Memory pool size problem?

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Deviss
Master of the Force
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Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Memory pool size problem?

Post by Deviss »

hi there to all i am trying add felucia bounty hunter to my mod, but always i got black screen and i cant spawn :S this is the sev 3

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #2 to `SetMemoryPoolSize' (number expected, got nil)
stack traceback:
	[C]: in function `SetMemoryPoolSize'
	(none): in function `ScriptInit'

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on a nil value
stack traceback:
	(none): in function `AddCommandPost'
	(none): in function `ScriptPostLoad'

please help :)
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Teancum
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Re: memory pool size problem??

Post by Teancum »

Post your lua
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: memory pool size problem??

Post by Deviss »

Teancum wrote:Post your lua
sir yes sir :D
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--


-- load the gametype script
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("Ambush")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
WOK = 3;
GEO = 4;
-- These variables do not change
ATT = REP;
DEF = CIS;
AmbushTeam = 5
ATM = AmbushTeam
AmbushTeam2 = 6
DRD = AmbushTeam2
AmbushTeam3 = 7
CLN = AmbushTeam3

function ScriptPostLoad()

SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, true)
AllowAISpawn(DEF, true)
AllowAISpawn(WOK, false)
AllowAISpawn(GEO, false)
ScriptCB_SetGameRules("campaign")
onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)

end
end)

KillObject ("cp3")
KillObject ("zem_cp_droiddispenser3")
KillObject ("zem_cp_droiddispenser2")
KillObject ("zem_cp_droiddispenser1")
KillObject ("zem_cp_droiddispenser")
PlayAnimation("gunship3")
SetProperty ("cp7","Team",4)

SetProperty("cp1", "MaxHealth", 999999)
SetProperty("cp1", "CurHealth", 999999)
SetProperty("cp4", "MaxHealth", 999999)
SetProperty("cp4", "CurHealth", 999999)
SetProperty("zem_cp_droiddispensercp6", "MaxHealth", 999999)
SetProperty("zem_cp_droiddispensercp6", "CurHealth", 999999)
SetProperty("tan4_prop_Console1", "MaxHealth", 999999)
SetProperty("tan4_prop_Console1", "CurHealth", 999999)
SetProperty("pol1_prop_control_console", "MaxHealth", 999999)
SetProperty("pol1_prop_control_console", "CurHealth", 999999)


--Destroy the turrets
Objective1= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.firsttext", popupText = "level.FMB.pop.firstpopuptext"}

Dclass = TargetType:New{classname = "tur_bldg_spa_imp_beam", killLimit = 2}
Objective1:AddTarget(Dclass)

Objective1.OnStart = function(self)
Objective1.Dclass_cpGoal1 = AddAIGoal(ATT, "Follow", 100, 0)
Objective1.Dclass_cpGoal2 = AddAIGoal(DEF, "Destroy", 100, 0)
end

Objective1.OnComplete = function(self)
DeleteAIGoal(Objective1.Dclass_cpGoal2)
AllowAISpawn(GEO, true)
AddAIGoal(GEO, "Deathmatch", 100)
end



--kill the Acklays
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.10text", popupText = "level.FMB.pop.10popuptext"}

Dclass = TargetType:New{classname = "geo_inf_acklay", killLimit = 2}
Objective2:AddTarget(Dclass)

Objective2.OnStart = function(self)

end

Objective2.OnComplete = function(self)
AllowAISpawn(WOK, true)
AddAIGoal(WOK, "Deathmatch", 100)
PlayAnimation("Laatc")
PlayAnimation("Laatc2")
PlayAnimation("center")
PlayAnimation("gunship1")
PlayAnimation("anim")
UnlockHeroForTeam(ATT)
SetProperty("cp1", "MaxHealth", 12000)
SetProperty("cp1", "CurHealth", 12000)
SetProperty("cp4", "MaxHealth", 12000)
SetProperty("cp4", "CurHealth", 12000)
SetProperty("zem_cp_droiddispensercp6", "MaxHealth", 12000)
SetProperty("zem_cp_droiddispensercp6", "CurHealth", 12000)
end



--Kill the droid thingys
Objective3= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.secondtext", popupText = "level.FMB.pop.secondpoputext"}

Dclass = TargetType:New{classname = "zem_cp_droiddispenser", killLimit = 3}
Objective3:AddTarget(Dclass)

Objective3.OnStart = function(self)
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end

Objective3.OnComplete = function(self)
SetProperty("tan4_prop_Console1", "MaxHealth", 600)
SetProperty("tan4_prop_Console1", "CurHealth", 600)

end



--Destory the tantive console
Dobjekt = Target:New{name = "tan4_prop_Console1"}
Dobjekt.OnDestroy = function(self)

end

Objective4 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.thirdtext", popupText = "level.FMB.pop.thirdpopuptext"}
Objective4:AddTarget(Dobjekt)


Objective4.OnStart = function(self)


end

Objective4.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
PlayAnimation("doorright")
PlayAnimation("doorleft")
PlayAnimation("door1")
RespawnObject("cp3")
RespawnObject("zem_cp_droiddispenser3")
SetupAmbushTrigger("droidambush_region", "droidambush_spawn", 4, 6)

end

--Capture cp 3
Objective5CP = CommandPost:New{name = "cp3"}
Objective5 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level,FMB.fourthtext", popupText = "level.FMB.pop.fourthpopuptext", AIGoalWeight = 0}
Objective5:AddCommandPost(Objective5CP)

Objective5:AddHint("level.geo1.hints.capture_cp")

Objective5.OnStart = function(self)
AICanCaptureCP("cp3", ATT, false)
AICanCaptureCP("cp3", DEF, true)

end

Objective5.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
SetProperty("cp3", "Team", 1)
SetProperty("cp3", "CaptureRegion", "")
RespawnObject("zem_cp_droiddispenser2")
RespawnObject("zem_cp_droiddispenser1")
RespawnObject("zem_cp_droiddispenser")
SetProperty("pol1_prop_control_console", "MaxHealth", 900)
SetProperty("pol1_prop_control_console", "CurHealth", 900)

end

--objective: assault
Dobjekt = Target:New{name = "pol1_prop_control_console"}
Dobjekt.OnDestroy = function(self)

end

Objective6 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.5text", popupText = "level.FMB.pop.5popuptext"}
Objective6:AddTarget(Dobjekt)


Objective6.OnStart = function(self)

end

Objective6.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)

end

--objective: assault
Dobjekt = Target:New{name = "zem_cp_droiddispenser3"}
Dobjekt.OnDestroy = function(self)

end

Objective7 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.6text", popupText = "level.FMB.pop.6popuptext"}
Objective7:AddTarget(Dobjekt)


Objective7.OnStart = function(self)


end

Objective7.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)

end

--Go to the region
Objective8 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.FMB.7text", popupText = "level.FMB.pop.7popuptext",
regionName = "goto1", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective8:AddHint("level.geo1.hints.movement")
Objective8:AddHint("level.geo1.hints.obj_markers")
Objective8:AddHint("level.geo1.hints.review_objectives")
Objective8:AddHint("level.geo1.hints.sprint")


Objective8.OnStart = function(self)
MapAddEntityMarker("goto1", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)


end

Objective8.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("goto1")
AllowAISpawn(DEF, false)
Ambush("ambushpath", 1, 5)


end

--Kill the mandalorian
Objective9= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.8text", popupText = "level.FMB.pop.8popuptext"}

Dclass = TargetType:New{classname = "cis_hero", killLimit = 1}
Objective9:AddTarget(Dclass)

Objective9.OnStart = function(self)

end

Objective9.OnComplete = function(self)
PlayAnimation("pl1")
PlayAnimation("gun")
SetupAmbushTrigger("clnambush", "cln_spawn", 11, 7)

end

--Go to the region2
Objective10 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.FMB.11text", popupText = "level.FMB.pop.11popuptext",
regionName = "goto2", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 1}

Objective10:AddHint("level.geo1.hints.movement")
Objective10:AddHint("level.geo1.hints.obj_markers")
Objective10:AddHint("level.geo1.hints.review_objectives")
Objective10:AddHint("level.geo1.hints.sprint")


Objective10.OnStart = function(self)
MapAddEntityMarker("goto2", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)

end

Objective10.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("goto2")
PlayAnimation("gun2")


end



end

function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 3)
StartTimer(beginobjectivestimer)
end

function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 9}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5)
objectiveSequence:AddObjectiveSet(Objective6)
objectiveSequence:AddObjectiveSet(Objective7)
objectiveSequence:AddObjectiveSet(Objective8)
objectiveSequence:AddObjectiveSet(Objective9)
objectiveSequence:AddObjectiveSet(Objective10)

objectiveSequence:Start()

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()

SetUberMode(1);
ReadDataFile("ingame.lvl")
ReadDataFile("dc:Load\\FMBscreen.lvl")

SetMaxFlyHeight(100)
SetMaxPlayerFlyHeight (100)

SetMemoryPoolSize ("ClothData",400)
SetMemoryPoolSize ("Combo",500) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",1000) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",1000) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",1000) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",1000) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",1000) -- should be ~1x #combo
SetMemoryPoolSize ("EntityCloth",400)
SetMemoryPoolSize ("Music", 200)

ReadDataFile("sound\\fel.lvl;fel1cw")
ReadDataFile("dc:sound\\ABC.lvl;ABCcw")

ReadDataFile("SIDE\\geo.lvl",
"geo_inf_acklay")

ReadDataFile("dc:SIDE\\turFMB.lvl",
"tur_bldg_recoilless_fel_auto",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_chaingun_roof")

ReadDataFile("dc:SIDE\\spaFMB.lvl")

ReadDataFile("dc:SIDE\\PloKoon.lvl",
"rep_hero_PloKoon")

ReadDataFile("dc:SIDE\\Republic.lvl")

ReadDataFile("dc:SIDE\\327th.lvl",
"rep_327th_clon1",
"rep_327th_clon2",
"rep_327th_clon3",
"rep_327th_clon4",
"rep_327th_clon5",
"rep_327th_clon6",
"rep_327th_clon7",
"rep_327th_clon8",
"rep_327th_clon9")

ReadDataFile("dc:SIDE\\fed.lvl",
"cis_droid1",
"cis_droid2",
"cis_droid4",
"cis_droid5",
"cis_hero")

ReadDataFile("dc:SIDE\\veh.lvl",
"cis_hover_aat",
"rep_fly_gunship",
"rep_hover_fightertank")

SetupTeams{
rep = {
team = REP,
units = 10,
reinforcements = -1,
soldier = { "rep_327th_clon1",1,2},
pilot = { "rep_327th_clon2",1,2},
assault = { "rep_327th_clon3",1,2},
sniper = { "rep_327th_clon4",1,2},
marine = { "rep_327th_clon5",1,2},
engineer = { "rep_327th_clon6",1,2},
officer = { "rep_327th_clon7",0,0},
special = { "rep_327th_clon8",0,0},
commander = { "rep_327th_clon9",1,1},

},
cis = {
team = CIS,
units = 45,
reinforcements = -1,
soldier = { "cis_droid1",9, 55},
assault = { "cis_droid2",1, 6},
engineer = { "cis_droid4",1, 6},
officer = {"cis_droid5",1, 10},
},
geo = {
team = GEO,
units = 1,
reinforcements = 2,
soldier = {"geo_inf_acklay", 2, 2},
},
atm = {
team = ATM,
units = 1,
reinforcements = -1,
soldier = {"cis_hero", 1, 1},
},
drd = {
team = DRD,
units = 4,
reinforcements = -1,
soldier = {"cis_droid5", 4, 4},
},
cln = {
team = CLN,
units = 11,
reinforcements = -1,
soldier = {"rep_327th_clon2", 5, 5},
pilot = {"rep_327th_clon3", 5, 5},
assault = {"rep_327th_clon8", 1, 1},
}
}

SetTeamName(ATM, CIS)
SetTeamAsEnemy(ATM, REP)
SetTeamAsEnemy(REP, ATM)
SetTeamAsFriend(CIS, ATM)
SetTeamAsFriend(ATM, CIS)
ClearAIGoals(ATM)
AddAIGoal(ATM, "Deathmatch", 100)

SetTeamName(DRD, CIS)
SetTeamAsEnemy(DRD, REP)
SetTeamAsEnemy(REP, DRD)
SetTeamAsFriend(CIS, DRD)
SetTeamAsFriend(DRD, CIS)
ClearAIGoals(DRD)
AddAIGoal(DRD, "Deathmatch", 100)

SetTeamName(CLN, REP)
SetTeamAsEnemy(CLN, CIS)
SetTeamAsEnemy(CIS, CLN)
SetTeamAsFriend(REP, CLN)
SetTeamAsFriend(CLN, REP)
ClearAIGoals(CLN)
AddAIGoal(CLN, "Deathmatch", 100)

SetHeroClass(CIS, "cis_hero")
SetHeroClass(REP, "rep_hero_PloKoon")

SetTeamName(3, "locals")
SetTeamIcon(3, "all_icon")
AddUnitClass(3, "rep_327th_clon3",20)
AddUnitClass(3, "rep_327th_clon5",20)

SetUnitCount(3, 40)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)

SetTeamName(4, "locals")
SetTeamIcon(4, "all_icon")
AddUnitClass(4, "geo_inf_acklay",2)

SetUnitCount(4, 2)
SetTeamAsFriend(DEF,4)
SetTeamAsFriend(4,DEF)
SetTeamAsEnemy(ATT,4)
SetTeamAsEnemy(4,ATT)

-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 9) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 9) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 9) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 9) -- 2 attes with 3 leg pairs each
local weaponcnt = 2404
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 1000)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 2000)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:ABC\\FMB.lvl", "FMB_conquest")
SetDenseEnvironment("false")

-- Sound Stats

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("dc:sound\\ABC.lvl", "ABC_stream")
OpenAudioStream("sound\\fel.lvl", "fel1")
OpenAudioStream("sound\\fel.lvl", "fel1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\fel.lvl", "fel1_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(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_fel_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_fel_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_fel_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_fel_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_fel_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_fel_amb_end", 2,1)

SetVictoryMusic(REP, "rep_fel_amb_victory")
SetDefeatMusic (REP, "rep_fel_amb_defeat")
SetVictoryMusic(CIS, "cis_fel_amb_victory")
SetDefeatMusic (CIS, "cis_fel_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")

AddCameraShot(0.405418, 0.018834, -0.912953, 0.042412, 156.734161, 6.037713, 180.226318);

end
[/code]
User avatar
linksith
Command Sergeant Major
Command Sergeant Major
Posts: 284
Joined: Mon Jul 12, 2010 12:19 pm
Projects :: Waaay too many projects
Games I'm Playing :: too many
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Location: looking for a wifi connection

Re: memory pool size problem??

Post by linksith »

I'm not an LUA genius but just to make things clear (and in case you didn't realize) the message severity 3 messages are telling you that there is something wrong with the following parts in your LUA.

SetMemoryPoolSize
ScriptInit
AddCommandPost
ScriptPostLoad

You can look for the line that contains these parts by pressing ctrl+f while viewing the LUA and then copying and pasting each problem into the search box. You will need some help that I don't have to figure out how to solve these problems, but if you can figure out the problems by knowing what the severity 3 messages mean then that is excellent!

(I'm not trying to be mean or anything like that but just so you know)
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: memory pool size problem??

Post by Deviss »

linksith wrote:I'm not an LUA genius but just to make things clear (and in case you didn't realize) the message severity 3 messages are telling you that there is something wrong with the following parts in your LUA.

SetMemoryPoolSize
ScriptInit
AddCommandPost
ScriptPostLoad

You can look for the line that contains these parts by pressing ctrl+f while viewing the LUA and then copying and pasting each problem into the search box. You will need some help that I don't have to figure out how to solve these problems, but if you can figure out the problems by knowing what the severity 3 messages mean then that is excellent!

(I'm not trying to be mean or anything like that but just so you know)
thanks by your help, but i know where should to be the problem, only i dont know how indenfity it so i cant fix it :S
User avatar
Jendo7
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Sith
Posts: 1304
Joined: Wed Apr 01, 2009 6:37 pm
Location: Cambridge, England.
Contact:

Re: memory pool size problem??

Post by Jendo7 »

Deviss, I think you just need to define the CP's in ScriptPostLoad. I've highlighted them in yellow, just add more depending on how many are in your mode.

I could be wrong but I think thats the problem.

I'm not sure about the memorypoolsize though but hopefully someone else will know.
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--


-- load the gametype script
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("Ambush")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
WOK = 3;
GEO = 4;
-- These variables do not change
ATT = REP;
DEF = CIS;
AmbushTeam = 5
ATM = AmbushTeam
AmbushTeam2 = 6
DRD = AmbushTeam2
AmbushTeam3 = 7
CLN = AmbushTeam3

function ScriptPostLoad()

--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"}


SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, true)
AllowAISpawn(DEF, true)
AllowAISpawn(WOK, false)
AllowAISpawn(GEO, false)
ScriptCB_SetGameRules("campaign")
onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)

end
end)

KillObject ("cp3")
KillObject ("zem_cp_droiddispenser3")
KillObject ("zem_cp_droiddispenser2")
KillObject ("zem_cp_droiddispenser1")
KillObject ("zem_cp_droiddispenser")
PlayAnimation("gunship3")
SetProperty ("cp7","Team",4)

SetProperty("cp1", "MaxHealth", 999999)
SetProperty("cp1", "CurHealth", 999999)
SetProperty("cp4", "MaxHealth", 999999)
SetProperty("cp4", "CurHealth", 999999)
SetProperty("zem_cp_droiddispensercp6", "MaxHealth", 999999)
SetProperty("zem_cp_droiddispensercp6", "CurHealth", 999999)
SetProperty("tan4_prop_Console1", "MaxHealth", 999999)
SetProperty("tan4_prop_Console1", "CurHealth", 999999)
SetProperty("pol1_prop_control_console", "MaxHealth", 999999)
SetProperty("pol1_prop_control_console", "CurHealth", 999999)


--Destroy the turrets
Objective1= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.firsttext", popupText = "level.FMB.pop.firstpopuptext"}

Dclass = TargetType:New{classname = "tur_bldg_spa_imp_beam", killLimit = 2}
Objective1:AddTarget(Dclass)

Objective1.OnStart = function(self)
Objective1.Dclass_cpGoal1 = AddAIGoal(ATT, "Follow", 100, 0)
Objective1.Dclass_cpGoal2 = AddAIGoal(DEF, "Destroy", 100, 0)
end

Objective1.OnComplete = function(self)
DeleteAIGoal(Objective1.Dclass_cpGoal2)
AllowAISpawn(GEO, true)
AddAIGoal(GEO, "Deathmatch", 100)

end



--kill the Acklays
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.10text", popupText = "level.FMB.pop.10popuptext"}

Dclass = TargetType:New{classname = "geo_inf_acklay", killLimit = 2}
Objective2:AddTarget(Dclass)

Objective2.OnStart = function(self)

end

Objective2.OnComplete = function(self)
AllowAISpawn(WOK, true)
AddAIGoal(WOK, "Deathmatch", 100)
PlayAnimation("Laatc")
PlayAnimation("Laatc2")
PlayAnimation("center")
PlayAnimation("gunship1")
PlayAnimation("anim")
UnlockHeroForTeam(ATT)
SetProperty("cp1", "MaxHealth", 12000)
SetProperty("cp1", "CurHealth", 12000)
SetProperty("cp4", "MaxHealth", 12000)
SetProperty("cp4", "CurHealth", 12000)
SetProperty("zem_cp_droiddispensercp6", "MaxHealth", 12000)
SetProperty("zem_cp_droiddispensercp6", "CurHealth", 12000)
end



--Kill the droid thingys
Objective3= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.secondtext", popupText = "level.FMB.pop.secondpoputext"}

Dclass = TargetType:New{classname = "zem_cp_droiddispenser", killLimit = 3}
Objective3:AddTarget(Dclass)

Objective3.OnStart = function(self)
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end

Objective3.OnComplete = function(self)
SetProperty("tan4_prop_Console1", "MaxHealth", 600)
SetProperty("tan4_prop_Console1", "CurHealth", 600)

end



--Destory the tantive console
Dobjekt = Target:New{name = "tan4_prop_Console1"}
Dobjekt.OnDestroy = function(self)

end

Objective4 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.thirdtext", popupText = "level.FMB.pop.thirdpopuptext"}
Objective4:AddTarget(Dobjekt)


Objective4.OnStart = function(self)


end

Objective4.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
PlayAnimation("doorright")
PlayAnimation("doorleft")
PlayAnimation("door1")
RespawnObject("cp3")
RespawnObject("zem_cp_droiddispenser3")
SetupAmbushTrigger("droidambush_region", "droidambush_spawn", 4, 6)

end

--Capture cp 3
Objective5CP = CommandPost:New{name = "cp3"}
Objective5 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level,FMB.fourthtext", popupText = "level.FMB.pop.fourthpopuptext", AIGoalWeight = 0}
Objective5:AddCommandPost(Objective5CP)

Objective5:AddHint("level.geo1.hints.capture_cp")

Objective5.OnStart = function(self)
AICanCaptureCP("cp3", ATT, false)
AICanCaptureCP("cp3", DEF, true)

end

Objective5.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
SetProperty("cp3", "Team", 1)
SetProperty("cp3", "CaptureRegion", "")
RespawnObject("zem_cp_droiddispenser2")
RespawnObject("zem_cp_droiddispenser1")
RespawnObject("zem_cp_droiddispenser")
SetProperty("pol1_prop_control_console", "MaxHealth", 900)
SetProperty("pol1_prop_control_console", "CurHealth", 900)

end

--objective: assault
Dobjekt = Target:New{name = "pol1_prop_control_console"}
Dobjekt.OnDestroy = function(self)

end

Objective6 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.5text", popupText = "level.FMB.pop.5popuptext"}
Objective6:AddTarget(Dobjekt)


Objective6.OnStart = function(self)

end

Objective6.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)

end

--objective: assault
Dobjekt = Target:New{name = "zem_cp_droiddispenser3"}
Dobjekt.OnDestroy = function(self)

end

Objective7 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.6text", popupText = "level.FMB.pop.6popuptext"}
Objective7:AddTarget(Dobjekt)


Objective7.OnStart = function(self)


end

Objective7.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)

end

--Go to the region
Objective8 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.FMB.7text", popupText = "level.FMB.pop.7popuptext",
regionName = "goto1", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective8:AddHint("level.geo1.hints.movement")
Objective8:AddHint("level.geo1.hints.obj_markers")
Objective8:AddHint("level.geo1.hints.review_objectives")
Objective8:AddHint("level.geo1.hints.sprint")


Objective8.OnStart = function(self)
MapAddEntityMarker("goto1", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)


end

Objective8.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("goto1")
AllowAISpawn(DEF, false)
Ambush("ambushpath", 1, 5)


end

--Kill the mandalorian
Objective9= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.FMB.8text", popupText = "level.FMB.pop.8popuptext"}

Dclass = TargetType:New{classname = "cis_hero", killLimit = 1}
Objective9:AddTarget(Dclass)

Objective9.OnStart = function(self)

end

Objective9.OnComplete = function(self)
PlayAnimation("pl1")
PlayAnimation("gun")
SetupAmbushTrigger("clnambush", "cln_spawn", 11, 7)

end

--Go to the region2
Objective10 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.FMB.11text", popupText = "level.FMB.pop.11popuptext",
regionName = "goto2", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 1}

Objective10:AddHint("level.geo1.hints.movement")
Objective10:AddHint("level.geo1.hints.obj_markers")
Objective10:AddHint("level.geo1.hints.review_objectives")
Objective10:AddHint("level.geo1.hints.sprint")


Objective10.OnStart = function(self)
MapAddEntityMarker("goto2", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)

end

Objective10.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("goto2")
PlayAnimation("gun2")


end



end

function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 3)
StartTimer(beginobjectivestimer)
end

function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 9}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5)
objectiveSequence:AddObjectiveSet(Objective6)
objectiveSequence:AddObjectiveSet(Objective7)
objectiveSequence:AddObjectiveSet(Objective8)
objectiveSequence:AddObjectiveSet(Objective9)
objectiveSequence:AddObjectiveSet(Objective10)

--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)


objectiveSequence:Start()

end
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: memory pool size problem??

Post by Deviss »

Jendo7 wrote:Deviss, I think you just need to define the CP's in ScriptPostLoad. I've highlighted them in yellow, just add more depending on how many are in your mode.

I could be wrong but I think thats the problem.

I'm not sure about the memorypoolsize though but hopefully someone else will know.
isnt the problem, becuase this is campaign mode so i shouldnt define cps, anyway i tried but either worked :S , thanks anyway :D
User avatar
Jendo7
Sith
Sith
Posts: 1304
Joined: Wed Apr 01, 2009 6:37 pm
Location: Cambridge, England.
Contact:

Re: memory pool size problem??

Post by Jendo7 »

Sorry about that my friend.
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: memory pool size problem??

Post by Deviss »

Jendo7 wrote:Sorry about that my friend.
no, dont worry :wink:
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