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Locals not spawning [Solved]

Posted: Thu Jan 18, 2018 2:12 am
by Raigiku
I'm making an era mod and in it there is 1 local unit in each faction. The problem is that in the Republic side the local unit won't load unless it's basically the end of the game which is pretty weird. I guess that it is only spawning in the CIS command posts, I really don't know why. Even if I put 20 of them, at the start of the game, they won't load. Please help me :cry:

geo1x_con.lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = 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, text = "level.geo1.objectives.conquest", 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(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()

SetUberMode(1);

EnableSPHeroRules()

AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")

end

function ScriptInit()

-- CIS Random Hero
heroCis1 = 0
heroCis2 = 0
herocisand = math.random(1, 2)

if herocisand == 1 then
heroCis1 = "cis_hero_countdooku"
heroCis2 = "cis_hero_jangofett"
elseif herocisand == 2 then
heroCis1 = "cis_hero_jangofett"
heroCis2 = "cis_hero_countdooku"
end

-- REP Random Hero
heroRep1 = 0
heroRep2 = 0
herorepand = math.random(1, 3)

if herorepand == 1 then
heroRep1 = "rep_hero_macewindu"
herorepand = math.random(1, 2)
if herorepand == 1 then
heroRep2 = "rep_hero_aalya"
elseif herorepand == 2 then
heroRep2 = "rep_hero_kitfisto"
end

elseif herorepand == 2 then
heroRep1 = "rep_hero_aalya"
herorepand = math.random(1, 2)
if herorepand == 1 then
heroRep2 = "rep_hero_macewindu"
elseif herorepand == 2 then
heroRep2 = "rep_hero_kitfisto"
end

elseif herorepand == 3 then
heroRep1 = "rep_hero_kitfisto"
herorepand = math.random(1, 2)
if herorepand == 1 then
heroRep2 = "rep_hero_macewindu"
elseif herorepand == 2 then
heroRep2 = "rep_hero_aalya"
end
end

StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)

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("ingame.lvl")

-- REP Attacking (attacker is always #1)
local REP = 1
local CIS = 2
local LOC1 = 3
local LOC2 = 4
-- These variables do not change
local ATT = 1
local DEF = 2

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("dc:sound\\RDX.lvl;RDXcw")
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_hover_fightertank",
"rep_inf_ep2_rocketeer_arc",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep2_engineer",
"rep_inf_ep2_heavy_arc",
"rep_inf_ep2_medic",
"rep_inf_ep2_commander",
"rep_inf_ep2_commando",
"rep_hero_aalya",
"rep_hero_macewindu",
"rep_hero_kitfisto",
"rep_fly_gunship",
"rep_walk_atte")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
"cis_inf_sbdroid",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_engineer",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_inf_rifleman",
"cis_inf_commander",
"cis_hero_countdooku",
"cis_hero_jangofett",
"cis_hover_stap",
"cis_inf_grapple",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\geo.lvl",
"gen_inf_geonosian")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")

-- CIS EXTRA HERO -----------------
SetTeamName(3, "locals1")
AddUnitClass(3, heroCis2, 1)
SetUnitCount(3, 1)
AddAIGoal(LOC1, "Deathmatch", 100)
-----------------------------------

-- REP EXTRA HERO -----------------
SetTeamName(4, "locals2")
AddUnitClass(4, heroRep2,1)
SetUnitCount(4, 1)
AddAIGoal(LOC2, "Deathmatch", 100)
-----------------------------------

-- Friends ------------------------
SetTeamAsFriend(CIS, LOC1)
SetTeamAsFriend(LOC1, CIS)
SetTeamAsFriend(REP,LOC2)
SetTeamAsFriend(LOC2, REP)
-----------------------------------

-- Enemies ------------------------
SetTeamAsEnemy(REP,LOC1)
SetTeamAsEnemy(LOC1,REP)
SetTeamAsEnemy(CIS,LOC2)
SetTeamAsEnemy(LOC2,CIS)
-----------------------------------

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 6) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponcnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 100,
reinforcements = 800,
soldier = { "rep_inf_ep2_rifleman",32, 33},
assault = { "rep_inf_ep2_rocketeer_arc",9, 10},
engineer = { "rep_inf_ep2_engineer",9, 10},
sniper = { "rep_inf_ep2_sniper",9, 10},
officer = { "rep_inf_ep2_medic",9, 10},
special = { "rep_inf_ep2_jettrooper",9, 10},
extra1 = { "rep_inf_ep2_heavy_arc",6, 7},
extra2 = { "rep_inf_ep2_commander",2, 3},
extra3 = { "rep_inf_ep2_commando",5, 6},
hero = { heroRep1,0, 1},

},
cis = {
team = CIS,
units = 100,
reinforcements = 800,
soldier = { "cis_inf_rifleman",32, 33},
assault = { "cis_inf_rocketeer",9, 10},
engineer = { "cis_inf_engineer",9, 10},
sniper = { "cis_inf_sniper",9, 10},
officer = { "cis_inf_grapple",9, 10},
special = { "cis_inf_commander",2, 3},
extra1 = { "geo_inf_geonosian",9, 10},
extra2 = { "cis_inf_sbdroid",6, 7},
extra3 = { "cis_inf_droideka",5, 6},
hero = { heroCis1,0, 1},
}
}


-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()


ReadDataFile("GEO\\geo1.lvl", "geo1_conquest")

SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)

-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)

-- 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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

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

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

SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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")


--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")

SetAttackingTeam(ATT)

--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end

[/code]

Re: Locals not spawning

Posted: Thu Jan 18, 2018 12:58 pm
by AQT
Try moving this entire section after the SetupTeams section:
Hidden/Spoiler:
[code] -- CIS EXTRA HERO -----------------
SetTeamName(3, "locals1")
AddUnitClass(3, heroCis2, 1)
SetUnitCount(3, 1)
AddAIGoal(LOC1, "Deathmatch", 100)
-----------------------------------

-- REP EXTRA HERO -----------------
SetTeamName(4, "locals2")
AddUnitClass(4, heroRep2,1)
SetUnitCount(4, 1)
AddAIGoal(LOC2, "Deathmatch", 100)
-----------------------------------

-- Friends ------------------------
SetTeamAsFriend(CIS, LOC1)
SetTeamAsFriend(LOC1, CIS)
SetTeamAsFriend(REP,LOC2)
SetTeamAsFriend(LOC2, REP)
-----------------------------------

-- Enemies ------------------------
SetTeamAsEnemy(REP,LOC1)
SetTeamAsEnemy(LOC1,REP)
SetTeamAsEnemy(CIS,LOC2)
SetTeamAsEnemy(LOC2,CIS)
----------------------------------- [/code]
Also, you need to set the LOC1 and LOC2 teams as enemies.

Re: Locals not spawning

Posted: Thu Jan 18, 2018 1:50 pm
by Raigiku
AQT wrote:Try moving this entire section after the SetupTeams section:
Hidden/Spoiler:
[code] -- CIS EXTRA HERO -----------------
SetTeamName(3, "locals1")
AddUnitClass(3, heroCis2, 1)
SetUnitCount(3, 1)
AddAIGoal(LOC1, "Deathmatch", 100)
-----------------------------------

-- REP EXTRA HERO -----------------
SetTeamName(4, "locals2")
AddUnitClass(4, heroRep2,1)
SetUnitCount(4, 1)
AddAIGoal(LOC2, "Deathmatch", 100)
-----------------------------------

-- Friends ------------------------
SetTeamAsFriend(CIS, LOC1)
SetTeamAsFriend(LOC1, CIS)
SetTeamAsFriend(REP,LOC2)
SetTeamAsFriend(LOC2, REP)
-----------------------------------

-- Enemies ------------------------
SetTeamAsEnemy(REP,LOC1)
SetTeamAsEnemy(LOC1,REP)
SetTeamAsEnemy(CIS,LOC2)
SetTeamAsEnemy(LOC2,CIS)
----------------------------------- [/code]
Also, you need to set the LOC1 and LOC2 teams as enemies.
I did it and it still didn't work, my republic local only spawned in the CIS command post where their locals spawn.
geo1x_con.lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = 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, text = "level.geo1.objectives.conquest", 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(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()

SetUberMode(1);

EnableSPHeroRules()

AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")

end

function ScriptInit()

-- CIS Random Hero
heroCis1 = 0
heroCis2 = 0
herocisand = math.random(1, 2)

if herocisand == 1 then
heroCis1 = "cis_hero_countdooku"
heroCis2 = "cis_hero_jangofett"
elseif herocisand == 2 then
heroCis1 = "cis_hero_jangofett"
heroCis2 = "cis_hero_countdooku"
end

-- REP Random Hero
heroRep1 = 0
heroRep2 = 0
herorepand = math.random(1, 3)

if herorepand == 1 then
heroRep1 = "rep_hero_macewindu"
herorepand = math.random(1, 2)
if herorepand == 1 then
heroRep2 = "rep_hero_aalya"
elseif herorepand == 2 then
heroRep2 = "rep_hero_kitfisto"
end

elseif herorepand == 2 then
heroRep1 = "rep_hero_aalya"
herorepand = math.random(1, 2)
if herorepand == 1 then
heroRep2 = "rep_hero_macewindu"
elseif herorepand == 2 then
heroRep2 = "rep_hero_kitfisto"
end

elseif herorepand == 3 then
heroRep1 = "rep_hero_kitfisto"
herorepand = math.random(1, 2)
if herorepand == 1 then
heroRep2 = "rep_hero_macewindu"
elseif herorepand == 2 then
heroRep2 = "rep_hero_aalya"
end
end

StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)

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("ingame.lvl")

-- REP Attacking (attacker is always #1)
local REP = 1
local CIS = 2
local LOC1 = 3
local LOC2 = 4
-- These variables do not change
local ATT = 1
local DEF = 2

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("dc:sound\\RDX.lvl;RDXcw")
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_hover_fightertank",
"rep_inf_ep2_rocketeer_arc",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep2_engineer",
"rep_inf_ep2_heavy_arc",
"rep_inf_ep2_medic",
"rep_inf_ep2_commander",
"rep_inf_ep2_commando",
"rep_hero_aalya",
"rep_hero_macewindu",
"rep_hero_kitfisto",
"rep_fly_gunship",
"rep_walk_atte")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
"cis_inf_sbdroid",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_engineer",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_inf_rifleman",
"cis_inf_commander",
"cis_hero_countdooku",
"cis_hero_jangofett",
"cis_hover_stap",
"cis_inf_grapple",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\geo.lvl",
"gen_inf_geonosian")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 6) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponcnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 100,
reinforcements = 800,
soldier = { "rep_inf_ep2_rifleman",32, 33},
assault = { "rep_inf_ep2_rocketeer_arc",9, 10},
engineer = { "rep_inf_ep2_engineer",9, 10},
sniper = { "rep_inf_ep2_sniper",9, 10},
officer = { "rep_inf_ep2_medic",9, 10},
special = { "rep_inf_ep2_jettrooper",9, 10},
extra1 = { "rep_inf_ep2_heavy_arc",6, 7},
extra2 = { "rep_inf_ep2_commander",2, 3},
extra3 = { "rep_inf_ep2_commando",5, 6},
hero = { heroRep1,0, 1},

},
cis = {
team = CIS,
units = 100,
reinforcements = 800,
soldier = { "cis_inf_rifleman",32, 33},
assault = { "cis_inf_rocketeer",9, 10},
engineer = { "cis_inf_engineer",9, 10},
sniper = { "cis_inf_sniper",9, 10},
officer = { "cis_inf_grapple",9, 10},
special = { "cis_inf_commander",2, 3},
extra1 = { "geo_inf_geonosian",9, 10},
extra2 = { "cis_inf_sbdroid",6, 7},
extra3 = { "cis_inf_droideka",5, 6},
hero = { heroCis1,0, 1},
}
}

-- CIS EXTRA HERO -----------------
SetTeamName(3, "locals1")
AddUnitClass(3, heroCis2, 1)
SetUnitCount(3, 1)
AddAIGoal(LOC1, "Deathmatch", 100)
-----------------------------------

-- REP EXTRA HERO -----------------
SetTeamName(4, "locals2")
AddUnitClass(4, heroRep2,1)
SetUnitCount(4, 1)
AddAIGoal(LOC2, "Deathmatch", 100)
-----------------------------------

-- Friends ------------------------
SetTeamAsFriend(CIS, LOC1)
SetTeamAsFriend(LOC1, CIS)
SetTeamAsFriend(REP,LOC2)
SetTeamAsFriend(LOC2, REP)
-----------------------------------

-- Enemies ------------------------
SetTeamAsEnemy(REP,LOC1)
SetTeamAsEnemy(LOC1,REP)
SetTeamAsEnemy(CIS,LOC2)
SetTeamAsEnemy(LOC2,CIS)
SetTeamAsEnemy(LOC1,LOC2)
SetTeamAsEnemy(LOC2,LOC1)
-----------------------------------

-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()


ReadDataFile("GEO\\geo1.lvl", "geo1_conquest")

SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)

-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)

-- 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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

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

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

SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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")


--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")

SetAttackingTeam(ATT)

--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end

[/code]

Re: Locals not spawning

Posted: Thu Jan 18, 2018 2:08 pm
by AQT
Oh, so only certain CPs on Geonosis have an assigned AllyPath. In that case, you will need to do this: http://www.gametoast.com/viewtopic.php?p=497710#p497710

Re: Locals not spawning

Posted: Thu Jan 18, 2018 2:13 pm
by Raigiku
AQT wrote:Oh, so only certain CPs on Geonosis have an assigned AllyPath. In that case, you will need to do this: http://www.gametoast.com/viewtopic.php?p=497710#p497710
Thanks it worked! :D