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Opening Converted Map

Posted: Sun Sep 05, 2010 4:54 pm
by modmaster13
Ok so I did everything in teancums Bf1 tutorial and the map shows up on the instant action list and it only shows up as the three letter name. for example CDC%s_%s. is that just the way it goes for opening your map? It also doesnt have a description. it just says CDC%s_%s.

I click on launch and this is what it says

FATAL

Could not open mission.lvl

What am I doing Wrong?

Link To Tutorial: http://www.gametoast.com/forums/viewtop ... =27&t=3574

Re: Opening Converted Map

Posted: Sun Sep 05, 2010 5:09 pm
by AQT
modmaster13 wrote:is that just the way it goes for opening your map?
I don't know what you mean by opening but do you have the Official 1.1 patch installed?

And can you post your LUA(s)?

Re: Opening Converted Map

Posted: Mon Sep 06, 2010 10:01 am
by modmaster13
What patch? the patch for the game or the bf2 mod tools?

For The Game Patch It says battlefront is already up to date. Maybe its because I use windows 7 for playing bf2.

And for the lua's i used the luas from this C:\BF2_ModTools\assets\scripts

I copied and pasted the lua's I wanted into C:\BF2_ModTools\data_RVH\Common\scripts\RVH

Is That Right? :?

Re: Opening Converted Map

Posted: Mon Sep 06, 2010 10:34 am
by PilotX
You need to edit that lua unless everything is named perfectly in it. If you just copied and pasted it will not run.

Re: Opening Converted Map

Posted: Mon Sep 06, 2010 3:51 pm
by AQT
modmaster13 wrote:Is That Right? :?
No, the LUAs you found weren't set up for SWBF2. The LUA setup between the first and second game is different. This goes into what PilotX mentioned.

Re: Opening Converted Map

Posted: Tue Sep 07, 2010 5:46 pm
by modmaster13
But, in the assets folder for bf2 mod tools it has the luas setup allready

Am i right? C:\BF2_ModTools\assets\scripts

EDIT
Tell me whats wrong. :cpu:
Hidden/Spoiler:
---
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

function ScriptPostLoad()

EnableSPHeroRules()

cp1 = CommandPost:New{name = "cp2"}
cp2 = CommandPost:New{name = "CP3"}
cp3 = CommandPost:New{name = "CP5"}
cp4 = CommandPost:New{name = "CP6"}
cp5 = CommandPost:New{name = "CP7"}

conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)

conquest: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()
StealArtistHeap(256*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(2497152 + 65536 * 0)
ReadDataFile("ingame.lvl")

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo

ReadDataFile("dc:sound\\hero.lvl;herogcw")
ReadDataFile("sound\\fel.lvl;fel1cw")

SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight(30)

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_walk_atte",
"rep_walk_oneman_atst")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_officer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_tread_snailtank")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")

ReadDataFile("dc:SIDE\\dlc.lvl",
"dlc_hero_fisto",
"dlc_hero_ventress")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1,4},
engineer = { "rep_inf_ep3_engineer",1,4},
sniper = { "rep_inf_ep3_sniper",1,4},
officer = {"rep_inf_ep3_officer",1,4},
special = { "rep_inf_ep3_jettrooper",1,4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1,4},
engineer = { "cis_inf_engineer",1,4},
sniper = { "cis_inf_sniper",1,4},
officer = {"cis_inf_officer",1,4},
special = { "cis_inf_droideka",1,4},
}
}

SetHeroClass(REP, "dlc_hero_fisto")
SetHeroClass(CIS, "dlc_hero_ventress")

-- Level Stats
ClearWalkers()
SetMemoryPoolSize ("EntityWalker",-1)
AddWalkerType(0, 12) -- 12 droidekas
AddWalkerType(1, 2) -- 0 atsts with 1 leg pairs each
AddWalkerType(2, 0) -- 0 atats with 2 leg pairs each
AddWalkerType(3, 1) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize("Commandwalker", 1)
-- SetMemoryPoolSize("EntityFlyer", 5)
SetMemoryPoolSize("EntityHover", 6)
SetMemoryPoolSize("MountedTurret", 48)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Weapon", 280)
ReadDataFile("dc:RHN\\RHN1.lvl","RhenVar1_conquest")
SetSpawnDelay(10.0, 0.25)
SetDenseEnvironment("false")
-- AddDeathRegion("Death");

-- AI
SetAIVehicleNotifyRadius(80)
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight(30)

-- 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("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("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")


-- Camera Stats

-- Top Down
AddCameraShot(0.876900, -0.442794, 0.166961, 0.084308, -92.842827, 91.021690, 161.355850);
-- CP3
AddCameraShot(0.931816, -0.181206, -0.308678, -0.060027, -147.396545, 25.021837, 128.233185);
AddCameraShot(0.909842, -0.262073, 0.309156, 0.089050, -91.736038, 34.621788, 163.739639);
-- CP5
AddCameraShot(0.813412, -0.193748, -0.533549, -0.127087, -70.256043, 25.621792, 115.028290);
AddCameraShot(0.968388, -0.181738, -0.167961, -0.031521, -27.984699, 17.221787, 142.233933);
-- CP6
AddCameraShot(0.985705, -0.078090, -0.148826, -0.011790, -35.218330, 15.421706, 16.465012);
AddCameraShot(0.559177, -0.053046, -0.823652, -0.078135, -71.415993, 16.921690, -12.113598);
-- CP7
AddCameraShot(0.146996, -0.058009, -0.918500, -0.362469, -220.067062, 26.905960, 28.651220);
AddCameraShot(0.982701, -0.135933, -0.124598, -0.017235, -222.859299, 18.505959, 68.993172);
-- CP2
AddCameraShot(0.800503, -0.205155, -0.545494, -0.139800, -352.629608, 23.605942, 117.735550);
AddCameraShot(0.882701, -0.040039, -0.467747, -0.021217, -318.316254, 3.505955, 125.752930);
-- Pretty
AddCameraShot(0.563676, -0.109911, 0.803518, 0.156678, -231.592621, 22.405914, 223.867676);
AddCameraShot(0.938392, 0.112758, 0.324325, -0.038971, -251.608917, 1.105925, 266.066315);
AddCameraShot(0.723019, 0.100555, 0.676954, -0.094148, -39.843826, 0.805894, 111.416893);
AddCameraShot(0.968209, 0.021490, -0.249156, 0.005530, -75.747406, 12.505874, 75.078301);
AddCameraShot(0.264429, -0.053655, -0.943684, -0.191482, -125.556999, 26.605818, 48.874596);


end
Please use hide tags with large walls of text/code, -Staff

Double posting is against the RULES, please EDIT your post instead -Staff

Re: Opening Converted Map

Posted: Tue Sep 07, 2010 6:16 pm
by AQT
Ah, it's Rhen Var: Citadel's LUAs that aren't set up correctly, my mistake. The LUA looks right except you got bunch of extra information that doesn't apply to the PC version of the game such as the side dlc.lvl. It should be okay though. What did you rename that LUA to if you didn't already? Also edit the following line so that it loads the correct .lvl/layer from your map's addon directory:

Code: Select all

ReadDataFile("dc:RHN\\RHN1.lvl","RhenVar1_conquest")
Otherwise your map won't show up in-game. Post an error log the next time your map crashes.