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"
Last edited:
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!
Where do you get that file ?
Give me suggestions how to fix PIE crash. Please.
It crashes when ever I try to open it.
Give me suggestions how to fix PIE crash. Please.
It crashes when ever I try to open it.
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?
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?
Open your Task Manager before opening the SDK and monitor RAM usage (pPerformance tab) sounds like you don't have enough RAM...
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
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.
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.