Yeah, you reached the maximum terrain. Once the terrain goes over 50 it resets to 0 but continues at the same grade. I can see the top of the hills at the bottom of the crater. |
1. Provide a screenshot or your map to download. Because I just doublechecked and the highest that terrain can be set in the CoH2 worldbuilder is 50. Any higher and it resets to 0. I never used CoH1 worldbuilder though and I don't have it on my computer, so maybe someone can check what height values are allowed in that one? The problem probably comes down to CoH2 just not allowing those heights.
4. Create a new entity group for that object and name it whatever you wish - let's call it "eg_trainstation". Add this to your scar script after you save the map - "EGroup_SetInvulnerable(eg_trainstation, true)". And then export the map (don't save it again, just export it).
8. WFA bug on seemingly all infantry only bridges that will hopefully be corrected. |
I'm thinking I'll create 5 templates and post them here in the future and we'll see if it works or not. My biggest problem is adding details on maps. Nothing says the templates I upload are guaranteed to be completed, but if something catches someones attention and they have ideas they want to add to it then they can download it and we'll see how it works out. We just all need to keep an open mind that the quality of these maps might not always meet what we expect. |
Even on Relic maps the original factions can't build any new buildings? |
I tested this myself the other day and yeah, vehicles ignore painted impass. I'm also having problems with one of the movement blockers on some of my maps, but I can't recreate the problem on new maps that I make. |
Textures named with NM stand for No Modifier. These will NOT add neg/pos cover.
Today I learned. Thanks! I read somewhere previously as long as "road" was in the texture name, but it never worked like that and I still took it as a truth. |
Maybe you're using the wrong switch? I recently put a map up on the workshop with lights that work, but I used two different... I don't know what they're called. I'll call it a switch.
Light and Light_state. And my code appeared as the following:
EGroup_SetAnimatorState(eg_lights, "Light_State", "On")
EGroup_SetAnimatorState(eg_lights, "Light", "On")
Now if I remember correctly, "Light" is only used on the lamp object you are specifically using in your screenshot. I think it will glow white with a white bulb. So just change "Light_State" to "Light" and try again. Unless you're using more than one kind of lamp, then you could do what I did in my code and just turn on both for all lights.
Oh, yeah and the time of day should be set to night in the atmosphere settings. |
Which bridge railings are you looking for? The iron railings? They should be under art_ambient > objects > walls > bridge_walls > rail_tresle_for_bridge_narrow |
Oh wow, I didn't even realize more than one was broken. I knew the bailey_bridge was, but not the others. Hopefully Relic patch it soon. But it's a long weekend in Canada (sort of) so I doubt we will see anything before Thursday. |
Oh, one more thing. That wooden footbridge is broken (apparently) since the WFA was released. If it's destroyed it will remain as an invisible bridge and infantry can still cross it. I'm not sure when Relic will fix it, but it's a problem. Just letting you know because you use it a lot on this map. |