Re: Single Player mini-mod WIP
... if your moving spawners around on a map, the editor will allow you see the AI navigation mesh so you can make sure that the spawners are good. Of course a map like Bandomeer Refinery doesn't have an AI navmesh, so its not needed in that case.
Well what I exactly did roughly consists of 4 things,
- created some more crafts : increased the number of "spawning crafts" hovering above the HQs from 4 to 24 per HQ = from 8 to 48 for the 2 HQs = 40 new spawning crafts for bots total course all coordinates are adjusted in a "spawn point/craft grid" above the corresponding HQ. The base points for this spawn point/craft grids were the original spawn point/craft coordinates set up in the map.
- relocated the T/B, T/I and the imperial lambda which are parked around imp HQ
- created spawn points for all the extra crafts I've inserted (40 new) and inserted spawn points for the X-wing, T/B and the T/I which are parked around the HQ's (the parked crafts did not have any spawn point attached originally, only the crafts were created)
- modified certain existing craft parameters and assigned some new to the crafts, e.g. decreased craft spawn times to 1 sec, set the number of spawns a craft may have to 9999 for each crafts, had to make the T/I stay on the catapult (set holdobject/grip to on) etc.
Course I did verify with a meticulous care that all the craft coordinates (even the rotation angles) match to the corresponding spawn point params.
You can have both the 1.5 and 1.4 versions of First Strike setup at the same time ...
I noticed you've already posted about this, thanx for detailing it I'll keep it in mind.