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Path.map Not Working?


sheepandshepherd
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sheepandshepherd

It's been a while since I've posted here, but I'm back (for now :P ). Got a small problem with one of my levels, the Path map doesn't seem to be working, no matter what I do with it. The power paths and rubble just don't show up in the level. Here's my LEGO.cfg bit for the level (it's occupying the Driller Night slot while I'm still testing on it).

Level01 {

		FullName						Test02


		AllowRename						TRUE

		RecallOLObjects						TRUE

		;GenerateSpiders					TRUE


		;Video							Avi\mbats.avi


		; Amount of time before an emerge trigger can be reused.  1500 specifies 1 minute.

		EmergeTimeOut					500.0


		;;;;; SURFACE TYPE ;;;;;

		BoulderAnimation				ICE

		MenuBMP						Levels\GameLevels\Level01.bmp,Levels\GameLevels\GLevel01.bmp,Levels\GameLevels\Level01G.bmp

		TextureSet					Textures::Ice

		RockFallStyle					Ice

		EmergeCreature					IceMonster

		;;;;; SURFACE TYPE ;;;;;


		BlockSize						40

		DigDepth						40

		RoughLevel						6

		RoofHeight						40

		UseRoof							YES

		SelBoxHeight					10


		DisableStartTeleport			TRUE

		DisableEndTeleport			TRUE


		FogColourRGB					110:110:155		// ROCK FOG

		HighFogColourRGB				155:155:110		// ROCK FOG


;---------------------------------------------------------------------------------------------------------------------------------------------	

		BlockPointersMap					Levels\GameLevels\02\Tuto.map

		CryoreMap						Levels\GameLevels\02\Cror.map

		SurfaceMap						Levels\GameLevels\02\High.map

		PredugMap						Levels\GameLevels\02\Dugg.map

		TerrainMap						Levels\GameLevels\02\Surf.map

		EmergeMap						Levels\GameLevels\02\Emrg.map

		PathMap							Levels\GameLevels\02\Path.map

;---------------------------------------------------------------------------------------------------------------------------------------------	


		SafeCaverns						FALSE


		OListFile						Levels\GameLevels\02\ObjectList.ol

		PTLFile							Levels\GameLevels\Level01\01.ptl


		ObjectiveText					Languages\ObjectiveText.txt

		ObjectiveImage640x480			Interface\BriefingPanel\BriefingPanel.bmp,76,100


		NERPFile						Levels\GameLevels\Level01\01.npl

		NERPMessageFile					Levels\GameLevels\Level01\01.txt


		NextLevel						Levels::Level05


		LevelLinks						Levels::Level05,Levels::Level03


		FrontEndX						265

		FrontEndY						475

		FrontEndOpen					TRUE


		Priorities {




				AI_Priority_Crystal				TRUE

				AI_Priority_Destruction			TRUE		

				AI_Priority_Clearing			TRUE

				AI_Priority_Ore					TRUE

				AI_Priority_Repair				TRUE

				AI_Priority_GetIn				TRUE

				AI_Priority_Construction		TRUE

				AI_Priority_Reinforce			TRUE

				AI_Priority_GetTool				TRUE

				AI_Priority_Train				TRUE

				AI_Priority_Recharge			TRUE

		}


		Reward {

				Enable								FALSE

				Modifier							2

				Importance {

					Crystals							60

					Timer								20

					Oxygen							10

					Caverns							10

				}

				Quota {

					Crystals							5

					Timer								900

					Caverns							1

			}

		}

	}

I've checked to make sure the path to the map file is correct (like five times). I've loaded and re-exported it in Map Creator and in Map Tool to make sure it's not somehow corrupt (it shows up correctly as power paths and rubble in the Map Creator). DN didn't have a path map before, but it should work fine with the code added in now, shouldn't it?

Sooo . . . I have no clue what I'm missing. Any ideas?

(It'll be moved down to the second level once it's done, but my first level has a path.map too, so I pretty much have to fix it anyway . . . )

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sheepandshepherd

Are your paths hidden under the Hidden Cavern thingy? If you do that, the paths never spawn.

Ahh, that must be the problem then, thanks. No big deal now that I know why it was happening, I can figure something else out for that part.

Hi Lair :) I remember you from .. idk how long ago lol

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Are your paths hidden under the Hidden Cavern thingy? If you do that, the paths never spawn.

I can figure something else out for that part.

What you can do is spawn Power Paths through the .ol file, as they always spawn, even if they are hidden.

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sheepandshepherd

Haha yeah, I noticed that this morning and tried it out, makes things a bit easier.

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