Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: Zero Angel on August 16, 2009, 01:48:37 PM

Title: CPU recycler doesnt deploy on my map
Post by: Zero Angel on August 16, 2009, 01:48:37 PM
I made an MPI map a long time ago for PB3, however now when I try to play it in TA5, the AI team doesnt doesnt even deploy their rec. Now since normal MPIs work I was wondering if something has changed, like if theres a new required pathpoint (I have Recycler, RecyclerEnemy, Tank and Turret pathpoints), so i'm perplexed.

Is there something new I must do in order to get my map to work with the newer 1.3's?

It's hosted here:

http://zeroangel.overminddl1.com/misc_files/mpieveningstar.zip
Title: Re: CPU recycler doesnt deploy on my map
Post by: AHadley on August 16, 2009, 02:16:39 PM
Did you check that the AIP it's using is still valid? I know it's a rather silly suggestion, but often the toughest of problems are caused by the simplest of things.
Title: Re: CPU recycler doesnt deploy on my map
Post by: Red Devil on August 16, 2009, 03:55:36 PM
Add this to your Recycler(s), but set it to false:

[DeployBuildingClass]
DoExtraBuildzoneCheck = true // false = 1.0 .. 1.3pb1 behavior, true = pb2 .. current
Title: Re: CPU recycler doesnt deploy on my map
Post by: Commando on August 16, 2009, 04:04:40 PM
I believe the AI recycler (*vrecycpu) has that set to false already in the odfs Red.
Title: Re: CPU recycler doesnt deploy on my map
Post by: Zero Angel on August 16, 2009, 04:11:29 PM
I believe the map loads mpinstant.dll -- I have not configured it to load any unique AIPs. I assume that it will load stock AIPs.
Title: Re: CPU recycler doesnt deploy on my map
Post by: ScarleTomato on August 16, 2009, 04:25:42 PM
the pathpoint is too close to the hill or the pool, move it closer to the open area

here's the fixed one
http://stu.cbu.edu/~myarbrou/MPIEveningStar.zip

Nice map BTW
Title: Re: CPU recycler doesnt deploy on my map
Post by: Zero Angel on August 17, 2009, 04:02:37 PM
So it was just that huh? Thanks for the fix  :-)