My shipped map doesnt have my custom sides? [Solved]

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Zapattack1234
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My shipped map doesnt have my custom sides? [Solved]

Post by Zapattack1234 »

Hello for some strange reason when i tried to send out a beta of my map it didnt come with my custom sides. Has anyone else ever encountuered this problem or no how to fix it?
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Re: My shipped map doesnt have my custom sides? PLEASE HELP

Post by Marth8880 »

Nope. Post the map's LUA though.
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Re: My shipped map doesnt have my custom sides? PLEASE HELP

Post by Zapattack1234 »

Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
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()


--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"}


--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:Start()

EnableSPHeroRules()

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(30)
SetMaxPlayerFlyHeight (30)

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("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_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")

ReadDataFile("dc:SIDE\\gho.lvl",
"gho_inf_jedighost",
"snw_inf_wampa",
"gho_inf_vampire")



ReadDataFile("SIDE\\cis.lvl",
"cis_hero_darthmaul",
"cis_hover_aat")


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

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,
marine = {"gho_inf_jedighost",9, 20},
officer= {"snw_inf_wampa", 1, 4},
special= {"gho_inf_vampire", 1, 4},
}
}


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 = 240
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 22)
SetMemoryPoolSize("EntityFlyer", 30)
SetMemoryPoolSize("EntityHover", 20)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 20)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("Navigator", 49)
SetMemoryPoolSize("Obstacle", 760)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("SoundSpaceRegion", 46)
SetMemoryPoolSize("TreeGridStack", 500)
SetMemoryPoolSize("UnitAgent", 49)
SetMemoryPoolSize("UnitController", 49)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TOJ\\TOJ.lvl", "TOJ_conquest")
ReadDataFile("dc:TOJ\\TOJ.lvl", "TOJ_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
By the way can you please explain the right way to ship a map just in case i was doing it wrong
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Nedarb7
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Re: My shipped map doesnt have my custom sides? PLEASE HELP

Post by Nedarb7 »

Did you edit both the LUA and LUA.BAK (located in same folder of LUA and has same name)?
Once I made a map and nothing changed until I edited the .BAK as well.
When you say ship a map do you mean set up for download?
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Zapattack1234
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Re: My shipped map doesnt have my custom sides? PLEASE HELP

Post by Zapattack1234 »

Yes I mean set it up for download and no I didn't edit the LUA.BAK
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Re: My shipped map doesnt have my custom sides? PLEASE HELP

Post by Nedarb7 »

Well first off you probably set it up right.
Second
Zapattack1234 wrote: no I didn't edit the LIA.BAK

that is probably the problem.
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Re: My shipped map doesnt have my custom sides? PLEASE HELP

Post by Cleb »

Nedarb7 wrote:Did you edit both the LUA and LUA.BAK (located in same folder of LUA and has same name)?
Once I made a map and nothing changed until I edited the .BAK as well.
When you say ship a map do you mean set up for download?
BAK files, as far as I know, do absolutely nothing, as they aren't lua files but backup files. BUT, if you wanted to make sure, go into your lua file for your level, press ctrl+alt, then copy, and go into the bak and delete that and paste your maps lua over it. make sure you don't delete the wrong file, though. :funny2:
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Zapattack1234
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Re: My shipped map doesnt have my custom sides? PLEASE HELP

Post by Zapattack1234 »

Ok I will re-release my beta tomorrow morning. However, is the correct way to ship a map compressing the MAP in my Addon folder?
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Re: My shipped map doesnt have my custom sides? PLEASE HELP

Post by AceMastermind »

You don't need to touch the *.bak files. These are there just in case you screw your LUA up to the point where it would be best to start from default, in which case you could just copy the contents of the *.bak file into your actual LUA to start over.
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Re: My shipped map doesnt have my custom sides? PLEASE HELP

Post by Nedarb7 »

Zapattack1234 wrote:Ok I will re-release my beta tomorrow morning. However, is the correct way to ship a map compressing the MAP in my Addon folder?
Yes, unless you wan't it to include a readme.
AceMastermind wrote:You don't need to touch the*.bak files. These are there just in case you screw your LUA up to the point where it would be best to start from default, in which case you could just copy the contents of the *.bak file into your actual LUA to start over.
That's strange because once I had only edited the LUA but it didn't work until I edited
the BAK :? .
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Zapattack1234
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Re: My shipped map doesnt have my custom sides? PLEASE HELP

Post by Zapattack1234 »

here please try this new one out and tell me if it worked

http://www.mediafire.com/download.php?89ujl7yeax9sxkn
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Re: My shipped map doesnt have my custom sides? PLEASE HELP

Post by Nedarb7 »

It works! This version is ten times better then the older one too.
What was the problem?
Also is the localize tool working now? Because I don't
remember the werewolf being localized.
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Re: My shipped map doesnt have my custom sides? PLEASE HELP

Post by Zapattack1234 »

Well I just changed the BAK. I guess it does something after all :funny2: . Anyway thanks for your help! And no, sadly after I changed the wampa's name to the werewolf, It became corrupted
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Re: My shipped map doesnt have my custom sides? PLEASE HELP

Post by AceMastermind »

Zapattack1234 wrote:Well I just changed the BAK. I guess it does something after all...
How would it fix anything if it doesn't even get munged? The .bak extension is just the identifier given by Pandemic to designate backup files. You could even delete these files and it would make no difference. :) I'll go ahead and mark this thread as [Solved] even though your solution is questionable.
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Re: My shipped map doesnt have my custom sides? [Solved]

Post by Zapattack1234 »

Ok and once again, thanks for your help guys :D
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