet but it still doesn't work. :confused:
 

Catalavos

FNG / Fresh Meat
Oct 5, 2010
1,327
53
0
Baltimore, MD
Don't discount the fact that I might have gotten something wrong! :eek: I think I forgot to add a node where that original spawn would be disabled. :eek:
 

Sgt.NightFire

FNG / Fresh Meat
Mar 26, 2006
717
123
0
I have given up on the multiple spawns for now in the map, maybe someone can make a example on how to make new spawns arrive after you capture a objective as this is really not covered anywhere.

Btw, is there anyone here good with 3ds Max? I found a Sherman tank 3d model i need to have transferred into a static mesh...
 

®omano

Grizzled Veteran
May 14, 2009
4,198
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France
www.hellsoldiers.tk
A kismet example, I tried to comment a little. In my example, when capzone A,B and C are taken by Axis, they lock and new capzone (the D capzone) is activated. The old spawns are deactivated, and the new spawns are activated.

Spoiler!
http://img4.hostingpics.net/pics/585089Capturedcran20141229061718.png

Actors and volumes on the map must be correctly set but I will not take screenshots I think it is explained how to set them in the guides on forum.
 
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StmRtn

FNG / Fresh Meat
Aug 4, 2014
283
9
0
Finland
In stock maps, there are static meshes called ''TexPropPlane''. They are located in windows and doors.

What do they do and how to work with them ?