I want to be able to show a different background for different zones in a map. So...I created two sky boxes..and in the zones on the map I put some multiskyzone players. I set the event to indicate the corresponding skyzone. I also set the object-groups to match. No red line connecting the info's was created in the editor (though it worked in examples from other maps). When playing the map, it only showed the last created skyzone. WORSE..when I exited the editor and later reopened the map, all the skyzones and multiskyzones had disappeared.
Has anyone had similar problems, or am I missing something obvious?
Any suggestions would be appreciated.
Starnge problem with skyzoneinfo
- Hook
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Re: Starnge problem with skyzoneinfo
You did rebuild all before Saving the map, correct?
Yeah that facepalm is cool lol...
Yeah that facepalm is cool lol...
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Re: Starnge problem with skyzoneinfo
@Hook don't overuse it, or the smiley will become dull.
@hee but what Hook said could be the issue ...is this multiskyzones actor MyLeveld? Did you save the map afterwards?
@hee but what Hook said could be the issue ...is this multiskyzones actor MyLeveld? Did you save the map afterwards?
Re: Starnge problem with skyzoneinfo
I'd have a look at UnrealEd's log to see if the map was really saved. Saving can be prevented by a too long path or by using "external private objects" for example.
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- sektor2111
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Re: Starnge problem with skyzoneinfo
Or by simply not compiling MyLevel or whatever disk-write policies...
Re: Starnge problem with skyzoneinfo
Thanks for the suggestions, but it is something else.
1. I saved after the build.
2. Multisky actor is in MyLevel
As a test, I got rid of the multisky actors and just left the two sky boxes and two skybox infos. I built, everything looked Ok (but only one sky view). I saved again.
I exited the editor. I opened the editor, opened the map and both skyinfos were gone...BUT the editor still displayed one of the backgrounds. I then played the game and it displayed the OTHER background.
1. I saved after the build.
2. Multisky actor is in MyLevel
As a test, I got rid of the multisky actors and just left the two sky boxes and two skybox infos. I built, everything looked Ok (but only one sky view). I saved again.
I exited the editor. I opened the editor, opened the map and both skyinfos were gone...BUT the editor still displayed one of the backgrounds. I then played the game and it displayed the OTHER background.
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Re: Starnge problem with skyzoneinfo
Ok is there still a hidden actor messing with the set up... this is really a strange behavior.
- sektor2111
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Re: Starnge problem with skyzoneinfo
So you ended with TWO skyboxes, I would like to know how many such zone actors has the map, and if you checked their real presence using Menu > Edit > Search for Actors... > Complete box with partial name and see if something it's being shown. Actors bHiddenEd (for some reason - inactive group, etc) won't show directly in viewport but actor exists in map, such zone will still have properties accordingly. You can drop me a PM with said map with problems and I'll operate a check inside, how it's zoned, zoning leaks, how many ZoneInfo Actors are in the same zone, etc.
Re: Starnge problem with skyzoneinfo
I did an actor search and found 10 skyzoneinfos. When I double clicked on one, it would take me to where it should be, but nothing was there. I cannot select them to get rid of them. Is that how the editor is supposed to work?
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Re: Starnge problem with skyzoneinfo
Something you can do:
- select one at a time using the "Search for actors" window (binoculars icon on the top tool-bar)
- enter name "multi", they will all be listed.
- choose the first one by double-clicking the name. note it is selected even if you can't see it.
- confirm it is selected by clicking the top menu -> "view" -> "actor properties" and the "actor properties" window will appear
( it might say something like "Multiskyzone properties" for the window title)
- now expand the Object section (class, group, initial state, name)
- if there is a group name ("None" or something else) then open the group browser (click the "G" icon on the top tool-bar)
- look for the "group name" in the list of groups and ensure it has a check-mark
(this makes sure the actors are not hidden because of an un-checked group)
- if the group was un-checked then you will need to check it then rebuild to show the actor
- if that is not the problem then look at the "actor properties" window and "Advanced" section -> "Hidden Ed". if it is true then set to false.
- if that's not the problem, the DELETE the actor by topmenu -> Edit -> Delete
- The actor properties windows will now show "Nothing selected"
- REFRESH the Search window by clicking name and adding or removing a character (this forces the list to reload)
- Notice the Actor name you had deleted is now gone from the list
- RINSE, REPEAT to remove the actors you don't want.
Obviously, save as you go and when done rebuild
- select one at a time using the "Search for actors" window (binoculars icon on the top tool-bar)
- enter name "multi", they will all be listed.
- choose the first one by double-clicking the name. note it is selected even if you can't see it.
- confirm it is selected by clicking the top menu -> "view" -> "actor properties" and the "actor properties" window will appear
( it might say something like "Multiskyzone properties" for the window title)
- now expand the Object section (class, group, initial state, name)
- if there is a group name ("None" or something else) then open the group browser (click the "G" icon on the top tool-bar)
- look for the "group name" in the list of groups and ensure it has a check-mark
(this makes sure the actors are not hidden because of an un-checked group)
- if the group was un-checked then you will need to check it then rebuild to show the actor
- if that is not the problem then look at the "actor properties" window and "Advanced" section -> "Hidden Ed". if it is true then set to false.
- if that's not the problem, the DELETE the actor by topmenu -> Edit -> Delete
- The actor properties windows will now show "Nothing selected"
- REFRESH the Search window by clicking name and adding or removing a character (this forces the list to reload)
- Notice the Actor name you had deleted is now gone from the list
- RINSE, REPEAT to remove the actors you don't want.
Obviously, save as you go and when done rebuild