before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below. (Camera Auto Scroll set to OFF currently does not work on consoles which makes things very difficult indeed when lining up the view for editing) The Nav Mesh displays the areas in which A.I. – controlled characters or vehicles can navigate. They can’t cross disjointed areas. The covers, displayed as yellow rectangles on the map, represent areas where characters can take cover during a firefight. It says Campaign but is under Map Editor – does this also count to User Made Maps – If I select Hard does that mean the A.I. will be harder ? (Also be very careful as it seems there is an issue where we can NOT delete maps once published – hopefully this will get fixed) Select the choice to get the specific weapons when the match starts – Empty slots means you have to find weapons to fill the slots. Basic offers all takedowns, most weapon skills, and Lv1 syringes, among others. All offers everything. No Takedown versions remove the takedowns. Enemies in wave 2-5 will be more cautious, they have better vision and are quicker at spotting players and other events. When enabled, enemies in wave 2-5 won’t be automatically aware of all the combats in the map. They will only join the nearby ones. I need to learn the animals / animation points and different A.I. so here are some vids and a little info reference these. For Waves 2-5 the menu gets longer and the following vehicles become available below, some of these have multiple passengers. (Basically you select the trigger for when you want the next wave to pop up so if you select 25% then you have to kill 25% of wave one and then wave 2 will show, kill 25% of wave 2 and wave 3 will show etc etc – Note when cheking your map from the editor – EXPLORE – The enemy don’t see you but if you kill them the other waves will pop up eventually) Ally Rebel will help you fight the enemy / Animals but the others from the selection below are just random civilians who will run from any action / fire fight. When you select any one of these they will count towards your A.I. Budget for waves 1-5 in the same way that Animals and Vehicles do. Lots of good info in one spot. Nice work Champ. Hope they patch the auto scroll so you can turn it off. It takes a lot longer to customize things. Elephants are the only Animal that can swim in water! (Fish are a special case) Everything else will float in one spot until they drown Fish don’t actually swim, but rather fly along a horizontal plane. They can only ascend or descend while in a water tile or traversing a hill(?). Camera Auto Scroll, does work. When I turn the setting to off, and I am editing terrain or moving a brush, the camera stays were it was before I began the current activity. Now, I am not savvy in the technical jargon, but I think the correct statement of the problem would be that the Camera, locks onto the pivot point of the object that is being edited, and usually the point is only at one -END- of the object, causing the camera to move to that point making adjustment nearly impossible. To correct it, putting these pivot points either at each end, or dead center in the object, would correct this problem. That, is the problem as I see it. The -Pivot Points- Things like Ladders, Vehicles, Extraction Point’s don’t validate under terrain so you have to either lower terrain under the items which are basically placed under the map (under terrain) and then use Terrain Hole to snip out the terrain so that it looks and works how you want it to – or with ladders you snip a section of terrain away under the ladder so that it validates. The best solution with the next editor would be to allow us to place vehicles and other things under terrain and with ladders let us sink them into water or sink them down into terrain and allow the player to climb the section of ladder which is showing. With the Far Cry Instincts games we could place ladders in water and lower them down into terrain and they still worked with no problems at all. I made a tunnel but every time i exit the tunnel the whole outside area gets rebuilt resulting in something that looks like an ugly glitch.. any way to fix this? Source.