Team 1 main flag: entry 64
Team 2 main flag: entry 65
Additional team 1 flags: spr_headquarters_flag_red*
Additional team 2 flags: spr_headquarters_flag_blue*
Neutral flags: spr_headquarters_flag_grey*
*Not sure I got the names entirely correct, and I might have messed up which one is team one and team two... erm, as long as you don't use the "code_only" things you should be fine.
Finally, place all entry points from 0-63 around the flags (so that all flags has at least one entry point next to them) including the main flags. People will automatically spawn on entry points close to their selected flag - entry_no doesn't matter as long as it's between 0 and 63.
How do I add those invisible barriers? The ones which make it so people are blocked from climbing up a really steep cliff?It's called mm_barrier or something like that.
you have to place each team spawns as one group. Maybe you placed somewhere all around the defenders the attacker spawns?
I'm having some issues with entry points (again...).
One one side, I have entry points 0-31, and on the other side, I have entry points 32-63. When testing it, however, it is not rare that you spawn on the side that should be the spawn of the opposite team.
Any tips?
Be sure that the spawns are at the map ends. If there is a neutral flag aka. entry point between headquarter flag and map end it could cause those spawn problems.I'm having some issues with entry points (again...).
One one side, I have entry points 0-31, and on the other side, I have entry points 32-63. When testing it, however, it is not rare that you spawn on the side that should be the spawn of the opposite team.
Any tips?
I've got the same problem on my map in conquest mod. On my map, I've got 6 flags but i want that all spawn points of the team 1 gather on the main flag 1 and all the spawn points of team 2 gather on the main flag 2.
Team 1 : 0 - 31 (and 64 = Team 1 flag)
Team 2 : 32 - 63 (65 = Team 2 flag)
Sometimes, people of the faction 2 spawn on the points of the faction 1.
Any ideas ?
Be sure that the spawns are at the map ends. If there is a neutral flag aka. entry point between headquarter flag and map end it could cause those spawn problems.I'm having some issues with entry points (again...).
One one side, I have entry points 0-31, and on the other side, I have entry points 32-63. When testing it, however, it is not rare that you spawn on the side that should be the spawn of the opposite team.
Any tips?
I've got the same problem on my map in conquest mod. On my map, I've got 6 flags but i want that all spawn points of the team 1 gather on the main flag 1 and all the spawn points of team 2 gather on the main flag 2.
Team 1 : 0 - 31 (and 64 = Team 1 flag)
Team 2 : 32 - 63 (65 = Team 2 flag)
Sometimes, people of the faction 2 spawn on the points of the faction 1.
Any ideas ?
Maybe some of the prussian entry points are too far at the map end. You know there's usually a buffer zone you can't enter?SpoilerBe sure that the spawns are at the map ends. If there is a neutral flag aka. entry point between headquarter flag and map end it could cause those spawn problems.I'm having some issues with entry points (again...).
One one side, I have entry points 0-31, and on the other side, I have entry points 32-63. When testing it, however, it is not rare that you spawn on the side that should be the spawn of the opposite team.
Any tips?
I've got the same problem on my map in conquest mod. On my map, I've got 6 flags but i want that all spawn points of the team 1 gather on the main flag 1 and all the spawn points of team 2 gather on the main flag 2.
Team 1 : 0 - 31 (and 64 = Team 1 flag)
Team 2 : 32 - 63 (65 = Team 2 flag)
Sometimes, people of the faction 2 spawn on the points of the faction 1.
Any ideas ?[close]
I took Minden in conquest mod and modified itSpoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fnsa32.casimages.com%2Fimg%2F2013%2F01%2F27%2F130127065309711217.jpg&hash=21b369b621626843a753295f566eb6988ad7b539)[close]
All the French entry points are in the basecamp and all the Prussia entry points are in the fort.
The goal was if French ppl decided to spawn on the 2nd flag, they automatically spawn on the main base. For prussia, same thing but in the fort.
It worked fine with France and not with Prussia.
Just filter it on last eddited/updated and you should find it.
uhm I've been wondering for a long time about something in the editor. there is next to then scene objects,etnry points etc another option called Pasage. I would like to know what this is and how it works :P anyone knows ?
Have you people even played Native? Jesus.Honestly NW has a huge about of players who bought warband to play the DLC. It's not a surprise that most haven't.
Have you people even played Native? Jesus.
uhm I've been wondering for a long time about something in the editor. there is next to then scene objects,etnry points etc another option called Pasage. I would like to know what this is and how it works :P anyone knows ?
Its just a guess that might help you, but in some modules, you can go to a door and hold ''F'' on it and you will get TP'd to a different place in the map (Used for the out/inside of castle's for example, used allot in PW), and I think it has something to do with that, but there is a chance its completely wrong :p
-Dekkers
Have you people even played Native? Jesus.
Have you people even played Native? Jesus.Enlighten us, instead blaming us! It's a good question (and me either couldn't answer). :o
Passages
These are points at which the player, when facing the BLUE FRONT of the passage, can jump to another scene (or a different point in t he same scene). Which scene it is is defined in module_game_menus.py.The Entry Point defines the Entry point the player will come in at in t he new scene, and the Menu Item defines which scene the player goes to.
In ALL CITY SCENES (Castle, Tavern, Streets, Shop)
0 - Castle
1 - ----
2 - Castle
3 - Town Centre
4 - Tavern
5 - Shop
6 - Arena
In castles;
0 - Inside
8 - Courtyard
If you've ever played singleplayer, you more than likely have walked in the towns. In towns, you can walk inside several buildings, by entering the building. This is done with passages. When activating a passage, it loads a new scene, for example a tavern. In multiplayer changing from one scene to another is not possible, but teleporting between two passages is, much like in PW.
Quote from Exilian forum (http://s9.zetaboards.com/exilian/topic/467530/1/)QuotePassages
These are points at which the player, when facing the BLUE FRONT of the passage, can jump to another scene (or a different point in t he same scene). Which scene it is is defined in module_game_menus.py.The Entry Point defines the Entry point the player will come in at in t he new scene, and the Menu Item defines which scene the player goes to.
In ALL CITY SCENES (Castle, Tavern, Streets, Shop)
0 - Castle
1 - ----
2 - Castle
3 - Town Centre
4 - Tavern
5 - Shop
6 - Arena
In castles;
0 - Inside
8 - Courtyard
Guide found on the taleworlds thread for scening: http://forums.taleworlds.com/index.php/topic,163368.0.html
Took me half a minute to find...
Did you remove all entry points to be sure? Did you test it in Siege Mode (not Editing Mode)? There is a flag pillar prop what looks exactly like the flag spawning from entry point 66, don't use/place that! It causes problems with entry point 66.
does anyone know how to make the mm_ship work properly?
i tried it just seems to spawn without controls, i also checked the maps where they are used but i can't see what makes them work
Hey so I have a problem with entry points
So I type in 0 and when I place it on the ground it changes to entry point 1 ...
It screws up my spawning points And I haven't figured out how to fix it :/
Is there a Page that explains all the mm_weather_...... ??? :)
I wish to know Fog specifically :)
Is there a Page that explains all the mm_weather_...... ??? :)
I wish to know Fog specifically :)
http://forums.taleworlds.com/index.php?topic=228008.0 (http://forums.taleworlds.com/index.php?topic=228008.0)
Can anyone explain me which things cause lagg?
I made map for 33rd siege (Look below) but it laggs allot. I got quite some water but the props are minimal and in overal the map is quite simpel. The size is quite big though, but I just took the original size so it shouldn't be to much of a problem? Please help!The map(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F884110885623738529%2F61BCD20A23BA34E9A9E1073DB823F3E925A9915B%2F&hash=ac773dd1e25445d623d2f081b257b9ca4c33776e)[close]
how the hell im making the boats sail, i custom map i mean, i tried to make a map with ships but they cant move please answer
how the hell im making the boats sail, i custom map i mean, i tried to make a map with ships but they cant move please answer
if you mean the mm_ship then just set the Var 1. to 1 if you mean the larger ships (the ones with sails) they can't move
Amit. I sent you a PM 2 days ago with all the info ;)
Some mapping/scening setups changed/added with the new patch?
Hm, why have then some ships from the new maps both variations with 1 (I mean Var2 didn't need a number other then 0 before)?
That's why I was asking, maybe they missed to inform us then. Maybe like they forgot to update the server files! ;DHm, why have then some ships from the new maps both variations with 1 (I mean Var2 didn't need a number other then 0 before)?
No clue, I haven't seen anything about it on the changelog.
Ah thx for enlighten me, Olaf! :D
How long will Vince be not there? That's a bit odd on a release day! :o
-How and where do I change the name of the spawnpoints? It's scripted, you can't change that via editing mode. Annoying, yes.
I have been working on a map, however i have run into a problem, where my swivel guns always end up about a foot above where i placed them (the wall), does anyone have any ideas as to what i could do?
I have been working on a map, however i have run into a problem, where my swivel guns always end up about a foot above where i placed them (the wall), does anyone have any ideas as to what i could do?
i found that too TMK the only think you can do is lower the swivel gun, and with a bit of trial and error get it to the right height
Go into ''Editor'' mod with with your map.
Place a ship (MM_Ship ... something like that) where you want it to spawn.
Then add a (MM_Ship_(Something)_Controllable), just get it close to it, that will do.
Give the MM_Ship_..._Controllable Var 1. Do the same for the ship.
Go into ''Battle, siege'' what so ever and remove the old mm_ship_..._Controllable objects, not being in the right place.
Done.
[Snip]
I have tried that however, it just put it right back up to about a foot above the wall :(
Ok thanks, what about cannons, they have all these parts and I'm confused.
Edit: And how do I make those 'F' Actions that tp you to to rooms or places?
I'm starting to try to make maps and I've got some plans. :)
Sorry if this question was asked before, but is it possible putting on clothes on the dummies that stick to them?
Because when the dummy is destroyed the clothes stay hanging in the air...
And are there any tips on how building a house fast? Took me a hour to build all the walls,windows and such... :-\
Ahhh thanks, I just wanted to practice against officer aimingSorry if this question was asked before, but is it possible putting on clothes on the dummies that stick to them?
Because when the dummy is destroyed the clothes stay hanging in the air...
And are there any tips on how building a house fast? Took me a hour to build all the walls,windows and such... :-\
1: You can't attach them, simply don't cloth the dummies.
2: Practice.
If you edit say Ambush (Day) Into ww1 trenches how do you get the map the work on servers?
Hi guys!Use the tool, you have map size, terrain, vegetation parameters here http://mbcommands.ollclan.eu/terrain/#0x00000001324000000005194a000041ef00005ae800003c55
I'm trying to edit some scenes so I could help some modders...
I only have a pair of questions.
How do I set down all the parameters of a custom map in order to create a plain without those damn hills I hate so much?
And more, how can I enlarge a custom map?
So I've made a siege map and I have everything I want in (walls, redoubts for attackers, and scenery) but I'm having trouble as to how to add artillery and spawn points.
Entry points are items that have designated scripts attached to them. Select 'Entry Point' from the drop-down menu and press 'Space Bar' so you can see the entry point. We'll start with spawns.
For team one spawn, you need to place 32 entry points in the location you want them to spawn in. Like so:
You then need to right click each entry point you laid down and edit the variable, giving each one a number from 0 to 31.
For team 2, you lay down 31 entry points where you want them to spawn and name the first one '32' up till '63'. So the basic concept is :
Team 1: 0-31
Team 2: 32-63
search for this item in the list: mm_spawn_with_cannon
var1 = spawn limitation;
1= Spawn with cannons only
2 = Spawn with rockets only
How do I use ground color paint? EX: add blood on the ground, When I go into ground color paint it does not let me place anything. I have seen this done on several maps and would like to know how its done, Note that this is NOT ground texture paint I want to know about, Any help would be nice :)Here's a tutorial (http://mbmodwiki.ollclan.eu/Scene) made by me that covers that(well in reference to the ground texturing), but basically the sliders on the bottom represent RGB (http://en.wikipedia.org/wiki/RGB_color_model) colours so just use the sliders to get your wanted colour, adjust the radius to 2-3 for small areas 10+ for larger and right click on the ground to paint the world.
Hello I need some help again.... I have been making a siege map that has a fort in the middle of a forest, The problem is the trees.....Every tree is mm_pine_copy. Half of the trees can be seen fully from any point of the map but others for some reason can only be seen as sticks from anywhere on the map and are only full trees up close, I'd like to know how I can fix this because its not going to look good with half a forest nice trees and the other half big wooden sticks.
I have found myself facing something countless times and its not just for the custom maps, When you go to edit a custom map and flatten everything out then change the ground texture from the normal to lets say snow, There is a lot of green/brow patch's left on the ground. If anyone can tell me how to fix this that would be great!
HelloAre you paying for a server to be hosted? Or hosting it yourself?
I have a question about adding custom maps into the server. For the past 2 weeks I've been looking around to find some way to add custom maps into my server. I co-host a linebattle on Fridays and I was wondering if there is anyway to add custom maps so then we can play on it. As of now I'm not sure how to put maps into the server and I'm also going to be using already made maps for the event. It would be appreciated if anyone can help me.
00t_Kcblue
Hey guys
just trying to make some scenes but i stumbeld up to a problem. you now when you place down a prob you can change the direction whit the Y,Z,X etc. but how do i move it again like for one example to the other side of the scene?
Stein
And onother question i tried to give my map to a frend but when he tried to load it on a server it didnt downloaded and the whole server crashed. maybe i gave him the wrong files. i gave him the terain code and the scene file. :-\ what shouold i do now...I believe you gave him the correct files and if he put them in the right spot it should work, did he put the scene file in the SceneObj folder and replace the existing terrain code with the new one?
I have found myself facing something countless times and its not just for the custom maps, When you go to edit a custom map and flatten everything out then change the ground texture from the normal to lets say snow, There is a lot of green/brow patch's left on the ground. If anyone can tell me how to fix this that would be great!
Same problem for me no way to fix it :-\
This is somewhere but I have no idea where....So I'm taking the lazy way out :P Does anybody know the variables to make weather work? I mean all of them not just "Well just type random things and it will work". If you can provide me with any of the variables then that would be great!.....I hope its variables :P
Standard is 0, that means "no rain". 100 means "it rains cats and dogs".(fog is the reverse) (and remember to restart the map so the change loads)
How would I make a map where the spawns are in different locations for different gamemodes?Just copy paste the scenes details and make several versions of the same scene. I doubt it can be done on one scene without having to switch the scene on the server.
Hello, i am trying to add a custome map to my FTP server to add to rotation, I have the .sco file but when added to the server it comes up differently when is this? is there some coding i need to change ?In what way is it different? Is the terrain different? In that case you'll have to change the terrain code as well.
How do i add smoke or fire to a building?
whenever I try to change the terrain I crash :'(
Ok so im Mapping in North and south re doing the Alamo map and just tailoring it to a request is it possible to make walls indestructible if not whats something i can put there not to replace the wall but to stop the cannon ball?
Also what would cause ladders to break they can be raised but when raised cannont be lowered or walked on as if the game does not recognize them
Urgent response requested
Restart the map and the gras should be fixed i think
What kind of grass do you mean, if you mean the grass which is a little higher its just a prop
It could be a probleme with the kind of ground texture you used to paint, if you used the sand kinda thing your obviously not seeing any grass
Anyone can help me :( ?
There is no way to change the map to a custom one that I know of, make sure you replace your server files with the new map ones by uploading it to the ScnObj folder in your server files. The server must start out on the map or have it set in rotation for it to change to the map.
I have a question about the landscape outside the map edges. Lets say I want a very flat map and when I look out to the horizon all I would see is this flat landscape outside the map borders.
Is it possible to modify the landscape outside the map edges and if so how?
Not sure if this has been asked or answered but I will give it a crack.Place an entry point and in its variable slot put 66, if not rename the entry point to 66, this will spawn your flag.
I am good at doing battle maps and etc., but I have recently tried to make a siege map and its coming along very well. I have one problem:
I deleted the map of its contents made it flat blah blah blah, built the fort and its surroundings and all I have left was the old map's capture flag. I first tried moving it where I built the fort and saved it. I restarted the map to continue work and it was back where it was. I tried this method a few more times and all the same. I tried to delete it and place my own and when I saved and came back the flag was still there but it had moved tried it again and the same result. The props are called spr_headquarters_pole_code_only and spr_headquarters_flag_swadian. I need help on either replacing this issue or at least fixing where I can get it to stay in one position after a save.
Thanks, Polar.
When you want to make a map, there is 2 possible edition mods: the "edit mod" and what I would call the "usable" mod. When you start your map, you will have to choose between all the classic mods (capture the flag, siege, commander battle...), that's what I call the "usable" mod. You will use this mod to test your map. But there is also a last option called "edit mode", made specifically for editing your map.Bravo, all the confusion explained right here. If you're editing any sort of map, always use the edit mode. :P
The "edit mode" is made for editing, while the "usable" is made for testing. Why? Because all interactive props that you see in "usable" mod are NOT those that you set in edition mode. Basically, if you set a cannon in edit mode, when you go in usable mode you will see that your actual cannon (a bit bigger) is placed at -30000 under the ground, and was replaced by a usable cannon with different parts. That's the same for the flag. The entry point 66 is replaced by a banner pole (spr_headquarters_pole_code_only) and a flag (spr_headquarters_flag_swadian). Moving those objects is pretty pointless as they are not integrated in your map but generated at game start.
So your problem there is that, instead of using the "edit mode" you used the "usable mode". Now just go in "edit mode", find entry point 66 or create one (it corresponds to your flag) as Conway said.
By the way, for a siege map, don't forget that at the beginning of the round, all players will spawn at entry point 0 (defender) or entry point 32 (attacker). Therefore place those entry points in an open space with enough room for everyone.
Been trying to make a spooky/scary map for a Halloween battle and need some help here. So far I can get the weather to be really dark but I cant add fog as well to the equation. Could someone help me out with the fog?Place down the mm_weather_fog prop and then edit the variable 1. It goes from 1-100, 1 where its almost impossible to see and 100 with no fog at all!
Ok I tried it in native just to test it and it works fine and simply transferring the map across doesn't work, so I made the map work fine in native but as soon as i have to transfer it to nw the lights halt working :/
Yeah i realized this :p I used glow_a and glow_b instead thanks though :DOk I tried it in native just to test it and it works fine and simply transferring the map across doesn't work, so I made the map work fine in native but as soon as i have to transfer it to nw the lights halt working :/
Think I read a statement once by someone from FSE which says they gave up on dynamic lighting for NW as it's not implemented well in M&B.
I have a bit of a problem with entry points on a Battle map I am trying to make. So I did it how it was supposed to be in the tutorial. On one side spawn points 1-31, and on the other spawn points 32-63. But for some reason only the 32-63 ones spawn correctly. The rest swpawn outside of the area where I want them to spwan. Any help please?
*Modified* now they spawn inside the area where I want , but they all spawn on the same side. How do i fix it ?
I have a bit of a problem with entry points on a Battle map I am trying to make. So I did it how it was supposed to be in the tutorial. On one side spawn points 1-31, and on the other spawn points 32-63. But for some reason only the 32-63 ones spawn correctly. The rest swpawn outside of the area where I want them to spwan. Any help please?Fixed I just had to restart the map :)
*Modified* now they spawn inside the area where I want , but they all spawn on the same side. How do i fix it ?
I have a bit of a problem with entry points on a Battle map I am trying to make. So I did it how it was supposed to be in the tutorial. On one side spawn points 1-31, and on the other spawn points 32-63. But for some reason only the 32-63 ones spawn correctly. The rest swpawn outside of the area where I want them to spwan. Any help please?Fixed I just had to restart the map :)
*Modified* now they spawn inside the area where I want , but they all spawn on the same side. How do i fix it ?
Did that too :)I have a bit of a problem with entry points on a Battle map I am trying to make. So I did it how it was supposed to be in the tutorial. On one side spawn points 1-31, and on the other spawn points 32-63. But for some reason only the 32-63 ones spawn correctly. The rest swpawn outside of the area where I want them to spwan. Any help please?Fixed I just had to restart the map :)
*Modified* now they spawn inside the area where I want , but they all spawn on the same side. How do i fix it ?
I still think you need to have entry point 0 for team1 spawns to work properly.
So I mapping for a multi-reg event.
And I wish to set the map at night, and maybe rain.
But I don't know how to do that, is it in the terrain code? or some object.
Only edit scenes in the "scene edit" gamemode, or you will screw up your map (cannons, walls, windows etc etc)
- Testing of map settings and what not should be in any other gamemode. ( But dont save your map in this gamemode then! )
- Never place bushes as scene props! use the "flora" plant types. This saves performance.
- Place trees as scene prop; In the future we will have destructible trees which will need them placed as scene props.
- To place walls more easily;
To make objects have the same direction; first rotate one, then store its direction (press leftShift+R),
Then select other objects and load stored direction(press R).
- Don't use the scene edit mode while testing the map, it ****s up the lightning effects and whatnot.
- Don't invert destructible objects
-------------------------------------------------------------
Prop settings
# Weather scene props
mm_weather_time # var1 = time of day 0-23; Default = 15 (hours)
mm_weather_rain # var1 = rain type; 1 = rain 2 = snow, var2 = rain amount 0-25
mm_weather_clouds # var1 = cloud amount 0-100; Default = 30
mm_weather_fog # var1 = fog distance in meters * 10 where fog completely blocks visibility. 1-127; 0 = default (no fog)
mm_weather_thunder # var1 = thunder type: 0 = none 1 = thunder only 2 = thunder & lighting,
# var2 = thunder frequency 0-100 ; the higher value the more thunder
mm_weather_wind # var1 = flora_wind_strength in % 0-100; Default = 14
# var2 = water_wind_strength in % 0-100; Default = 14
# Door settings;
Var1 = Team ownership and Open/close rotation reversed; IMPORTANT; This is a special case.
You can enter two numbers, the first number will be the Open/close reversed., second will be team ownership.
examples:
10 = (reversed rotation, any team can open)
11 = (reversed rotation, owned by team 1)
12 = (reversed rotation, owned by team 2)
1 = (no reversed rotation, owned by team 1)
2 = (no reversed rotation, owned by team 2)
0 = (no reversed rotation, any team can open)
var2 = linkage with wall; choose a identity between 1 and 127, any walls with that same identity will delete this door when reaching critical prop destruction.
# Wall settings
var1 = window spawn setting;
1= Rich type glass
2 = Broken normal type glass
3 = Broken rich type glass
4 = Don't spawn any window,
All else normal glass type is spawned.
var2 = linkage with cannon; choose a identity between 1 and 127, any cannons with that same identity will be deleted when reaching critical prop destruction.
# cannon settings.
var1 = rotation limit 1-127 degrees in each direction. 45 means it can rotate 45 degrees in each direction.
var2 = linkage with wall; choose a identity between 1 and 127, any walls with that same identity will delete this cannon when reaching critical prop destruction.
spr_mm_spawn_with_cannon # If added to the map artillery sergeants spawn with the cannon. and rocketeer troops spawn with rocket placement. unless var 1 is set;
var1 = spawn limitation;
1= Spawn with cannons only
2 = Spawn with rockets only
spr_mm_spawn_restrictions # If added to the map and set the Var1 correctly you can restrict the players to only spawn as either infantry to Cavalry.
var1 = spawn restriction;
1 = Infantry only
2 = cav only.
spr_mm_ship # controllable boat
var1 = Enabling boat to be controllable
1 = Enable controlling
mm_disable_explosives # If this prop is in the map, the sappers cannot place explosives.
-------------------------------------------------------------
Siege Setup:
Defender Flag = Entry point 66
-------------------------------------------------------------
Conquest Setup:
Make sure to place the correct entry points in the correct game mode.
Entery Points - Place the entry points near the flag you would like the team to spawn.
Entry point 64 = Team 1 flag
Entry point 65 = Team 2 flag
Scene Prop - Flag scene props for either team to cap.
headquarters_flag_red" - Team 1 Flag
headquarters_flag_blue" - Team 2 Flag
headquarters_flag_gray" - Neutral Flag
-------------------------------------------------------------
All Outer Terrains:
outer_terrain_plain
outer_terrain_steppe
outer_terrain_snow
outer_terrain_desert
outer_terrain_beach
outer_terrain_desert_b
outer_terrain_town_thir_1
outer_terrain_plain_1
sea_outer_terrain_1
outer_terrain_castle_9
-------------------------------------------------------------
Scene Codes:
0x0000000330004563000d23480000074800005c49000021c5 -biggest map size possible. flat plains, without plants,without river.
0x000000033999062e800d234800004cca80004479000003da -biggest map size, flat plains, with plants, random. river.
0x000000034c59062e800d23480000067f80004cb1000003da -biggest map size, flat snow, with plants(forest), random. river.
0x0000000346d9062e400d234800006bc080004cb1000003da -biggest map size, flat snow, with plants
0x000000034c79062e400d234800006bc080004cb1000003da -biggest map size, flat snow, with plants(forest)
0x00000003cc79062e000d234800006bc000004cb1000003da
0x000000033c79062e400d234800006bc080004cb1000003da -biggest map size, flat plains, with plants(forest)
0x000000033c79062ec00d234800006bc080004cb1000003da -biggest map size, flat plains, with plants(forest), river
0x000000035c79062e000d234800006bc000004cb1000003da -biggest map size possible, desert, without plants,without river.
0x000000032c79062e000d234800006bc000004cb1000003da -biggest map size, flat steppe, with plants(forest)
0x000000032739062e800d234800006bc000004cb1000003da -biggest map size, flat steppe, with plants, river, random
0x0000000020000500000d2348000009e40000452d000004b2 -steppe biggest
So i've been putting together a large map, it's about twice/thrice the size of a normal map(in actual terrain size, not kb). I keep finishing it, but every time it's done, and i save it and close NW, it's gone, as in i boot it up again and it's reverted back to original? this is really infuriating, does anyone have any idea what i'm doing wrong
It was much more simple than that, turned out i wasn't running the game in admin mode, so it couldn't edit/replace the files in it's directorySo i've been putting together a large map, it's about twice/thrice the size of a normal map(in actual terrain size, not kb). I keep finishing it, but every time it's done, and i save it and close NW, it's gone, as in i boot it up again and it's reverted back to original? this is really infuriating, does anyone have any idea what i'm doing wrong
Check if the map that you are editing is using a random map scenecode.
Hi there, I would like to ask a couple of questions...Q1: No that would involve scripts or something like that I belive and it would not be universal.
Q1: Is there any way to re-name conquest capture points? (Say from "Maker's Village" to "Hillside Fort")
I usually play around with existing ones as I don't like creating new ones, but I would rather like to customise their names at least :)
Q2: Is it possible to load a map that was not originally meant for Commander Battle mode as such? Does it need any specific props in order to be recognised as a Commander Battle map?
Q1: No that would involve scripts or something like that I belive and it would not be universal.
Q2: Yes for example re-name your map to river crossing and it will be that map. There is no prop from what I know.
Involves the module_strings.txt editing (not sure if server compatible)Hi there, I would like to ask a couple of questions...Q1: No that would involve scripts or something like that I belive and it would not be universal.
Q1: Is there any way to re-name conquest capture points? (Say from "Maker's Village" to "Hillside Fort")
str_mp_russian_village_flag_1 Logger's_Village
XYZ and B are your keysI'm not looking for items positioning but the the point of view. For example by using your directional keys you can go forward, backward on the right and on the left and by pressing the C key you go down, but I don't find the key to go up.
EXYZ and B are your keysI'm not looking for items positioning but the the point of view. For example by using your directional keys you can go forward, backward on the right and on the left and by pressing the C key you go down, but I don't find the key to go up.
Hi, I do not understand why did they implement the "Passage" item. There already is a prop which blocks players, it's called barrier. Is there something I don't know?Another set of constructive answers from the KL4R.
editQ2: Why does the Edit Weather tool never work after restarting the map?
editQ3: Why can we add a color code for object?
shift + R (copy) / R (paste)
Hey, does anyone know how to increase the hitpoints of a gate? :)
There is a scene prop called mm_time .. ofday or something like that. The value in var1 is hour of day. He either deleted that scene prop or changed value.Thanks a lot mate. But could you give some more details? Like, if he wants it to be night do he put it var20 (20:00, 20nth hour on the day) or how does it really work?
There is a scene prop called mm_time .. ofday or something like that. The value in var1 is hour of day. He either deleted that scene prop or changed value.Thanks a lot mate. But could you give some more details? Like, if he wants it to be night do he put it var20 (20:00, 20nth hour on the day) or how does it really work?
How do you go about editing the edge, or border of the map to an Ocean.
I'm going for an Island, so obviously I can't have the borders of the maps with land on them, they need to be clear open sky at the edge of my sea.
Thanks for the help.
How do you go about editing the edge, or border of the map to an Ocean.
I'm going for an Island, so obviously I can't have the borders of the maps with land on them, they need to be clear open sky at the edge of my sea.
Thanks for the help.
This is done outside map editor. Open Modules/Napoleonic Wars/scenes.txt file, find your map's entry and change it's 3rd line to outer_terrain_beach
How do you go about editing the edge, or border of the map to an Ocean.
I'm going for an Island, so obviously I can't have the borders of the maps with land on them, they need to be clear open sky at the edge of my sea.
Thanks for the help.
This is done outside map editor. Open Modules/Napoleonic Wars/scenes.txt file, find your map's entry and change it's 3rd line to outer_terrain_beach
Please bare with my stupidity, but I'm having trouble figuring out how this will change the map itself that I plan to be on a server.
Won't editing that txt just change it for me? That's my local game txt, not much to do with the map in another folder.
Edit Or is this something the server owner has to do with their txt when adding my map ?
Yes, server has to do the same thing.
Sending a M&B map to a server or any other computer always involves two steps - sending the .sco scene file itself, and sending the text which should be placed into scenes.txt file to replace old map entry. This text contains some map data which is not contained within .sco file itself, such as terrain shape and surrounding scenery.
How do I put a map on my files? On Focalpoint is was easy, I now go through bluefangsolutions, and am curious how to upload a training map to it. Please add me on steam if you can help : [1stCS] Scottish
When you place spawn points, it will automatically put the Var1 to 1, however for battle to work, there must be a Var1 of 0 for the team 1 to spawn for battle. In other words, make sure you have the required spawns for both teams: team 1, 0-31 team 2, 32-63 once you are sure you have placed all 63, restart your game and rehost the server.Spoilerhttp://images.akamai.steamusercontent.com/ugc/608351653787273384/3A62B65F7E88894D7FFE8E67B2D1B6847042AB11/[close]
No matter where I put the spawns for battle, the people in that place no matter what. For all other gamemodes it's fine but for battle it's like this. Can someone help me with this?
When you place spawn points, it will automatically put the Var1 to 1, however for battle to work, there must be a Var1 of 0 for the team 1 to spawn for battle. In other words, make sure you have the required spawns for both teams: team 1, 0-31 team 2, 32-63 once you are sure you have placed all 63, restart your game and rehost the server.Spoilerhttp://images.akamai.steamusercontent.com/ugc/608351653787273384/3A62B65F7E88894D7FFE8E67B2D1B6847042AB11/[close]
No matter where I put the spawns for battle, the people in that place no matter what. For all other gamemodes it's fine but for battle it's like this. Can someone help me with this?
Did you make sure that one of the spawn points had Var1 of 0? Then did you restart the game? If so, it should have workedWhen you place spawn points, it will automatically put the Var1 to 1, however for battle to work, there must be a Var1 of 0 for the team 1 to spawn for battle. In other words, make sure you have the required spawns for both teams: team 1, 0-31 team 2, 32-63 once you are sure you have placed all 63, restart your game and rehost the server.Spoilerhttp://images.akamai.steamusercontent.com/ugc/608351653787273384/3A62B65F7E88894D7FFE8E67B2D1B6847042AB11/[close]
No matter where I put the spawns for battle, the people in that place no matter what. For all other gamemodes it's fine but for battle it's like this. Can someone help me with this?
Ok, I tried this and the team 1 still spawned at that location
Thought you meant var2. Did it and it worked! Thanks manDid you make sure that one of the spawn points had Var1 of 0? Then did you restart the game? If so, it should have workedWhen you place spawn points, it will automatically put the Var1 to 1, however for battle to work, there must be a Var1 of 0 for the team 1 to spawn for battle. In other words, make sure you have the required spawns for both teams: team 1, 0-31 team 2, 32-63 once you are sure you have placed all 63, restart your game and rehost the server.Spoilerhttp://images.akamai.steamusercontent.com/ugc/608351653787273384/3A62B65F7E88894D7FFE8E67B2D1B6847042AB11/[close]
No matter where I put the spawns for battle, the people in that place no matter what. For all other gamemodes it's fine but for battle it's like this. Can someone help me with this?
Ok, I tried this and the team 1 still spawned at that location
I made a map for the modus "conquest". Now i tried to host it, but when i choose the game type "conquest" my map didn't show up. What is the mistake?You made a map for the what exactly? A mod called Conquest or the game-mode Conquest for Napoleonic Wars?
I made a map for the modus "conquest". Now i tried to host it, but when i choose the game type "conquest" my map didn't show up. What is the mistake?You made a map for the what exactly? A mod called Conquest or the game-mode Conquest for Napoleonic Wars?
The easiest way to add a new map is for the new map to replace an old map of your choosing with the same .sco name.
I need to know, is there a way to publish a map, and if so how?Publish a map? You upload it to the server-side Napoleonic Wars folder under SceneObj folder for the .sco files. And if necessary alter the chosen map's terrain code in scenes.txt. I am not entirely sure what you mean with 'publish' a map. I mean you can upload said map to Mediafire, Google drive, etc.
I want to know this because I'm planning a surprise map making for my friends regiment, but don't know how to publish said map.
Look at the map's entry in scenes.txt. The number before terrain code is water level, try setting it to lower value (terrain code is the thing that looks something like this 0x000000023002a1ba0004210900003ca000006a8900007a7b).
In example below, I highlighted number which is water level with bold
("mp_bavarian_river",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000001300005000008621800007b270000060500000d0b",
[],[],"outer_terrain_plain"),
How do you create your own terrain/new map that is completely flat? I want to make a custom map, but I'd rather not replace another already present map.if you scroll back from ambush in scene edit mode you will get to the custom maps though i'm not sure how to make them playable on severs sorry. i normally just replace :(
on some maps arty is disabled, is there any way to undo that (i dont mean in the admin panel manner, because we've disabled class limits)try looking for an object called mm_spawn_restriction or something like that (in the side menu) see if deleting that works
there is no mm_spawn_restriction object in the game, in fact the only objects are Entry points 0, 32 and mm_spawn_with_cannon, (spawn_with_cannon was added by me to try to get artillery to work with no avail) the map is effectively a random map but with 0% chance to spawn massive hills, which we use in linebattle events.on some maps arty is disabled, is there any way to undo that (i dont mean in the admin panel manner, because we've disabled class limits)try looking for an object called mm_spawn_restriction or something like that (in the side menu) see if deleting that works
How do you create your own terrain/new map that is completely flat? I want to make a custom map, but I'd rather not replace another already present map.I believe that you can set the server up so that when a certain map is finished (eg timer runs out or round limit is reached) then it will autocycle through the custom maps IDK how to implement this though.
Been a while since i map made but You have to change the variables on spawn with cannon prop. If you are in scene editing mode, hit show game rules. It has a bunch of the info there. You could also look at the how to map thread for nw on taleworlds(believe it's in op) spend a few min reading about whatever part you are working and it should answer your questions.
Does anyone know a way to do a center flag CTF map?
ThanksDoes anyone know a way to do a center flag CTF map?
yes sir
ThanksDoes anyone know a way to do a center flag CTF map?
yes sir
Ive been using borodino morning, and ive been making sure to use scene editing mode. I tried swapping to another fresh non edited map and it still didnt workWe'll have you tested it in battle or whatever? Both of them don't work in scene editing. Also, if I remember correctly, ships don't have to have the rudder attached, the ship spawns their own. I think cannons also have a habit of floating so you may have to sink them into the ground.
So i've created a map only to realise that i cannot play artillery on it. Is there any way to enable artillery on a map (the map i overwrote was Arabian Village (Morning)).
I've already disabled class limits and made sure mm_spawn_restrictions weren't present in the map and added mm_spawn_with_cannon
It is still not working and I'm really not looking forward to re-create the entire map. Any help would be appreciated :p
So i've created a map only to realise that i cannot play artillery on it. Is there any way to enable artillery on a map (the map i overwrote was Arabian Village (Morning)).
I've already disabled class limits and made sure mm_spawn_restrictions weren't present in the map and added mm_spawn_with_cannon
It is still not working and I'm really not looking forward to re-create the entire map. Any help would be appreciated :p
Make sure you're not trying it out in scene edit mode, cannons and many other stuff work only in standard game types.
Is unit selection grayed out or you just don't spawn with cannon?
Which value is under var1 for mm_spawn_with_cannon prop?
Any tips for making a cave ( that you can walk in made of smaller rocks) on a mountain, or just a mountain in general?Sure, make a rough shape of what the cave looks like from outside- cave entrance (increase terrain height to make it look like a clifface or hill adding textures as you go. Next use the prop mm_oim_debris or something similar as the ceiling- you can cover this up shortly with rocks it's just so players can't see the sky. Make sure you place this prop so it intersects the terrain at the entrance. Next decide how big you want the cave inside- raise the terrain so it's just above the mm_oim_debris and retexture it. Now comes the slightly more artistic part- you need to place rocks so that players won't notice the fact the roof is flat. Lastly add details such as plants and skeletons.
Hello everyone I'm working on a Training map and got couple of questions. I searched the forums thoroughly and could not find any answer.
1. Is there any prop that is not transparent but you can walk-through? It is required to hide my vertical trap.
2. Is there fire damage? If yes which prop or value has it?
3. If not what other ways to damage the player progressively other than water drown damage?
4.How can I reduce the completion of door_teleport prop time? It takes quite a lot of time to use it.
5. I've found some props called Custom_button_1_second (there are variants and instant one) How can I use it?
Thanks for all the answers.
1. For props that have no collision, try going to the Items, not Scene Props Menu, try enlarging those or stretching them. Also there are props that have no collision, but you have to test them
Is there any way to make windows unbreakable? I have some on my training map that everyone insists on shooting at the start of dismissals and it looks ugly ;D#
How is working Royal spawn? What I need to change in Var 1 and 2? Maybe any links you have?What do you mean by working royale spawn? How items spawn with the royale props, or how players spawn?
("royale_ammo_spawn",0,"cartridge_box_mesh","0", []),
# Var 1; Ammo type: 0:random 1:Musket 2:Pistol
# Var 2: Spawn chance: 0:Always 1-100% of chance
("royale_horse_spawn",0,"austrian_hussard_horse","0", []),
# Var 1; Horse type: 0:random 1:Light 2:Middle 3:Heavy 4:Artycarry
# Var 2: Spawn chance: 0:Always 1-100% of chance
("royale_cannon_spawn_field",0,"cannon_12pdr","0", []),
# Var 1; Cannon type: 0:random 1:12pdr 2:howitzer 3:mortar 4:rocket
# Var 2: Spawn chance: 0:Always 1-100% of chance
("royale_cannon_spawn_fort",0,"cannon_fort","0", []),
# Var 1; Cannon type: nothing
# Var 2: Spawn chance: 0:Always 1-100% of chance
("royale_cannon_spawn_naval",0,"cannon_naval","0", []),
# Var 1; Cannon type: 0:random 1:naval 2:carronade
# Var 2: Spawn chance: 0:Always 1-100% of chance
("royale_cannon_spawn_swievel",0,"cannon_swievel","0", []),
# Var 1; Cannon type: nothing
# Var 2: Spawn chance: 0:Always 1-100% of chance
Have you any ideas how to set map time to night/dawn?Yes, the prop mm_weather_time must be placed. Alter the Var1 for the time of day, starting with 0 as midnight, and 12 as miday, ending up as 24 for midnight again. This only works for NW, or any mods based from NW using the same code (if prop is on the list it probably works).
Found one more problem: on my new map, it's not able to use TNT. How can I change it?Disable tnt is a prop that can be placed, off the top of my head it's called mm_disable_explosives, but it might be disable_explosives, either way once placed it does what it says on the tin. To remove it's effect, remove the prop. If still having issues, test on a public server as sometimes tntcan't be placed early in a map. If you are still having issues, I'm afraid your map might be bugged (very unlikely) this is usually only ever caused by transferring a map between mods, and as far as I know is unfixable, but as I said is unlikely.
How do you get the new outer terrain like on the battle of the pyramids map? I thought I knew, or I did it before, but can't remember now.Yup ;)
Nevermind, found it outer_terrain_desert_b
Does anyone have a link to the terrain code generator? The one I've been using no longer works.So a better method than that site is this- go to native, start a single player game, and when you see the world map, in the bottom left should be a button titled "terrain" click that and you're welcome ;)
Does anyone have a link to the terrain code generator? The one I've been using no longer works.http://web.archive.org/web/20130723110254/http://mbcommands.ollclan.eu/terrain
Hi, I have some issues regarding the capture point in sieges, tried searching for something that would help me with this dilemma although without any success. Is there anyone who would be willing to add me on steam and give me a quick tutourial regarding that, and some small issues I've been having these past days? Thank you.Whoops! Just realised I did not cover this in my tutorials!
https://steamcommunity.com/id/55thfaggotstreet/ Please do not mind the cringy url I use.
Isn't it just the closest 32 entry points spawn the defenders or is that just native?
Isn't it just the closest 32 entry points spawn the defenders or is that just native?
Hmm, I'm not sure actually, I've always done it like this and never had a problem. Pretty sure it's 0-31 And 32-63, let me run some tests
Pretty simple questions I guess, but I was wondering if there is an ammobox in the base Napoleonic Wars dlc where you can get musket ammo ?Yup there is, did you want it intractable by players or not? you can both add a static item into the map which adds it like a normal prop, but also as of NW V1.2 you can add it into the map, but allow players to pick them up.
Thanks a lot, sadly I think the module system isn't on 1.2 yet...Do you mean ammo for muskets?
Also I was actually more looking for an actual ammo box, since I saw it once on a server where there would be a box and you could take ammo from it. Could have been custom made though.
Thanks a lot, sadly I think the module system isn't on 1.2 yet...
Anyone know how to change the actual size of a map? I know it's in the scenes.txt just unsure of which set of numbers I'm looking for..?Hiya, the map size is determined purely by the scene code, take a look at this link (http://web.archive.org/web/20130723110254/http://mbcommands.ollclan.eu/terrain) for the terrain editor tool (also accessible through the single player code button) I can't recall who originally created this, but I don't own rights to the site.
Anyone know how to change the actual size of a map? I know it's in the scenes.txt just unsure of which set of numbers I'm looking for..?Hiya, the map size is determined purely by the scene code, take a look at this link (http://web.archive.org/web/20130723110254/http://mbcommands.ollclan.eu/terrain) for the terrain editor tool (also accessible through the single player code button) I can't recall who originally created this, but I don't own rights to the site.
I'm back XD. So, I'm now adding flags and such on (in this case) the countryside map. So far, I've added 7 flags (that includes the two spawns) and make a scene line for the conquest map. In the strings file I've also added the names:Hiya, afraid I can't recall off the top of my head the correct setup- will check shortly. Are you modifying the python strings file from the source code or the strings text file?
str_mp_countryside_flag_1 Village
str_mp_countryside_flag_2 Woods
str_mp_countryside_flag_3 Artillery Battery
str_mp_countryside_flag_4 Pond
str_mp_countryside_flag_5 Farm
str_mp_countryside_flag_6 Crossroads
str_mp_countryside_flag_7 Forest
So. my question is, why the hell is my screen going insane with scrips in the wrong place, and the map isn't showing up in conquest mode. Btw, the flags I've used: #64 and #65 are my spawns for Team 1 and Team 2 respectively, and the flags I used (as per Gokiller's instructions) the headquarters_flag_grey. Any help here would be great!
I'm back XD. So, I'm now adding flags and such on (in this case) the countryside map. So far, I've added 7 flags (that includes the two spawns) and make a scene line for the conquest map. In the strings file I've also added the names:Hiya, afraid I can't recall off the top of my head the correct setup- will check shortly. Are you modifying the python strings file from the source code or the strings text file?
str_mp_countryside_flag_1 Village
str_mp_countryside_flag_2 Woods
str_mp_countryside_flag_3 Artillery Battery
str_mp_countryside_flag_4 Pond
str_mp_countryside_flag_5 Farm
str_mp_countryside_flag_6 Crossroads
str_mp_countryside_flag_7 Forest
So. my question is, why the hell is my screen going insane with scrips in the wrong place, and the map isn't showing up in conquest mode. Btw, the flags I've used: #64 and #65 are my spawns for Team 1 and Team 2 respectively, and the flags I used (as per Gokiller's instructions) the headquarters_flag_grey. Any help here would be great!