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What page is that on ?
@dcom67 Protip: use @ to notify people so I can see I got a reply.
It's right in the piece you linked. The error is this line:
var playerWaypoints = Enumerable.Range(0, 8).Select(i => new Waypoint(string.Format("P{0}", i), WaypointFlag.PlayerStart));
That should be a range from 0 that's 6 long, not 8 long.
This is probably caused by them expanding multiplayer to 6 players in the last patch. Someone must have misinterpreted that as "expanding the amount of possible players by 2", rather than "unlocking the real internal maximum of 6", and decided the map editor's amount of start waypoints should also be increased... while that actually already went to the real internal amount of 6.
The bug is not really that they added these two (though that is wrong too, it's not a real issue), but that they didn't compensate for it by taking two off the normal waypoints that follow it, causing the special waypoints at the end to get shifted two spots down.
- 5 years ago
@Nyerguds Haha that's pretty easy
OK i see what your saying now , and now that you mentioned it, seems to me the editor started out with two less P* way points for TD than RA had,
And yup if they reduced the normal way points by two that would fix it .
I suppose we have seen the last of the patches though.
I checked the file date on that GamePlugin.cs it was added on the 10 sept just six days before the patch, That is the start of the Map Editor code
I wonder if that guy over on the PPm site could put out a patched version
- Nyerguds5 years agoHero+
@dcom67 wrote:
OK i see what your saying now , and now that you mentioned it, seems to me the editor started out with two less P* way points for TD than RA had,
Yea, C&C's internal maximum is simply 6; so that's the correct amount.
@dcom67 wrote:I wonder if that guy over on the PPm site could put out a patched version
Yea, I should tell him about this -_-
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