Search found 3 matches

by Leonan
Mon Jun 18, 2012 5:22 pm
Forum: Mapping and Modding
Topic: Faction-specific Starting Units
Replies: 8
Views: 8231

No, the game crashes seemingly because it is running normal map startup on the shellmap. I don't know if it's not honoring the shellmap's -SpawnMPUnits or if having multiple SpawnMPUnits blocks in system.yaml defeats the shellmap's own script. Either way the crash stopped occuring after I deleted th...
by Leonan
Sun Jun 17, 2012 9:52 pm
Forum: Mapping and Modding
Topic: Faction-specific Starting Units
Replies: 8
Views: 8231

Thanks a bunch. I actually had the format correct, which your file confirmed, but later found out the problem was in the shellmap (I'm currently using the default RA shellmap). The engine was crashing on startup saying that all my SpawnMPUnits blocks were missing their trait dependency of MPStartLoc...
by Leonan
Sun Jun 17, 2012 3:19 am
Forum: Mapping and Modding
Topic: Faction-specific Starting Units
Replies: 8
Views: 8231

Faction-specific Starting Units

I'm attempting to make a mod with faction-specific starting units but can't seem to figure out how. I know the code supports it as I've read through SpawnMP units, and I'm pretty sure it's something simple in system.yaml, but as of yet I haven't been able to figure it out. If anyone knows how to pro...