I now started having this problem with the LTS and FFA variants of the map, but cooking them in another profile solved it. Again, this worked for the TD version eralier but no longer does, I’m worried that it will “spread” to the LTS and FFA versions too…
Posts made by Joley
RE: Issues when cooking map
Issues when cooking map
So I’ve got a map that I’ve been working on for a week. It supports TD, LTS and FFA game types. When I’m updating the .udk files and cook, the LTS and FFA maps are updated, but the TD map remains the old version. If I open the TD file and save it with a new name, then add it to the profile and cook, then I can open the “new” map but still not the old one. I’ve tried removing and adding the map to the profile, cooking it in another profile (which has been a solution for a few days but now stopped working), restarting the SDK Frontend and doing all of those, and nothing works. It’s really irking me. Has anyone had this same problem?
RE: How do I work with pylons?
Thanks for the answer. I had a look at the Map info and Prioritize Navmesh was checked, the pylons I used were however not using the Recast option. In the meantime since asking I have already used the standard build in “apple” path nodes and I’ve had okay results with them, but I may go back and redo it using pylons if this would indeed improve the AI pathing.
RE: How do I work with pylons?
Apples are path nodes for base, non-Chivalry UDK, so I guess it’s not impossible that they are to be used in combination with the pylons… I’ll try it out and see if anything happens. Do the TBS maps have pylons at all? None of the levels I’ve checked seem to use them.
How do I work with pylons?
The only way I’ve ever had the bots traverse my levels in a remotely sensible way has been with only one pylon, at the center of the level, sized up. Using several of them, as with path nodes in the base UDK editor, only results in the bots moonwalking all over the place. The few things I’ve gathered from others is that pylons should see but not intersect with each other, and that they connect either to the terrain or a static mesh. Again, this only makes the AI moonwalk. I feel I must miss something here, and I can’t find any guides whatsoever about this aspect of level creation. Does anyone have anything they could share, or some general guidelines for how to make bot navigation work?
Only one team spawns when using AddBots
Hi, I’m having some difficulties with a map I’m making. I’ve got one spawn point per team but when using AddBots it only spawns units in Agatha. When I play in UDK both teams spawn but as soon as I cook and start the map in Chivalry I encounter this prblem. Has anyone else had this problem and found a solution to it?
This is a map I’ve been working on for a few days, I’m still in the blocking phase but I think it’s time to try and get some feedback on it. If anyone is interested in trying it out, subscribe to it at http://steamcommunity.com/sharedfiles/filedetails/?id=239102821
It’s a relatively small Team Deathmatch map recommended for about 12 players. It’s also my first map for Chivalry.
- I’ve got a buch of spawn points around the map but the teams only seem to be spawning at one each. What am I missing? Some kind of indexing?
- It pretty ugly. Later on I will put some time into prettifying the level, but I wanted to get some feedback on it in case there are major changes to be made. All feedback and ideas would be appreciated.
I would love all the feedback I can get!
RE: BSP and landscape losing their material when cooking?
I found the issue, if anyone else experiences the same problem: Some materials seem to survive cooking and other don’t, to me it seems random. All materials saved in a new package, however, will work. Creating your own materials and saving them in a new package seems to be reliable.