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mike323
Joined: 23 January 2005
Posts: 745
13 April 2006 06:08 (UK time)

This is really annoying me...when you're within a mod, in the mapper, when the first object is placed, and you run the map, that object doesn't spawn. DAHH! This is holding up GM.

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arezey

Joined: 16 June 2005
Posts: 1599
13 April 2006 12:17 (UK time)

I pass "kill" to my game console, it helps.

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mike323
Joined: 23 January 2005
Posts: 745
13 April 2006 18:02 (UK time)

Huh...I'll give that a try now.

edit: Thanks, that fixed it. Still, this should be looked at.

Edited: 13 April 2006 18:05


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me_mantis

Joined: 26 September 2003
Posts: 1152
13 April 2006 18:57 (UK time)

Odd. How is that fixing it?
I realize that it does, but why?

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James Bunting
Joined: 17 September 2003
Posts: 1308
13 April 2006 19:23 (UK time)

I have been stumped by this problem but Aleksanteri's workaround may have provided the information which could fix this.

I bet its something to do with the player object because the player is always the last object added. When starting a game the player addded after the other objects, when respawning the player is readded (and the player obejct number is reassigned). I will investigate this some more but we are getting the idea now.

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arezey

Joined: 16 June 2005
Posts: 1599
14 April 2006 07:12 (UK time)

I don't know why it happened, like, it's odd.

I was playing MSA a few weeks ago. I had a hard map where is a ton of baddies and I was fighting against them. There was a tank too with an ID of 0, and when I was in the battle field the tank was gone. I got killed and when I replayed it the tank was back. After since, I have been passing "kill" to my game console if a object is missing.

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James Bunting
Joined: 17 September 2003
Posts: 1308
17 April 2006 10:42 (UK time)

I have fixed this problem and it will be rolled out with the next Meteor 2 release.

As the player object number was not assigned to -1 (none) it was actually beed set to some random value. You see when M2 spawns the player it deletes the old player object from the map. Clearly in this case it was just some random object.

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me_mantis

Joined: 26 September 2003
Posts: 1152
17 April 2006 14:31 (UK time)

This may also solve the mp issue where a few random objects(12+) never spawned for the clients. THX!

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