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Re: Urban Map Pack v1.1 (fixed version)

Posted: Tue Aug 18, 2009 11:08 am
by TK432
no worries i would make DT as an additionally era

EDIT: addme fixed, but still crashing...

here my errors:
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaScript.cpp(435)
Script file TFURandom not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaScript.cpp(435)
Script file AIHeroSupport not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `DecideUnits' (a nil value)
stack traceback:
(none): in function `ScriptInit'
the scripts are right placed

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

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("TFURandom")
ScriptCB_DoFile("AIHeroSupport")


-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2


ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\core.lvl")

function ScriptPostLoad()

if not ScriptCB_InMultiplayer() then
herosupport = AIHeroSupport:New{AIATTHeroHealth = 4000, AIDEFHeroHealth = 4000, gameMode = "NonConquest",}
herosupport:SetHeroClass(ALL, herostrAll)
herosupport:SetHeroClass(IMP, herostrEmp)
herosupport:AddSpawnCP("CP1","cp1_spawn")
herosupport:AddSpawnCP("CP2","cp2_spawn")
herosupport:AddSpawnCP("CP3","cp3_spawn")
herosupport:AddSpawnCP("CP4","cp4_spawn")
herosupport:Start()
else
end

--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()

if not ScriptCB_InMultiplayer() then
DecideUnits(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)
elseif ScriptCB_InMultiplayer() then
herostrAll = "all_hero_marek"
supportstrAll = "all_inf_elite"
herostrEmp = "imp_hero_shadowguard"
supportstrEmp = "imp_inf_shadowtrooper"
end

ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\ingame.lvl")
ReadDataFile("ingame.lvl")



SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)


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("..\\..\\addon\\BDT\\data\\_LVL_PC\\sound\\tes.lvl;tescw")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\dark.lvl",
"all_hero_bail",
"all_inf_soldier",
"all_inf_heavy",
"all_inf_marksman",
"all_inf_moncaleng",
"all_inf_durosmerc",
"all_inf_bothan",
"imp_inf_soldier",
"imp_inf_marksman",
"imp_inf_heavy",
"imp_inf_gunner",
"imp_inf_heavymelee",
"imp_inf_commando",
"imp_inf_jumptrooper",
supportstrAll,
supportstrEmp)

ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\lead.lvl",
herostrAll,
herostrEmp)

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

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_soldier",9, 25},
assault = { "all_inf_heavy",1,4},
engineer = { "all_inf_moncaleng",1,4},
sniper = { "all_inf_marksman",1,4},
officer = { "all_inf_durosmerc",1,4},
special = { "all_inf_bothan",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_soldier",9, 25},
assault = { "imp_inf_heavy",1,4},
engineer = { "imp_inf_gunner",1,4},
sniper = { "imp_inf_marksman",1,4},
officer = { "imp_inf_heavymelee",1,4},
special = { "imp_inf_jumptrooper",1,4},
},

}



AddUnitClass(IMP, supportstrEmp, 1, 4)
AddUnitClass(ALL, supportstrAll, 1, 4)

if ScriptCB_InMultiplayer() then
SetHeroClass(ALL, herostrAll)
SetHeroClass(IMP, herostrEmp)
else
end

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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 = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize ("ClothData",40)
SetMemoryPoolSize ("Combo",170) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",1850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",1850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",1850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",1750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",14000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",1140) -- should be ~1x #combo -- should be ~1x #combo

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:KCF\\KCF.lvl", "KCF_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
[/code]

Re: Urban Map Pack v1.1 (fixed version)

Posted: Tue Aug 18, 2009 5:49 pm
by Maveritchell
You need to load them in your mission.req file:
Take the two .lua files (remember, the AIHeroSupport script was made by archer01, and if you use it you need to credit him too) and move them into your "data_ABC\Common\scripts" folder. Open up your mission.req and add "AIHeroSupport" and "TFURandom" to the list of scripts called at the beginning:
Hidden/Spoiler:
[code] REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
"TFURandom"
"AIHeroSupport"
}[/code]

Re: Urban Map Pack v1.1 (fixed version)

Posted: Tue Aug 18, 2009 6:05 pm
by TK432
thanks, mustve missed that :oops:
its working now
Hidden/Spoiler:
Image(yes i know about the fireplace having no texture, that will be fixed)
ill be defenetly aiming a 2.0 now, which makes it pointless on releasing the fixed anchorhead.
TK432 wrote:please dont expect super awesome randomness and all that.
lol particulary cut that, working on random BFX legions
EDIT: working

Re: Urban Map Pack v1.1 (fixed version)

Posted: Thu Aug 20, 2009 10:22 am
by impspy
Don't forget to increase the map height on the kashyyyk map!

or to add the bfx localizations.

Re: Urban Map Pack v1.1 (fixed version)

Posted: Thu Aug 20, 2009 11:28 am
by TK432
thanks thats fixed

as for the random sides, if anyone has a side for the maps i would love to use them to get some variation in and not only BFX all the time

Re: Urban Map Pack v1.1 (fixed version)

Posted: Thu Aug 20, 2009 2:14 pm
by impspy
I have an imperial side.

It has
Hidden/Spoiler:
a Commander from The Force Unleashed:
Image

A sergeant:
Image

An Army Technician:
Image

A Stormtrooper Sniper:
Image

An imperial Air Marshall Cody:
Image

A Stormtrooper Squad Commander:
Image

A Shocktrooper with better Rocket Launcher:
Image

A Stormtrooper (duh!)
Image

And if you want anything else Stormtrooper (Shadow, Incinirator, Nova :wink:) or if you want modded sides for rebels, CIS or Clones, just let me know; it takes literally minutes. (i'm better at sides then at mapping)

Re: Urban Map Pack v1.1 (fixed version)

Posted: Sun Aug 23, 2009 11:34 am
by Super_Clone
I have a clone side if you want it.

Re: Urban Map Pack v1.1 (fixed version)

Posted: Sun Aug 23, 2009 5:53 pm
by TK432
im having some trubble with the random sides, i keep crashing while loading

i get this only Severity 3 error
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #1 to `SetTeamName' (number expected, got nil)
stack traceback:
[C]: in function `SetTeamName'
(none): in function `SetupTeams'
(none): in function `RandomGCWLegion'
(none): in function `ScriptInit
my lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

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(40)
SetMaxPlayerFlyHeight(40)


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\\tat.lvl;tat2gcw")

RandomGCWLegion()

Re: Urban Map Pack v1.1 (fixed version)

Posted: Tue Aug 25, 2009 1:54 pm
by impspy
Bummer, any luck yet?

Re: Urban Map Pack v1.1 (fixed version)

Posted: Tue Aug 25, 2009 2:14 pm
by Xavious
Try changing this:

Code: Select all

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2
To this:

Code: Select all

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

Re: Urban Map Pack v1.1 (fixed version)

Posted: Tue Aug 25, 2009 8:07 pm
by TK432
thank you xav, random sides are now working :D

EDIT: random heroes working (so does AI-hero)

so here are some pics of what awaits you in the 2.0
Hidden/Spoiler:
Image
Maveritchell's dark times
Image
Commander_Keller's imp and reb side
Image
impspy's clone, cis and imp legion
Image
random legions and random (AI)heroes (also on bfx)

and also random locals on some maps
this makes it possible that you play one map many many times and wont experience the same battle again

im also thinking about making a random hunt so that you can play randomly team 1 vs. locals, team 2 vs. locals (and on anchorhead locals vs. locals)

(sorry that its only anchorhead, but its the only map i have added everything yet)

Re: Urban Map Pack v1.1 (fixed version)

Posted: Fri Aug 28, 2009 8:02 pm
by impspy
any idea about an ETA?

Re: Urban Map Pack v1.1 (fixed version)

Posted: Fri Aug 28, 2009 8:15 pm
by RogueKnight
Image
That picture is epic win.

Re: Urban Map Pack v1.1 (fixed version)

Posted: Fri Aug 28, 2009 8:18 pm
by Nihillo
I agree with DRK.

I'm looking forward to this update, it appears to be a very interesting one.

Re: Urban Map Pack v1.1 (fixed version)

Posted: Sat Aug 29, 2009 11:58 am
by Super_Clone
Should I send you my legion, sorry bout that, Rogue made me a stealth skin yesterday night, so the 'stealth' version will only use a couple of models

EDIT: I'll send you my CIS side also, so we can have 4 random sides for the clone wars :D

Re: Urban Map Pack v1.1 (fixed version)

Posted: Sun Aug 30, 2009 4:44 pm
by TK432
sounds good, yes please

Re: Urban Map Pack v1.1 (fixed version)

Posted: Sun Aug 30, 2009 4:49 pm
by Nova Hawk
Ooh, is that Captain Rex I see dueling General Grievous?? Nice update.

Re: Urban Map Pack v1.1 (fixed version)

Posted: Sun Aug 30, 2009 8:01 pm
by impspy
are you adding AI Hero Support for BFX?

Re: Urban Map Pack v1.1 (fixed version)

Posted: Mon Aug 31, 2009 9:29 am
by TK432
TK432 wrote: random legions and random (AI)heroes (also on bfx)
yes thats added

Re: Urban Map Pack v1.1 (fixed version)

Posted: Mon Aug 31, 2009 5:48 pm
by impspy
TK432 wrote:
TK432 wrote: random legions and random (AI)heroes (also on bfx)
yes thats added
oh thanks didn't see that :oops: