Kill a panel Prob

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Noobi-Wan
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Posts: 16
Joined: Thu Jul 15, 2010 2:14 am
Projects :: [DM-S] Nova-Squad-Map
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Kill a panel Prob

Post by Noobi-Wan »

hey GT.....
i have a new problem..
i have a panel called hangar_door_panel
i have two anim groups doorClose and doorOpen
i want that the one anim is played when i kill the panel
and the other when i repair it
i try something with the command from deathstar but it didnt works
here is my lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("teleport")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()





-- beginning deathing --

OnObjectRespawnName(PlayAnimdoorOpen, "hangar_door_panel");
OnObjectKillName(PlayAnimdoorClose, "hangar_door_panel");



------end---


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "CON_CP1"}
cp2 = CommandPost:New{name = "con_CP1a"}
cp3 = CommandPost:New{name = "CON_CP2"}
cp4 = CommandPost:New{name = "CON_CP5"}
cp5 = CommandPost:New{name = "CON_CP6"}
cp6 = CommandPost:New{name = "CON_CP7"}
cp7 = CommandPost:New{name = "cp8"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

conquest:Start()

SetUberMode(1);






EnableSPHeroRules()




--A single teleport
--WeaponRoom
local region = GetRegionLocation( "region4" )
local destination = GetPathNodeDestination( "teleport_bridge", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "region4" )



--A single teleport
--HOME-weaponroom
local region = GetRegionLocation( "region88" )
local destination = GetPathNodeDestination( "cp8_spawn", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "region88" )



--A single teleport
--MEDIC
local region = GetRegionLocation( "region20" )
local destination = GetPathNodeDestination( "teleport_medic", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "region20" )



--A single teleport
--HOME-medic
local region = GetRegionLocation( "region19" )
local destination = GetPathNodeDestination( "cp8_spawn", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "region19" )



--A single teleport
--HOME-UTA
local region = GetRegionLocation( "back_home" )
local destination = GetPathNodeDestination( "secret_hangar", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "back_home" )



--Kolto Tank

ActivateRegion("anim1")

region1 = OnEnterRegion(
function(region, player)
if IsCharacterHuman(player) then

PauseAnimation("koltotank")
RewindAnimation("koltotank")
PlayAnimation("koltotank")
end
end,
"anim1"
)

--Kolto Tank Ends





-------------------------HANGAR DOOR--------------------------



-- OPEN
function PlayAnimdoorOpen()
PauseAnimation("doorClose");
RewindAnimation("doorOpen");
PlayAnimation("doorOpen");

end
-- CLOSE
function PlayAnimdoorClose()
PauseAnimation("doorOpen");
RewindAnimation("doorClose");
PlayAnimation("doorClose");

end

---------------HANGAR DOOR ends-------------------



end


---------------------------------------------------------------------------
-- 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()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(1000)
SetMaxPlayerFlyHeight (1000)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\nsq.lvl",
"rep_fly_gunship",
"rep_fly_gunship_sc",
"nsq_inf_noobi_trooper",
"nsq_inf_kane_trooper",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_officer",
"rep_inf_ep3_pilot",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_marine",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_walk_oneman_atst")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_guided_rocket")

SetupTeams{
rep = {
team = REP,
units = 10,
reinforcements = 500,
engineer = { "nsq_inf_noobi_trooper",0, 0},
assault = { "rep_inf_ep3_rocketeer",0, 0},
soldier = { "nsq_inf_kane_trooper",0, 0},
sniper = { "rep_inf_ep3_sniper",0, 0},
officer = {"rep_inf_ep3_officer",0, 0},
special = { "rep_inf_ep3_jettrooper",0, 0},

},
cis = {
team = CIS,
units = 60,
reinforcements = 750,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",4, 9},
engineer = { "cis_inf_engineer",4, 9},
sniper = { "cis_inf_sniper",4, 9},
officer = {"cis_inf_officer",4, 9},
special = { "cis_inf_droideka",4, 9},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandFlyer", 5)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("SoldierAnimation", 304)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:URA\\URA.lvl", "URA_conquest")
ReadDataFile("dc:URA\\uta1.lvl", "uta1_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
i hope you will solve my problem....
pls help me...
User avatar
Firefang
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Posts: 518
Joined: Mon Nov 15, 2010 8:55 pm
Location: California

Re: Kill a panel Prob

Post by Firefang »

Add this under it
Hidden/Spoiler:
-- OPEN
function PlayAnimdoorOpen()
PauseAnimation("doorClose");
RewindAnimation("doorOpen");
PlayAnimation("doorOpen");

end
-- CLOSE
function PlayAnimdoorClose()
PauseAnimation("doorOpen");
RewindAnimation("doorClose");
PlayAnimation("doorClose");

end
Noobi-Wan
Private Recruit
Posts: 16
Joined: Thu Jul 15, 2010 2:14 am
Projects :: [DM-S] Nova-Squad-Map
Games I'm Playing :: swbf2 medieval 2
Location: germany

Re: Kill a panel Prob

Post by Noobi-Wan »

i have this already...

-- OPEN
function PlayAnimdoorOpen()
PauseAnimation("doorClose");
RewindAnimation("doorOpen");
PlayAnimation("doorOpen");

end
-- CLOSE
function PlayAnimdoorClose()
PauseAnimation("doorOpen");
RewindAnimation("doorClose");
PlayAnimation("doorClose");
User avatar
Firefang
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Posts: 518
Joined: Mon Nov 15, 2010 8:55 pm
Location: California

Re: Kill a panel Prob

Post by Firefang »

My bad, didn't see it
Noobi-Wan
Private Recruit
Posts: 16
Joined: Thu Jul 15, 2010 2:14 am
Projects :: [DM-S] Nova-Squad-Map
Games I'm Playing :: swbf2 medieval 2
Location: germany

Re: Kill a panel Prob

Post by Noobi-Wan »

It's like every problem ive posted on gametost...nobody can solve it....
:(
Jaspo
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Re: Kill a panel Prob

Post by Jaspo »

Without studying it real great depth, my first instinctive bit of advice is to double-check all the spellings in Zeroeditor...check for capitalization differences too; I'm pretty sure they matter, and are tough to spot in ZE's large caps/small caps font interface.
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