I finished another map. I wanted the path to NVABase to be not so easy.
I made the map for a long time because it caused some problems on the server.
Now it's probably fine.
I wish you a lot of fun.
I managed to fix a bug that made it impossible to connect to a mission that was being played. When someone was already playing, the next player was unable to connect and their game crashed.
I did a lot of fixes there. It wasn't easy to find the bug, but I had a feeling it would be waypoints. I fixed them earlier. The test was error-free for all about 2100 WPs.
But I used about 50 BarAnims in the map, mostly for VC climbing out of trenches. There were a lot of hacks in the HackLog.txt file. That's why I subsequently modified the terrain to reduce the number of BarAnims. It didn't help.
I tried dividing the terrain into more parts, adjusting the sounds, checking the sound switches, reducing the number of highpoly objects, and remaking objects from the game (bch_skladistenakulech, ivz_zebrik_01_ne_splh, and others).
I checked randomly linked objects. Finally, I noticed that on one ladder I had rotated DUMMYs (entry/exit points) - I fixed it. I also exported all the ladders from the terrain separately and added them in the editor.
We also worked with TERMINATOR on a COOP script. All efforts were in vain.
I had noticed earlier that during the WP test it showed me a larger number of WPs than I had physically placed on the map. The difference was around 100.
I assumed that the engine probably also counted paths through BarAnim or Ladder between WPs. But the difference did not match.
So I thought of saving all WPs separately (save selected). Then I deleted them and saved the map. After reloading the map, I loaded the saved WPs. After the WP test, the number was correct.
And the map finally works as it should.
=G=