Updated List:
- Every dispensable turret on the map uses the same weapon as the last loaded dispensable turret in the Lua.
- Water will always damage a standard unit, you. Non-standard units are Droideka's and Vehicles. These have modifiable Damage rates via WaterDamageInterval and WaterDamageAmount.
This limitation for standard units can be counteracted by placing a Damage Region that does negative damage(Essentially a Healing Region) in the water higher than a unit's head. Side effects include a red flashing screen and a blue healing ring around the unit. - Water can only be painted on one height level in ZeroEditor (ex: no pond up high and lake down low)
- Vehicles can only have two weapons for each position, a primary and a secondary.
- Maximum of 8 unit slots per vehicle
- We seemly can't change the original CP colors (red, blue and yellow).
- There are only two weapon channels. Primary (WeaponChannel = 0) and secondary (WeaponChannel = 1).
- Each unit can have up to 8 weapons. Any combination of primary and secondary weapons.
- The grappling hook doesn't work in BF2.
- Certain changes made to a unit in the Lua via SetClassProperty only take effect after the unit respawns
- Up to 9 selectable units per team + 1 hero, or 10 units with no hero
- Maximum of 9 teams total, including the regular ATT and DEF teams (1 and 2)
- Maximum of 16 (Command Posts + Command Vehicles)
- Maximum of 18 soldier animation banks
- Maximum of 64 simultaneously active regions (activated with ActivateRegion) (see here)
- Maximum of 1024 world objects
- Maximum of 8 connections to a planning hub
- Maximum of 255 connections
- Maximum of 256 planning hubs
- Maximum texture size is 4096x4096
- You cannot fire a flyer's weapons inside of a Landing Region
- Flyers cannot strafe (move side to side) as they did in SWBF1
- Prone does not work in SWBF2
- Maximum of 20 AI Goals. Going over this limit won't crash the map, but will cause severity 3 messages
- Human characters can only spawn teams 1 or 2, but you can give the illusion of up to 9 (since 9 is the team limit) selectable teams
- Maximum of 4 tentacles can be defined in the unit's odf with a total of 20 bone_strings
- You can't modify the Droideka or Fambaa shield effect geometry
- You can't change which bone the JetEffect property uses as the attach origin (bone_ribcage).
- ZeroEditor will crash when attempting to load models mapped to textures larger than 12MB in file size
- Maximum terrain height is 327 and minimum is -327
- SetWorldExtents(#) values 19000 or higher will crash your map
- The limit for damage effects called in the ODF is 10
- Units consisting of more than 32 keyed nodes will crash your map
- Maximum of 16 ODFs can be used with AttachODF property in a single ODF
- Indentation characters (tabs) cannot be used within the entered value of a VOSound parameter in an ODF (see first half of this post for explanation)
- Every sound bank file (*.asfx and *.sfx files) that is loaded into memory (through ReadDataFile()) must have a unique name (see second half of this post for explanation)
- Sound LVL files containing soundspace data must be loaded before world LVL files that contain soundspace regions (see this post for explanation)
Post any more that you know of.