Mandalore for SWGEmu based Emulators

Arioch said:
You all might not be aware, but there are holes in the terrain where caves used to be and such. If you havent already, place a large object over them so that you dont have ugly holes for no reason mucking up the place. Just fyi.

This will happen anywhere folks remove bunkers/caves etc from the snapshot file and don't edit the terrain file accordingly.

Equally, when adding new bunkers and caves etc, you should edit the .trn to make a new hole in the surface shaders to avoid seeing the existing terrain as you enter (especially on caves), and remove the radial flora from around the entrance otherwise it'll look cheap n nasty as you enter.

Looks like another guide coming up then, if folks are interested that is:)
 
Hi Guys,

I am having a few teething issues I think the files are in the correct places etc but my mobs seem to be spawning in the middle of the planet at 0,0 at the moment. Not sure what's wrong to be honest.
 
Ive fixed a ton of things on this, its pretty much complete and ready for editing to fit on anyones server. A few more things to finish up, then Ill pass it on to Lasko to put in his repo for whoever wants it.
 
Arioch said:
Ive fixed a ton of things on this, its pretty much complete and ready for editing to fit on anyones server. A few more things to finish up, then Ill pass it on to Lasko to put in his repo for whoever wants it.

Awesome thank you dude thank you very much!
 
unixdude007 said:
Arioch said:
Ive fixed a ton of things on this, its pretty much complete and ready for editing to fit on anyones server. A few more things to finish up, then Ill pass it on to Lasko to put in his repo for whoever wants it.

Awesome thank you dude thank you very much!

Yes thank you sir, it will be cool to see the hard work, also hope to learn more from this example too (noob content creator that I am)
 
drdax said:
unixdude007 said:
Arioch said:
Ive fixed a ton of things on this, its pretty much complete and ready for editing to fit on anyones server. A few more things to finish up, then Ill pass it on to Lasko to put in his repo for whoever wants it.

Awesome thank you dude thank you very much!

Yes thank you sir, it will be cool to see the hard work, also hope to learn more from this example too (noob content creator that I am)

Hi- Dax here checking back in.. is there a place I should look to download please and thank you!!
 
I am struggling to get the POI's to show on the client. I have amended all the files to match the same structure exp_man-....

I have placed the badgeAreas statements in planent manger with the correct badge id numbers but they are not showing. Any idea's what I could have missed?


Many thanks

Gyran
 
Arioch said:
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!


I got the number 4 problem. The missions aren't on the mission terminal.
Anyone got a fix for this?.
I also got the same problem for bazaar terminal. It starts but just close very quickly, like not working well.
 
Aeryna said:
Arioch said:
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!


I got the number 4 problem. The missions aren't on the mission terminal.
Anyone got a fix for this?.
I also got the same problem for bazaar terminal. It starts but just close very quickly, like not working well.

make sure you create in your mobile/spawn/destroymission folder.... mandalore_destroy_missions.lua 
make sure it is added to your mobile/spawn.... serverobjects.lua

As langelusse said the planet .ws is quite corrupt.. I had to recreate lots of buildings such as shuttleports and starports to get it to work properly.

You might want to look at what missions are listed on the destroy missions too as there was a lot of spawns not configure on my server.
 
I can't find which file is managing the "destroy_missions luas" to add a new.

Really, which archive is managing the AddDestroyMissionsGroup commands??

Where's that Serverobjects.lua? Is there on Server or Client Side?. Is not that a Serverobjects.lua??.

Thank you.
 
Core3/MMOCoreORB/bin/scripts/mobile/spawn/destroy_mission/

that is where your mandalore destroy mission should be..

Core3/MMOCoreORB/bin/scripts/mobile/spawn/serverobjects.lua
is the server objects file that controls both spawns and destory mission..

As I said previously check the mandalore_destroy_missions.lua because some mobs might not be in game for you so will not spawn
 
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