Mandalore for SWGEmu based Emulators

Joined
Apr 14, 2015
Messages
30
#21
Hex is so not my thing will try the scene object thing aand see if i can get it that way.

https://www.myairbridge.com/en/?dl=1#!/download/file/69C7CIG359EA3Q4WBHOA

I moved the cave out and down a bit and can get in and out of it 9 times out of 10 if anyone else is having the same issue with darthcaedus cave.
 
Joined
Oct 17, 2014
Messages
65
#22
Also, if it's of any interest, I have planned the settlements/cities all around the outside areas of the map on purpose so that the planet could be used by players as an additional player city planet as well, I am sure you all know how to edit the proper files to make that work.
 
Joined
Oct 17, 2014
Messages
65
#23
If anyone else experiences any problems testing out Mandalore please let me know, and if you wouldn't mind re-share any modifications you do to the files I'd love to keep a record going...in the meantime I have begun the snapshot work on Geonosis.
 
Joined
Oct 17, 2014
Messages
65
#25
you can drop the elevator terminals just like you do decorations and they will stay when you save your server. That's the easiest way I know how to do it. I'll experiment with them in my Geonosis build and see if I can come up with a better attempt.
 

Lasko

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Feb 13, 2012
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277
#26
Bats said:
you can drop the elevator terminals just like you do decorations and they will stay when you save your server. That's the easiest way I know how to do it. I'll experiment with them in my Geonosis build and see if I can come up with a better attempt.
Definitely dont do it this way.....

Lets not start down that long, dark, hacky road please:)

Put it in a screenplay until the fix arrives....

function LokStaticSpawnsScreenPlay:start()
if (isZoneEnabled("lok")) then
self:spawnMobiles()
self:spawnSceneObjects()
end
end

function LokStaticSpawnsScreenPlay:spawnSceneObjects()


spawnSceneObject("lok", "object/tangible/terminal/terminal_elevator_down.iff", -8.469,-12,59.018,9995602,-0.707107,0,-0.707107,0)
spawnSceneObject("lok", "object/tangible/terminal/terminal_elevator_up.iff", -8.469,-20,59.018,9995602,-0.707107,0,-0.707107,0)
spawnSceneObject("lok", "object/tangible/terminal/terminal_elevator_down.iff", 75.4599,-20,58.9928,9995627,0.707107,0,-0.707107,0)
spawnSceneObject("lok", "object/tangible/terminal/terminal_elevator_up.iff", 75.4599,-50,58.9928,9995627,0.707107,0,-0.707107,0)


Obviously you'll have to change the details and cell id's to suit, but this is the better way. This was for an elevator with two floors but you can change however you like.
 
Joined
Oct 17, 2014
Messages
65
#29
kissofdarknes said:
ok sorry if this seems stupid but how do you figure out what cell something is in
I may be misreading your question, seems a little above my level. Each item and structure occupies a cell or several cells, that might be something you can figure out with an editor of some type. Maybe one of the guys above with way more stars than I have can better answer that.
 

Lasko

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Messages
277
#30
kissofdarknes said:
ok sorry if this seems stupid but how do you figure out what cell something is in
No such thing as a stupid question........

Shift+ctrl+g will bring up the debug window. This will have the cell No. you are standing in (or 0 for outside), plus all the other positional info.

Or:

/dumpZoneInformation (/dumpZ)
/dumpTargetInformation (/dumpT)

Enjoy:)
 
Joined
Apr 14, 2015
Messages
30
#32
finally found it i myself do not have imp_transitpilot so for those of you who don't the fix is easy go to managers then spawn managers and go to mandalore open and do a quick find of the above name and i replaced it with imperial_warrant_officer_ii
 
Joined
Oct 17, 2014
Messages
65
#33
I am stoked this has gotten so much attention. I am glad those of you using the new planet like it. Hopefully the custom NPCs and screenplays worked out well. I would have preferred to make better or more in-depth screenplays for the Bosses such as with adds and observers but that is slightly above my understanding until I take the time to study those types of screenplays anyway. If anyone decides to venture into creating those to make the Bosses more worthwhile encounters will you please share them with me? Thanks
 
Joined
Apr 14, 2015
Messages
30
#34
the custome scripts worked great i have only had a few minor issues with the planet but i have posted what i have done to fix it just have not gotten back around to the warrior bunker
 
Joined
Oct 17, 2014
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65
#35
kissofdarknes said:
the custome scripts worked great i have only had a few minor issues with the planet but i have posted what i have done to fix it just have not gotten back around to the warrior bunker
Awesome
 

Bats

Member
Joined
Oct 17, 2014
Messages
65
#36
I haven't heard any more from this, is Mandalore working out for those of you who decided to incorporate it?
 

Bats

Member
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Oct 17, 2014
Messages
65
#39
Awesome, I appreciate the feedback...I am working hard on Geonosis now and am stoked to be able to bring that to you guys as well. I'm open to suggestions as well...as before I am having a blast creating this stuff. Glad you like it.
 

Arioch

New Member
Joined
Apr 22, 2014
Messages
106
#40
Hey, Im setting it up, started it last night. Got it working right away as far as a usable planet. I am having issues with a couple things though...

1) Bad cells from a few of the caves keeping some npcs from spawning and firing errors all over startup

2) static spawns/lairs arent working I got the files for these to load up after some tweaks to get rid of some errors, but they still arent showing for some reason

3) FIXED, not sure what changed, I think I was in a hurry and decided to just teleport, may not have been an issue - Shuttles arent arriving and leaving/tickets are buyable but dont work (but admittedly, I havent tried anything to fix this one yet)

4) Destroy missions arent on the mission terminal

EDIT - FIXED! It seems I was still on Pub 6 and well that didnt cut it. :p First time experimenting with a planet and I think its great! Youve made something nice here, thank you for sharing!