Turret lua error

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Lorul1
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Turret lua error

Post by Lorul1 »

Hello again gametoast. Im having a problem with my turrets. To make my map I edited the shiped geonosis map, so the geonosis turret was already in my lua. Im trying to load the beam turret into my map, so I add it to my lua (I put a comma after the geo turrent). Then when I start my map it freezes for over two minutes (I load my game through steam). I dont know whats wrong. Im guessing my lua is good because when I delet the beam line and take away the comma the geo turret still works.
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Re: Turret lua error

Post by Marth8880 »

Please post said LUA.
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Re: Turret lua error

Post by Lorul1 »

Heres my lua. i know its A LITTLE crazy, there are still many fixes to come.
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()
AddAIGoal(3, "Deathmatch", 100)
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}

--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(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)

conquest:Start()

SetUberMode(1);

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

end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")

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

SetTeamAggressiveness(CIS, 0.4)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize ("Combo",64) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",256) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",150) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4086) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",64) -- should be ~1x #combo
SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
"rep_fly_jedifighter",
--"rep_fly_gunship",
"rep_fly_vwing",
"rep_fly_arc170fighter_sc",
"rep_fly_anakinstarfighter_sc",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_fly_gunship_sc",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep3_test",
"rep_hero_macewindu",
"rep_hover_fightertank",
"rep_hover_barcspeeder",
"rep_walk_atte",
"rep_walk_oneman_atst")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_hero_countdooku",
"cis_tread_hailfire",
"cis_tread_snailtank",
"cis_hover_stap",
"cis_hover_aat",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_fly_gunship",
"rep_inf_ep3_rifleman",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_marine",
"cis_inf_officer",
"cis_inf_engineer",
"cis_fly_droidfighter_sc",
"cis_fly_tridroidfighter")
ReadDataFile("dc:SIDE\\vehicles.lvl",
"cis_hover_gat",
"cis_hover_sith_speeder")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_wookiee")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_master_01",
"jed_knight_03",
"jed_master_02")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_hero_darthvader")

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

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", 4)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(3, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(6, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 4)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityCloth", 22)
SetMemoryPoolSize("EntityFlyer", 35)
SetMemoryPoolSize("EntityHover", 30)
SetMemoryPoolSize("EntityLight", 450)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 750)
SetMemoryPoolSize("PathFollower", 120)
SetMemoryPoolSize("PathNode", 200)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("SoldierAnimation", 880)
SetMemoryPoolSize("Weapon", weaponcnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 500,
reinforcements = 4000,
soldier = { "rep_inf_ep2_rifleman",198, 200},
assault = { "rep_inf_ep2_rocketeer",47, 50},
engineer = { "rep_inf_ep2_engineer",47, 50},
sniper = { "rep_inf_ep2_sniper",47, 50},
officer = {"rep_inf_ep3_officer",47, 50},
special = { "rep_inf_ep2_jettrooper",47, 50},

},
cis = {
team = CIS,
units = 500,
reinforcements = 4000,
soldier = { "cis_inf_marine",174, 180},
assault = { "cis_inf_rocketeer",37, 40},
engineer = { "cis_inf_engineer",37, 40},
sniper = { "cis_inf_sniper",37, 40},
officer = {"cis_inf_officer",37, 40},
special = { "geo_inf_geonosian",37, 40},
}
}

AddUnitClass(REP,"all_inf_wookiee",47, 50)
AddUnitClass(REP,"jed_knight_03",8, 8)
AddUnitClass(REP,"jed_master_01",4, 5)
AddUnitClass(CIS,"cis_inf_rifleman",37, 40)
AddUnitClass(CIS,"jed_master_02",7, 8)
AddUnitClass(CIS,"imp_hero_darthvader",4, 5)


-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)

-- Local Stats
SetTeamName(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "rep_inf_jedimale",1)
--AddUnitClass(4, "rep_inf_jedimaleb",1)
--AddUnitClass(4, "rep_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)

ReadDataFile("dc:GZB\\geo1.lvl", "geo1_conquest")

SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(500)
SetMaxPlayerFlyHeight(500)



-- 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]

By the way, if the lua cant shrink like all the other luas I need to know how to do this (through gametoast) I dont want to break any rules. im a little new.
Marth8880
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Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
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Location: Edinburgh, UK
Contact:

Re: Turret lua error

Post by Marth8880 »

Change this:

Code: Select all

	ReadDataFile("SIDE\\tur.lvl",
                             			"tur_bldg_geoturret")
to this:

Code: Select all

	ReadDataFile("SIDE\\tur.lvl",
                             			"tur_bldg_geoturret",
                             			"tur_bldg_beam")
and make sure your MountedTurret memory pool has enough memory allocated (the debug log will tell you if it doesn't).
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Lorul1
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Re: Turret lua error

Post by Lorul1 »

It dosent work. I did take away all my turrets and for some reason when I just put that line with the beam turret in my Lua it chrashes :| .
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