Units not showing up in Class Selection *SOLVED*

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phazon_elite
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Units not showing up in Class Selection *SOLVED*

Post by phazon_elite »

Ok I have a problem with unit classes showing up in my Kamino map:

- The magnaguard nor the battle droid show up now

- Now Jango Fett appears as a soldier class, but he still has hero properites!

I'm sure I set up the LUA correctly. Here it is:

Code: Select all

 --
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

    --  REP Attacking (attacker is always #1)
    local REP = 2;
    local CIS = 1;
    --  These variables do not change
    local ATT = 1;
    local DEF = 2;
---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
DisableBarriers("frog")
DisableBarriers("close")
DisableBarriers("camp")

    UnblockPlanningGraphArcs("connection71")

     SetProperty("cp1", "Team", "1")
    SetProperty("cp2", "Team", "2")
    SetProperty("cp3", "Team", "2")
    SetProperty("cp4", "Team", "2")
    SetProperty("cp5", "Team", "1")
    SetProperty("cp6", "Team", "1")
    SetAIDamageThreshold("Comp1", 0 )
    SetAIDamageThreshold("Comp2", 0 )
    SetAIDamageThreshold("Comp3", 0 )
    SetAIDamageThreshold("Comp4", 0 )
    SetAIDamageThreshold("Comp5", 0 )
  	SetAIDamageThreshold("Comp6", 0 )
    SetAIDamageThreshold("Comp7", 0 )
    SetAIDamageThreshold("Comp8", 0 )
    SetAIDamageThreshold("Comp9", 0 )
    SetAIDamageThreshold("Comp10", 0 )



	        SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)

    SetProperty("Kam_Bldg_Podroom_Door33", "Islocked", 1)
        SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)
                SetProperty("Kam_Bldg_Podroom_Door34", "Islocked", 1)
    SetProperty("Kam_Bldg_Podroom_Door35", "Islocked", 1)
        SetProperty("Kam_Bldg_Podroom_Door27", "Islocked", 0)       
            SetProperty("Kam_Bldg_Podroom_Door28", "Islocked", 1)       
    SetProperty("Kam_Bldg_Podroom_Door36", "Islocked", 1)
        SetProperty("Kam_Bldg_Podroom_Door20", "Islocked", 0)
    UnblockPlanningGraphArcs("connection71")
        
   --Objective1
    UnblockPlanningGraphArcs("connection85")
        UnblockPlanningGraphArcs("connection48")
            UnblockPlanningGraphArcs("connection63")
                UnblockPlanningGraphArcs("connection59")
                         UnblockPlanningGraphArcs("close")
                         UnblockPlanningGraphArcs("open")
                         DisableBarriers("frog")
                         DisableBarriers("close")
                         DisableBarriers("open")
        
    --blocking Locked Doors
    UnblockPlanningGraphArcs("connection194");
        UnblockPlanningGraphArcs("connection200");
            UnblockPlanningGraphArcs("connection118");
               DisableBarriers("FRONTDOOR2-3");
                DisableBarriers("FRONTDOOR2-1");  
                 DisableBarriers("FRONTDOOR2-2");  
   
    --Lower cloning facility
    UnblockPlanningGraphArcs("connection10")
        UnblockPlanningGraphArcs("connection159")
            UnblockPlanningGraphArcs("connection31")
               DisableBarriers("FRONTDOOR1-3")
                DisableBarriers("FRONTDOOR1-1")  
                 DisableBarriers("FRONTDOOR1-2")
    
        --This defines the CPs.  These need to happen first
    cp1 = CommandPost:New{name = "cp1"}
    cp2 = CommandPost:New{name = "cp2"}
    cp3 = CommandPost:New{name = "cp3"}
    cp4 = CommandPost:New{name = "cp4"}
    cp5 = CommandPost:New{name = "cp5"}
   	cp6 = CommandPost:New{name = "cp6"}
    
    --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:Start()
 
    EnableSPHeroRules()
    
    SetProperty("cp2", "spawnpath", "cp2_spawn")
    SetProperty("cp2", "captureregion", "cp2_capture")
    
    BlockPlanningGraphArcs("group1");
        BlockPlanningGraphArcs("connection165");
            BlockPlanningGraphArcs("connection162");
                BlockPlanningGraphArcs("connection160");
                    BlockPlanningGraphArcs("connection225");
end

function ScriptInit()
	StealArtistHeap(2048*1024)
    -- Designers, these two lines *MUST* be first!
    SetPS2ModelMemory(3000000)
    ReadDataFile("ingame.lvl")

    ReadDataFile("sound\\kam.lvl;kam1cw")
    ReadDataFile("dc:sound\\ko1.lvl;ko1cw")
    ReadDataFile("dc:SIDE\\rep.lvl",
				"rep_inf_ep2_rifleman",
				"rep_inf_ep2_rocketeer_chaingun",
				"rep_inf_ep2_engineer",
				"rep_inf_ep2_sniper",
				"rep_inf_ep2_gunner",
				"rep_inf_ep2_officer")
				----"rep_bldg_defensegridturret")
    ReadDataFile("dc:SIDE\\cis.lvl",
                        "cis_inf_rifleman",
                        "cis_inf_rocketeer",
                        "cis_inf_engineer",
                        "cis_inf_sniper",
			"cis_inf_b1droid",
			"cis_hero_jangofett",
                        "cis_inf_droideka",
                        "cis_inf_greivousguard")
                     		----"cis_bldg_defensegridturret")
ReadDataFile("dc:SIDE\\tur.lvl",
						"tur_bldg_chaingun_roof",
						"tur_weap_built_gunturret")
						
    ReadDataFile("dc:SIDE\\maj.lvl",
			"maj_inf_clone_commando")	
			
SetupTeams{
    rep = {
        team = REP,
        units = 32,
        reinforcements = 190,
        soldier = { "rep_inf_ep2_rifleman",10, 25},
        assault = { "rep_inf_ep2_rocketeer_chaingun",1, 4},
        engineer = { "rep_inf_ep2_engineer", 1, 4},
        sniper  = { "rep_inf_ep2_sniper",1, 4},
        officer = { "rep_inf_ep2_officer",1, 4},
	special = { "rep_inf_ep2_gunner",1, 4},
                      --  turret = { "rep_bldg_defensegridturret"},
            
    },
    cis = {
        team = CIS,
        units = 32,
        reinforcements = 210,
        soldier = { "CIS_inf_rifleman",10, 25},
        assault = { "CIS_inf_rocketeer",1, 4},
        engineer = { "CIS_inf_engineer", 1, 4},
        sniper  = { "CIS_inf_sniper",1, 4},
	officer = { "cis_inf_greivousguard",1, 4},
        special = { "cis_inf_droideka",1,4},
                           --        -- turret = { "cis_bldg_defensegridturret"},
      
    },

}
    SetHeroClass(CIS, "cis_hero_jangofett")

    AddUnitClass(REP, "maj_inf_clone_commando",1, 4)
    AddUnitClass(CIS, "cis_inf_b1droid",10, 25)

    --  Level Stats
    ClearWalkers()
 
    AddWalkerType(0, 6) -- droidekas
    local weaponCnt = 215
    SetMemoryPoolSize("Aimer", 39)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 210)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityCloth", 18)
    SetMemoryPoolSize("EntityLight", 70)
    SetMemoryPoolSize("EntitySoundStream", 3)
    SetMemoryPoolSize("EntitySoundStatic", 84)
    SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("Navigator", 50)
    SetMemoryPoolSize("Obstacle", 800)
    SetMemoryPoolSize("PathFollower", 50)
    SetMemoryPoolSize("PathNode", 256)
    SetMemoryPoolSize("SoundSpaceRegion", 36)
    SetMemoryPoolSize("TentacleSimulator", 0)
    SetMemoryPoolSize("TreeGridStack", 338)
    SetMemoryPoolSize("UnitAgent", 50)
    SetMemoryPoolSize("EntityFlyer", 6)
    SetMemoryPoolSize("UnitController", 50)
    SetMemoryPoolSize("Weapon", weaponCnt)
    SetMemoryPoolSize("SoldierAnimation", 1000)
    
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("KAM\\kam1.lvl", "kamino1_conquest")
    SetDenseEnvironment("false")

    --  AI
    SetMinFlyHeight(60)
    SetAllowBlindJetJumps(0)
       SetMaxFlyHeight(102)
    SetMaxPlayerFlyHeight(102)

    --  Sound
    
    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\\kam.lvl",  "kam1")
    OpenAudioStream("sound\\kam.lvl",  "kam1")


    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, REP, "cis_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_victory_im", .1, 1)    

    SetAmbientMusic(REP, 1.0, "rep_kam_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_kam_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_kam_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_kam_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_kam_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_kam_amb_victory")
    SetDefeatMusic (REP, "rep_kam_amb_defeat")
    SetVictoryMusic(CIS, "cis_kam_amb_victory")
    SetDefeatMusic (CIS, "cis_kam_amb_defeat")

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

    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")


    SetAttackingTeam(ATT)

    AddDeathRegion("deathregion")

 		    AddCameraShot(0.564619, -0.121047, 0.798288, 0.171142, 68.198814, 79.137611, 110.850922);

            AddCameraShot(-0.281100, 0.066889, -0.931340, -0.221616, 10.076019, 82.958336, -26.261774);

            AddCameraShot(0.209553, -0.039036, -0.960495, -0.178923, 92.558563, 58.820618, 130.675919);

            AddCameraShot(0.968794, 0.154227, 0.191627, -0.030506, -173.914413, 69.858940, 52.532421);

            AddCameraShot(0.744389, 0.123539, 0.647364, -0.107437, 97.475639, 53.216236, 76.477089);

            AddCameraShot(-0.344152, 0.086702, -0.906575, -0.228393, 95.062233, 105.285820, -37.661552);
end
I don't know what it could be. Please help.

- EP-000782
Last edited by phazon_elite on Sat Feb 17, 2007 1:44 pm, edited 1 time in total.
RC-1290

Post by RC-1290 »

Code: Select all

	    officer  = { "cis_inf_officer",1, 4},
THIS is the magnaGuard, where you try to load greivous_guard(even than I'd say Grievous_guard)

---
As far as I can see, there is no cis_inf_b1droid.odf. (I remember using that in SWBF 1 tough...)

---
furthermore THIS:

Code: Select all

                           --        -- turret = { 
"cis_bldg_defensegridturret"},
doesn't LOOK right... since you have commented out 'turret = {' but not ' "cis_bld_defensegridturret"}, '
MercuryNoodles
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Posts: 1003
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Post by MercuryNoodles »

Code: Select all

SetHeroClass(CIS, "cis_hero_jangofett")
This would be why Jango has hero properties. You set him as a hero with this. Of course he appears in the class selection screen, but I believe this is because of your game settings, not the map's script. You'll have to add him in like the other units to make him a normal soldier class. Pilot and marine are useable classes as well.

Also, your "Units =" lines under SetupTeams is 32 on both sides, but your max units adds up to 45 for both teams.

You say the MagnaGuard and Battle Droid don't show up. If you mean the stock officer class, you didn't include it in SetupTeams. If you mean the Grievous Guard, the above may be a factor. Same with cis_inf_b1droid. I would say more, but you need to be specific about such details as units not "showing up", because it can be taken more than one way, which may involve very different problems and solutions.
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phazon_elite
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Posts: 597
Joined: Tue Jan 16, 2007 9:10 pm
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Location: I'm sorry Link, I can't give the location. Come back when you're a little...mmmh...RICHER!
Contact:

Post by phazon_elite »

The b1droid is the B-1 Battle Droid revived myself. It's my version of it. The greivousguard was from the +123's assets. Everything is in there.

I redid the LUA a bit, and now everything is fine, except for one thing: the greivousguard still doesn't show up. Jango Fett is a hero again, and the B-1 Battle Droid is in the selection screen.

Here's my LUA now:

Code: Select all

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

    --  REP Attacking (attacker is always #1)
    local REP = 2;
    local CIS = 1;
    --  These variables do not change
    local ATT = 1;
    local DEF = 2;
---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
DisableBarriers("frog")
DisableBarriers("close")
DisableBarriers("camp")

    UnblockPlanningGraphArcs("connection71")

     SetProperty("cp1", "Team", "1")
    SetProperty("cp2", "Team", "2")
    SetProperty("cp3", "Team", "2")
    SetProperty("cp4", "Team", "2")
    SetProperty("cp5", "Team", "1")
    SetProperty("cp6", "Team", "1")
    SetAIDamageThreshold("Comp1", 0 )
    SetAIDamageThreshold("Comp2", 0 )
    SetAIDamageThreshold("Comp3", 0 )
    SetAIDamageThreshold("Comp4", 0 )
    SetAIDamageThreshold("Comp5", 0 )
  	SetAIDamageThreshold("Comp6", 0 )
    SetAIDamageThreshold("Comp7", 0 )
    SetAIDamageThreshold("Comp8", 0 )
    SetAIDamageThreshold("Comp9", 0 )
    SetAIDamageThreshold("Comp10", 0 )



	        SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)

    SetProperty("Kam_Bldg_Podroom_Door33", "Islocked", 1)
        SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)
                SetProperty("Kam_Bldg_Podroom_Door34", "Islocked", 1)
    SetProperty("Kam_Bldg_Podroom_Door35", "Islocked", 1)
        SetProperty("Kam_Bldg_Podroom_Door27", "Islocked", 0)       
            SetProperty("Kam_Bldg_Podroom_Door28", "Islocked", 1)       
    SetProperty("Kam_Bldg_Podroom_Door36", "Islocked", 1)
        SetProperty("Kam_Bldg_Podroom_Door20", "Islocked", 0)
    UnblockPlanningGraphArcs("connection71")
        
   --Objective1
    UnblockPlanningGraphArcs("connection85")
        UnblockPlanningGraphArcs("connection48")
            UnblockPlanningGraphArcs("connection63")
                UnblockPlanningGraphArcs("connection59")
                         UnblockPlanningGraphArcs("close")
                         UnblockPlanningGraphArcs("open")
                         DisableBarriers("frog")
                         DisableBarriers("close")
                         DisableBarriers("open")
        
    --blocking Locked Doors
    UnblockPlanningGraphArcs("connection194");
        UnblockPlanningGraphArcs("connection200");
            UnblockPlanningGraphArcs("connection118");
               DisableBarriers("FRONTDOOR2-3");
                DisableBarriers("FRONTDOOR2-1");  
                 DisableBarriers("FRONTDOOR2-2");  
   
    --Lower cloning facility
    UnblockPlanningGraphArcs("connection10")
        UnblockPlanningGraphArcs("connection159")
            UnblockPlanningGraphArcs("connection31")
               DisableBarriers("FRONTDOOR1-3")
                DisableBarriers("FRONTDOOR1-1")  
                 DisableBarriers("FRONTDOOR1-2")
    
        --This defines the CPs.  These need to happen first
    cp1 = CommandPost:New{name = "cp1"}
    cp2 = CommandPost:New{name = "cp2"}
    cp3 = CommandPost:New{name = "cp3"}
    cp4 = CommandPost:New{name = "cp4"}
    cp5 = CommandPost:New{name = "cp5"}
   	cp6 = CommandPost:New{name = "cp6"}
    
    --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:Start()
 
    EnableSPHeroRules()
    
    SetProperty("cp2", "spawnpath", "cp2_spawn")
    SetProperty("cp2", "captureregion", "cp2_capture")
    
    BlockPlanningGraphArcs("group1");
        BlockPlanningGraphArcs("connection165");
            BlockPlanningGraphArcs("connection162");
                BlockPlanningGraphArcs("connection160");
                    BlockPlanningGraphArcs("connection225");
end

function ScriptInit()
	StealArtistHeap(2048*1024)
    -- Designers, these two lines *MUST* be first!
    SetPS2ModelMemory(3000000)
    ReadDataFile("ingame.lvl")

    ReadDataFile("sound\\kam.lvl;kam1cw")
    ReadDataFile("dc:sound\\ko1.lvl;ko1cw")
    ReadDataFile("dc:SIDE\\rep.lvl",
				"rep_inf_ep2_rifleman",
				"rep_inf_ep2_rocketeer_chaingun",
				"rep_inf_ep2_engineer",
				"rep_inf_ep2_sniper",
				"rep_inf_ep2_gunner",
				"rep_inf_ep2_officer")
				----"rep_bldg_defensegridturret")
    ReadDataFile("dc:SIDE\\cis.lvl",
                        "cis_inf_rifleman",
                        "cis_inf_rocketeer",
                        "cis_inf_engineer",
                        "cis_inf_sniper",
			"cis_inf_b1droid",
			"cis_hero_jangofett",
                        "cis_inf_droideka",
                        "cis_inf_greivousguard")
                     		----"cis_bldg_defensegridturret")
ReadDataFile("dc:SIDE\\tur.lvl",
						"tur_bldg_chaingun_roof",
						"tur_weap_built_gunturret")
						
    ReadDataFile("dc:SIDE\\maj.lvl",
			"maj_inf_clone_commando")	
			
SetupTeams{
    rep = {
        team = REP,
        units = 32,
        reinforcements = 190,
        soldier = { "rep_inf_ep2_rifleman",10, 25},
        assault = { "rep_inf_ep2_rocketeer_chaingun",1, 4},
        engineer = { "rep_inf_ep2_engineer", 1, 4},
        sniper  = { "rep_inf_ep2_sniper",1, 4},
        officer = { "rep_inf_ep2_officer",1, 4},
	special = { "rep_inf_ep2_gunner",1, 4},
                      --  turret = { "rep_bldg_defensegridturret"},
            
    },
    cis = {
        team = CIS,
        units = 32,
        reinforcements = 210,
        soldier = { "CIS_inf_rifleman",10, 25},
        assault = { "CIS_inf_rocketeer",1, 4},
        engineer = { "CIS_inf_engineer", 1, 4},
        sniper  = { "CIS_inf_sniper",1, 4},
	officer = { "cis_inf_greivousguard",1, 4},
        special = { "cis_inf_droideka",1,4},
                           --        -- turret = { "cis_bldg_defensegridturret"},
      
    },

}
    AddUnitClass(REP, "maj_inf_clone_commando",1, 4)
    AddUnitClass(CIS, "cis_inf_b1droid",10, 25)
    
    SetHeroClass(CIS, "cis_hero_jangofett")
    
    --  Level Stats
    ClearWalkers()
 
    AddWalkerType(0, 6) -- droidekas
    local weaponCnt = 215
    SetMemoryPoolSize("Aimer", 39)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 210)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityCloth", 18)
    SetMemoryPoolSize("EntityLight", 70)
    SetMemoryPoolSize("EntitySoundStream", 3)
    SetMemoryPoolSize("EntitySoundStatic", 84)
    SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("Navigator", 50)
    SetMemoryPoolSize("Obstacle", 800)
    SetMemoryPoolSize("PathFollower", 50)
    SetMemoryPoolSize("PathNode", 256)
    SetMemoryPoolSize("SoundSpaceRegion", 36)
    SetMemoryPoolSize("TentacleSimulator", 0)
    SetMemoryPoolSize("TreeGridStack", 338)
    SetMemoryPoolSize("UnitAgent", 50)
    SetMemoryPoolSize("EntityFlyer", 6)
    SetMemoryPoolSize("UnitController", 50)
    SetMemoryPoolSize("Weapon", weaponCnt)
    SetMemoryPoolSize("SoldierAnimation", 1000)
    
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("KAM\\kam1.lvl", "kamino1_conquest")
    SetDenseEnvironment("false")

    --  AI
    SetMinFlyHeight(60)
    SetAllowBlindJetJumps(0)
       SetMaxFlyHeight(102)
    SetMaxPlayerFlyHeight(102)

    --  Sound
    
    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\\kam.lvl",  "kam1")
    OpenAudioStream("sound\\kam.lvl",  "kam1")


    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, REP, "cis_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_victory_im", .1, 1)    

    SetAmbientMusic(REP, 1.0, "rep_kam_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_kam_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_kam_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_kam_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_kam_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_kam_amb_victory")
    SetDefeatMusic (REP, "rep_kam_amb_defeat")
    SetVictoryMusic(CIS, "cis_kam_amb_victory")
    SetDefeatMusic (CIS, "cis_kam_amb_defeat")

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

    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")


    SetAttackingTeam(ATT)

    AddDeathRegion("deathregion")

 		    AddCameraShot(0.564619, -0.121047, 0.798288, 0.171142, 68.198814, 79.137611, 110.850922);

            AddCameraShot(-0.281100, 0.066889, -0.931340, -0.221616, 10.076019, 82.958336, -26.261774);

            AddCameraShot(0.209553, -0.039036, -0.960495, -0.178923, 92.558563, 58.820618, 130.675919);

            AddCameraShot(0.968794, 0.154227, 0.191627, -0.030506, -173.914413, 69.858940, 52.532421);

            AddCameraShot(0.744389, 0.123539, 0.647364, -0.107437, 97.475639, 53.216236, 76.477089);

            AddCameraShot(-0.344152, 0.086702, -0.906575, -0.228393, 95.062233, 105.285820, -37.661552);
end
MercuryNoodles
Jedi
Jedi
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Post by MercuryNoodles »

Check the spelling to see if the actual odf and lua call have the same name? It supposed to be spelled "grievous", so it may be as simple as the e and i being switched around for one or the other.
User avatar
phazon_elite
Rebel Colonel
Rebel Colonel
Posts: 597
Joined: Tue Jan 16, 2007 9:10 pm
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Post by phazon_elite »

I'll check that out right now......yes, it was definately a typo. I'll do a clean/munge and tell you what the deal is now. I also found out that my cis.req had that typo, too.

EDIT: Solved!

- EP-000782
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