On my Sweet Home City map I was trying to test it (After adding alot of stuff) and the CP's acted like they weren't there. So, what can I do? I tried going back in ze and making sure the objects, regions, and paths were there and all were connected, check. I added another CP guessing, well maybe there needs to be more CP's since I added so many objects (There are now 3 CP's). Now the 3rd one does not appear either. Why is this happening?
			
			
			
				Hmm... that is quite odd. Would you mind making screenshots of ZE and the map ingame? Maybe we can see what went wrong.
			
			
			
				Sure here's some pics. 
In-Game:
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi414.photobucket.com%2Falbums%2Fpp226%2Faatcfett%2FBattlefront2010-02-0208-26-33-92.jpg&hash=5888ef1aac24f0956ff2b0b0d48f4b4f7e1325eb)
In ZeroEditor, for some reason the ZeroEditor pic won't load on photobucket :rant: 
			
			
			
				This is a problem with your misson.lvl file
This usually happens if I mess around with scripts or a sky
			
			
			
				ooh ok, so what do I need to change? 
Here's my sky file. (This was my first try with sky editing lol)
SkyInfo()
{
    ObjectVisibility(40.000000, 80.000000, 1600.000000);
    FogColor(252, 252, 252);
    FogRange(0.000000, 3000.000000);
    NearSceneRange(50.0, 220.0, 60.0, 300.0);
    FarSceneRange(450.000000, 1000.0);
    AmbientColor(120, 101, 76);
    TopDirectionalAmbientColor(120, 101, 76);
    BottomDirectionalAmbientColor(126, 70, 35);
    CharacterAmbientColor(209,156,73);
    VehicleAmbientColor(189, 136, 53);
    Enable(1559);
    FogRamp(3);
}
SunInfo()
{
    Angle(140.000005, -10.000011);
    Color(120, 120, 120);
    Texture("");
    Degree(90.000011);
    BackAngle(180.000022, 0.000000);
    BackColor(128, 128, 128);
    BackDegree(0.000000);
}
DomeInfo()
{
    Texture("hoth_mountain.tga");
    Angle(190.000005);
    Ambient(128.000038, 128.000038, 128.000038);
    Filter(1);
    Threshold(150);
    Intensity(50);
    Softness(1);0
    SoftnessParam(60);
    PC()
    {
        TerrainBumpTexture("hoth_main_1", 1.0);
    }
    DomeModel()
    {
        Geometry("hoth_sky_dome");
    }
    DomeModel()
    {
        Geometry("hoth_ion");
        Offset(-20.0);
        MovementScale(0.995);
    }
    DomeModel()
    {
        Geometry("hoth_prop_storm");
        Offset(-20.0);
        MovementScale(0.995);
    }
    DomeModel()
    {
        Geometry("geo_sky_dome_rim");
        Offset(10.0);
        MovementScale(0.995);
    }
    LowResTerrain()
    {
        Texture("geo1");
        PatchResolution(7);
        FogNear(300.0);
        FogFar(700.0);
        FogColor(142,82,38, 128);
        DetailTexture("geo1_far_detail");
        DetailTextureScale(0.25);
    }
}
//Big rep flyer
SkyObject()
{
    Geometry("rep_fly_assault_DOME");
    NumObjects(2);
    Height(200, 300);
    VelocityZ(20, 50);
    Distance(1500);
    InDirectionFactor(2);
}
//Rep fighters
SkyObject()
{
    Geometry("rep_fly_gunship_DOME");
    NumObjects(20);
    Height(80, 140);
    VelocityZ(80, 120);
    VelocityY(-10, 10);
    Distance(600);
    InDirectionFactor(0.5);
}
//CIS fighters
SkyObject()
{
    Geometry("cis_fly_droidfighter_DOME");
    NumObjects(20);
    Height(80, 140);
    VelocityZ(80, 100);
    VelocityY(-10, 10);
    Distance(300);
    InDirectionFactor(0.5);
}
//CIS rockets
SkyObject()
{
    Geometry("cis_fly_techounion_DOME");
    NumObjects(8);
    Height(0, 0);
    VelocityY(10, 12);
    Acceleration(0.0, 2.0, 0.0);
    Distance(1000);
    LifeTime(80.0);
}
I changed some stuff from Geo to Hoth. Anything wrong with it?
			
			
			
				Snake, I know you will get some help. Is the map still playable with cps that don't appear? A mod map with minor stuff off does not make it less fun for me.
			
			
			
				You can't select a cp to spawn on, it's as if they game thinks they aren't there. It just counts down like one team captured all the cps. It's impossible to play without the cps working  :rant: I really need some help
			
			
			
				How many CPs do you have? I think there's a limit? Plus, it is probably a scripting fault too. Can you show us your mission file? I had the same problem trying tog et Space Coruscant up and running the first time.
			
			
			
				I HAD 2 cp's the ones that come with map when it started doing that so I added more so now there are 5 cp's. Here's my CW Mission .LUA File (I havn't done anything to gcw)
---------------------------------------------------------------------------
-- FUNCTION:    ScriptInit
-- PURPOSE:     This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES:       The name, 'ScriptInit' is a chosen convention, and each
--              mission script must contain a version of this function, as
--              it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
--  Empire Attacking (attacker is always #1)
    local REP = 2
    local CIS = 1
--  These variables do not change
    local ATT = 1
    local DEF = 2
    AddMissionObjective(CIS, "red", "level.aatc1.objectives.1");
    AddMissionObjective(CIS, "orange", "level.aatc1.objectives.2");
    AddMissionObjective(CIS, "orange", "level.aatc1.objectives.3");
    AddMissionObjective(REP, "red", "level.aatc1.objectives.1");
    AddMissionObjective(REP, "orange", "level.aatc1.objectives.2");
    AddMissionObjective(REP, "orange", "level.aatc1.objectives.3");
    ReadDataFile("sound\\tat.lvl;tat1cw")
    ReadDataFile("SIDE\\rep.lvl",
        "rep_hover_fightertank",
        "rep_inf_basic",
   "rep_inf_macewindu",
        "rep_inf_jet_trooper");
    ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_basic",
   "cis_inf_countdooku",
        "cis_inf_droideka");
  --ReadDataFile("dc:SIDE\\gam.lvl",
  --    "gam_inf_gamorreanguard")
    
    SetAttackingTeam(ATT);
--      Republic Stats
    SetTeamName(REP, "Republic")
    SetTeamIcon(REP, "rep_icon")
    AddUnitClass(REP, "rep_inf_clone_trooper",10)
    AddUnitClass(REP, "rep_inf_arc_trooper",1)
    AddUnitClass(REP, "rep_inf_clone_pilot",2)
    AddUnitClass(REP, "rep_inf_clone_sharpshooter",2)
    AddUnitClass(REP, "rep_inf_jet_trooper",1)
    SetHeroClass(REP, "rep_inf_macewindu")
     
--      CIS Stats
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "cis_icon")
    AddUnitClass(CIS, "cis_inf_battledroid",10)
    AddUnitClass(CIS, "cis_inf_assault",1)
    AddUnitClass(CIS, "cis_inf_pilotdroid",2)
    AddUnitClass(CIS, "cis_inf_assassindroid",2)
    AddUnitClass(CIS, "cis_inf_droideka",1)
    SetHeroClass(CIS, "cis_inf_countdooku")
     
--  Attacker Stats
    SetUnitCount(ATT, 16)
    SetReinforcementCount(ATT, 200)
--  AddBleedThreshold(ATT, 31, 0.0)
--  AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 0.75)
    AddBleedThreshold(ATT, 10, 1.5)
    AddBleedThreshold(ATT, 1, 3.0)
--  Defender Stats
    SetUnitCount(DEF, 16)
    SetReinforcementCount(DEF, 200)
--  AddBleedThreshold(DEF, 31, 0.0)
--  AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 0.75)
    AddBleedThreshold(DEF, 10, 1.5)
    AddBleedThreshold(DEF, 1, 3.0)
--  Local Stats
--  SetTeamName(3, "locals")
--  AddUnitClass(3, "gam_inf_gamorreanguard",3)
--  SetUnitCount(3, 3)
--  SetTeamAsEnemy(3, ATT)
--  SetTeamAsEnemy(3, DEF) 
--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 4) -- Droidekas
    AddWalkerType(1, 4) -- number of leg pairs, count
    AddWalkerType(2, 0)
--  SetMemoryPoolSize("EntityHover", 12)
--  SetMemoryPoolSize("EntityFlyer", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
 -- SetMemoryPoolSize("MountedTurret", 22)
 -- SetMemoryPoolSize("SoundSpaceRegion", 81)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:aatc1\\aatc1.lvl")
    SetDenseEnvironment("true")
  --AddDeathRegion("Sarlac01")
  --SetMaxFlyHeight(140)
  --SetMaxPlayerFlyHeight(90)
--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatcw_music");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");
    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);
    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1);
    SetOutOfBoundsVoiceOver(2, "repleaving");
    SetOutOfBoundsVoiceOver(1, "cisleaving");
    SetAmbientMusic(REP, 1.0, "rep_tat_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_tat_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_tat_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_tat_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_tat_amb_end",    2,1);
    SetVictoryMusic(REP, "rep_tat_amb_start");
    SetDefeatMusic (REP, "rep_tat_amb_defeat");
    SetVictoryMusic(CIS, "cis_tat_amb_victory");
    SetDefeatMusic (CIS, "cis_tat_amb_defeat");
    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin");
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null");
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null");
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit");
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter");
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "cis_bonus_cis_medical");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 0, "cis_bonus_rep_medical");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "cis_bonus_cis_sensors");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 2, "cis_bonus_rep_sensors");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "cis_bonus_cis_hero");
    SetPlanetaryBonusVoiceOver(CIS, REP, 3, "cis_bonus_rep_hero");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "cis_bonus_cis_reserves");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 4, "cis_bonus_rep_reserves");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "cis_bonus_cis_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(CIS, REP, 5, "cis_bonus_rep_sabotage");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "cis_bonus_cis_training");--advanced training
    --SetPlanetaryBonusVoiceOver(CIS, REP, 7, "cis_bonus_rep_training");--advanced training
    --SetPlanetaryBonusVoiceOver(REP, REP, 0, "rep_bonus_rep_medical");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 0, "rep_bonus_cis_medical");
    --SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
    --SetPlanetaryBonusVoiceOver(REP, REP, 2, "rep_bonus_rep_sensors");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 2, "rep_bonus_cis_sensors");
    SetPlanetaryBonusVoiceOver(REP, REP, 3, "rep_bonus_rep_hero");
    SetPlanetaryBonusVoiceOver(REP, CIS, 3, "rep_bonus_cis_hero");
    --SetPlanetaryBonusVoiceOver(REP, REP, 4, "rep_bonus_rep_reserves");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 4, "rep_bonus_cis_reserves");
    --SetPlanetaryBonusVoiceOver(REP, REP, 5, "rep_bonus_rep_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(REP, CIS, 5, "rep_bonus_cis_sabotage");
    --SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
    --SetPlanetaryBonusVoiceOver(REP, REP, 7, "rep_bonus_rep_training");--advanced training
    --SetPlanetaryBonusVoiceOver(REP, CIS, 7, "rep_bonus_cis_training");--advanced training
--  Camera Stats
--Tat 3 - Jabbas' Palace
    AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);
    AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551);
    AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990);
    AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519);
    AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025);
    AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255);
    AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096);
    AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620);
    AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437);
    AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003);
    AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054);
    AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029);
    AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563);
end
Hope ya'll can figure it out, and ty TONS for helping ggctuk
			
			
			
				looks clean to me. I've gotten that same problem several times and was never able to fix it. ugh. mod tools can be sooo annoying sometimes. :ohmy: