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

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®omano

Grizzled Veteran
May 14, 2009
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Try to move your "deactivate first objective" after your "activate second objective" for a test. Or keep it in the same "line". Also remove the "lock objective"
 
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Sgt.NightFire

FNG / Fresh Meat
Mar 26, 2006
717
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0
Maybe someone can make a small tutorial on how to setup multiple objectives and when you take the first objective, you spawn at the first objective, take the second objective, spawn at the second objective, etc. Pretty much just like how every map works. I have not come across that kind of tutorial yet!
 

nymets1104

Active member
Dec 18, 2012
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Maybe someone can make a small tutorial on how to setup multiple objectives and when you take the first objective, you spawn at the first objective, take the second objective, spawn at the second objective, etc. Pretty much just like how every map works. I have not come across that kind of tutorial yet!

This is a matter of enabling and disabling different PlayerStartGroups in Kismet. If you have access to the TE-AttackDefend SDK Sample map you can see how this works. If Objective A gets captured, lock A, Enable B and at the same time, disable PlayerStartGroup1 while enabling PlayerStartGroup2... so on until map ends.
 

Dziga Vertov

FNG / Fresh Meat
Mar 22, 2013
165
1
0
Hey, I'm having an issue with covernodes where I have a gazillion that were originally set for climb up, and this is necessary as they are for trenches, yet for some reason at some point along every one of them has changed to not being climb up, and instead start displaying the little arrow pointing to the circle with the dot in it. Does anyone know what can cause this and hopefully some way to reverse the process?
 

Sgt.NightFire

FNG / Fresh Meat
Mar 26, 2006
717
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Give me suggestions how to fix PIE crash. Please.

It crashes when ever I try to open it.

I had a big crash as well yesterday, entire editor crashed as soon as i started it, it turned out my GameEngine.ini became corrupted in Documents\My Games\RedOrchestra2\ROGame\Config

If that doesnt fix delete all ini files (will be created again when you start the editor/game).

May i also also ask what your system setup is?
 

nymets1104

Active member
Dec 18, 2012
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Give me suggestions how to fix PIE crash. Please.

It crashes when ever I try to open it.

I ran into this on my first map also.

Roles are set up along with an objective and objective volume?

There are enough ROPlayerStarts for however many u have spawning?

Kismet set up with the ROPlayerStart Volumes and Objectives?
 

StmRtn

FNG / Fresh Meat
Aug 4, 2014
283
9
0
Finland
I had a big crash as well yesterday, entire editor crashed as soon as i started it, it turned out my GameEngine.ini became corrupted in Documents\My Games\RedOrchestra2\ROGame\Config

If that doesnt fix delete all ini files (will be created again when you start the editor/game).

May i also also ask what your system setup is?

Didn't help but thanks.

Intel Xeon E3 1230 v3

GTX 780 Ti

16 GB Ram

I ran into this on my first map also.

Roles are set up along with an objective and objective volume?

There are enough ROPlayerStarts for however many u have spawning?

Kismet set up with the ROPlayerStart Volumes and Objectives?

It definitely has something to do with this, because the crashing started right after kismet, pylons, rally nodes, spawns and objectives were set up.

EDIT: Deleting kismet, all objectives, playerstarts and volumes for them and after that making just one player start volume fixes this...

But which one of these causes the crash....

Open your Task Manager before opening the SDK and monitor RAM usage (pPerformance tab) sounds like you don't have enough RAM...

There is enough ram, PIE doesn't crash on any other maps....

Every player start volume needs 32 player start actors for 64 player game right ?.

What about tank spawn, if the tank has 3 roles (Commander, Driver and Hull Mg) does the tank spawn need 3 player start actors or just one for the tank ?.
 
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nymets1104

Active member
Dec 18, 2012
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Didn't help but thanks.
Every player start volume needs 32 player start actors for 64 player game right ?.

What about tank spawn, if the tank has 3 roles (Commander, Driver and Hull Mg) does the tank spawn need 3 player start actors or just one for the tank ?.

Not neccessarily 32 spawns, but all active spawn points combined would need to have 32 spawns

A Tank spawns a crew so you only need one per Tank

If deleting and recreating solved the problem...then please read below

Are you using Raycast simplification on all of your pylons?

Check out this thread: http://forums.tripwireinteractive.com/showthread.php?t=95226

Friend me on steam also and we can chat: http://steamcommunity.com/profiles/76561197973892756
 
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StmRtn

FNG / Fresh Meat
Aug 4, 2014
283
9
0
Finland
Not neccessarily 32 spawns, but all active spawn points combined would need to have 32 spawns

A Tank spawns a crew so you only need one per Tank

If deleting and recreating solved the problem...then please read below

Are you using Raycast simplification on all of your pylons?

Check out this thread: http://forums.tripwireinteractive.com/showthread.php?t=95226

Friend me on steam also and we can chat: http://steamcommunity.com/profiles/76561197973892756

Thanks. That raycast didn't solve the issue so the nuke went off and I had to rebuild the spawns. PIE is working now.
 

nymets1104

Active member
Dec 18, 2012
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Am I mapping for the wrong game? I have counted 5 maps released for KF2 and it has been out for a week! Is it that easier? Or am I just THAT slow? I spent 2 months on Come du Mont and almost that long making my first one!
 

®omano

Grizzled Veteran
May 14, 2009
4,196
218
63
France
www.hellsoldiers.tk
did you look what these 'maps' are? : garbage.

KF mapping is the same as RO2 mapping, same engine, same SDK.

edit: actually not exactly the same, but same SDK
 
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StmRtn

FNG / Fresh Meat
Aug 4, 2014
283
9
0
Finland
Is it possible to make RS emitters to work in RO.

As always, they show up in editor, but disappear when testing in workshop.
 

nymets1104

Active member
Dec 18, 2012
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Which one? I used the iwo ashes emitter in my first WF map. All assets should be available for any game type.
 

Twrecks

FNG / Fresh Meat
Dec 28, 2011
1,241
10
0
Ventura, California
RS extends RO2.

So... typically RS assets used in a RO2 map may not load during normal play even though the directory structure is there.

Solution, make copies and rename them to your map package. This includes all textures and materials assigned to the mesh/emitter. Material Instance Constants (MICs) can also be copied, and the material slots reassigned to the new materials in your map package. PITA yes, yet makes it reliable, especially for online.
 

StmRtn

FNG / Fresh Meat
Aug 4, 2014
283
9
0
Finland
RS extends RO2.

So... typically RS assets used in a RO2 map may not load during normal play even though the directory structure is there.

Solution, make copies and rename them to your map package. This includes all textures and materials assigned to the mesh/emitter. Material Instance Constants (MICs) can also be copied, and the material slots reassigned to the new materials in your map package. PITA yes, yet makes it reliable, especially for online.

Didnt know that this is possible for emitters, thank you.
 

nymets1104

Active member
Dec 18, 2012
2,432
24
38
USA
RS extends RO2.

So... typically RS assets used in a RO2 map may not load during normal play even though the directory structure is there.

Solution, make copies and rename them to your map package. This includes all textures and materials assigned to the mesh/emitter. Material Instance Constants (MICs) can also be copied, and the material slots reassigned to the new materials in your map package. PITA yes, yet makes it reliable, especially for online.

I believe HOTW extends RS so that would explain it, thanks!