Side and LUA help

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Commander_Fett
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High General
Posts: 847
Joined: Fri Oct 17, 2008 9:59 pm
Projects :: No Mod project currently.

Side and LUA help

Post by Commander_Fett »

Yo tengo un problemo. (sorry, practicing spanish 1b) Hi, I'm having a lot of trouble setting up my LUAs and sides correctly, and I was hoping someone here could help.

Numero uno: In my custom side, I want to use the republic rifle sound during GCW, but it isn't anywhere in the modtools. Do I have to add it into the LUA?

Dos:When I play, my hero (a rocketeer) won't show up as a selectable character. Here's his odf:
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "com_hero_default"

[Properties]
UnitType = "assault"

MaxHealth = 1200.0

MaxSpeed = 6.0 // base forward speed
MaxStrafeSpeed = 4.5 // base right/left speed
ClothOdf ="rep_inf_ep3heavytrooper_cape"

GeometryName = "gal_inf_ep3heavytrooper"
//FirstPerson = "REP\reparc;rep_1st_arctrooper"
FirstPerson = "REP\reptroop;rep_1st_trooper"

GeometryLowRes = "gal_inf_ep3heavytrooper_low1"

WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rocket_launcher"
WeaponAmmo = 7

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_pistol"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 2
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_inf_mine_dispenser"
WeaponAmmo = 3
WeaponChannel = 1

WEAPONSECTION = 5
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6

WEAPONSECTION = 6
WeaponName = "rep_weap_award_rocket_launcher"
WeaponAmmo = 4

VOUnitType = 121
[/code]
and I set up the mshs and tgas correctly, can someone help?
Tres:Sorry for this many questions in one post, but also, I followed mav's tut on how to add kotor to a map, but I keep getting this (when I try to add hunt too...) mungelog:
Hidden/Spoiler:
[code]C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\MAB\MABk_con.lua:89: unexpected symbol near ` '
ERROR[scriptmunge scripts\MAB\MABk_con.lua]:Could not read input file.ERROR[scriptmunge scripts\MAB\MABk_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

ERROR[levelpack mission\MABk_con.req]:Expecting bracket, but none was found.
File : munged\pc\mabk_con.script.req(1)...

ucft <--
ERROR[levelpack mission\MABk_con.req]:Expecting bracket, but none was found.
File : munged\pc\mabk_con.script.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings
[/code]
Here's my lua:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ReadDataFile("dc:MAB\\core.lvl")
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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}



--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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()

SetUberMode(1);

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("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(60)
SetMaxPlayerFlyHeight(60)

-- Birdies
SetNumBirdTypes(1)
SetBirdType(0,1.0,"bird")


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")
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("SIDE\\rvs.lvl",
"rvs_hero_mandalore",
"kor_hero_jolee",
"rvs_inf_rbasic",
"rvs_inf_sbasic",
"rvs_inf_rheavy",
"rvs_inf_goto",
"rvs_inf_rmelee",
"rvs_inf_ymando",
"rvs_inf_rsupport",
"rvs_inf_rmando",
"rvs_inf_rstealth",
"rvs_inf_bmando",
"rvs_inf_sadept",
"rvs_inf_radept",
"rvs_inf_rofficer",
"rvs_inf_hk50",
"rvs_inf_rdroid",
"rvs_inf_sdroid")

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

SetupTeams{
rep = {
team = ALL,
units = 60,
reinforcements = 150,
soldier = { "rvs_inf_rbasic", 7,24},
assault = { "rvs_inf_rheavy", 2,8},
engineer= { "rvs_inf_rmelee", 2,8},
sniper = { "rvs_inf_rsupport", 2,8},
officer = { "rvs_inf_rofficer", 2,8},
special = { "rvs_inf_rstealth", 1,4},

},
}



SetupTeams{
imp = {
team = IMP,
units = 60,
reinforcements = 150,
soldier = { "rvs_inf_sbasic", 7,24},
assault = { "rvs_inf_rmando", 2,8},
engineer= { "rvs_inf_ymando", 2,8},
sniper = { "rvs_inf_goto", 2,8},
officer = { "rvs_inf_hk50", 2,8},
special = { "rvs_inf_bmando", 1,4},
},
}

AddUnitClass(IMP, "rvs_inf_sdroid",1,4)
AddUnitClass(ALL, "rvs_inf_rdroid",1,4)
AddUnitClass(ALL,"rvs_inf_radept",1,2)
AddUnitClass(IMP, "rvs_inf_sadept",1,2)


SetHeroClass(ALL, "kor_hero_jolee")
SetHeroClass(IMP, "rvs_hero_mandalore")
-- 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)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:MAB\\MAB.lvl", "MAB_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]
My mission.req:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"config"
"ingame_movies"
}

REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
}

REQN
{
"lvl"
"MABg_con"
"MABc_con"
"MABk_con"
"MABg_eli"
}
}[/code]
and my MABk_con.req:
Hidden/Spoiler:
[code]ucft
{
REQN
{

"config"
"cor_movies"

}

REQN
{
"script"
"MABk_con"
}
}
[/code]
Can anyone help with these please? Now the game crashes when I try to play kotor, and clone wars era won't show up. I woulds realy apreciate it if someone could help.
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: Side and LUA help

Post by Deviss »

Commander_Fett wrote:Yo tengo un problemo. (sorry, practicing spanish 1b) Hi, I'm having a lot of trouble setting up my LUAs and sides correctly, and I was hoping someone here could help.

Numero uno: In my custom side, I want to use the republic rifle sound during GCW, but it isn't anywhere in the modtools. Do I have to add it into the LUA?

Dos:When I play, my hero (a rocketeer) won't show up as a selectable character. Here's his odf:
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "com_hero_default"

[Properties]
UnitType = "assault"

MaxHealth = 1200.0

MaxSpeed = 6.0 // base forward speed
MaxStrafeSpeed = 4.5 // base right/left speed
ClothOdf ="rep_inf_ep3heavytrooper_cape"

GeometryName = "gal_inf_ep3heavytrooper"
//FirstPerson = "REP\reparc;rep_1st_arctrooper"
FirstPerson = "REP\reptroop;rep_1st_trooper"

GeometryLowRes = "gal_inf_ep3heavytrooper_low1"

WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rocket_launcher"
WeaponAmmo = 7

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_pistol"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 2
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_inf_mine_dispenser"
WeaponAmmo = 3
WeaponChannel = 1

WEAPONSECTION = 5
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6

WEAPONSECTION = 6
WeaponName = "rep_weap_award_rocket_launcher"
WeaponAmmo = 4

VOUnitType = 121
[/code]
and I set up the mshs and tgas correctly, can someone help?
Tres:Sorry for this many questions in one post, but also, I followed mav's tut on how to add kotor to a map, but I keep getting this (when I try to add hunt too...) mungelog:
Hidden/Spoiler:
[code]C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\MAB\MABk_con.lua:89: unexpected symbol near ` '
ERROR[scriptmunge scripts\MAB\MABk_con.lua]:Could not read input file.ERROR[scriptmunge scripts\MAB\MABk_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

ERROR[levelpack mission\MABk_con.req]:Expecting bracket, but none was found.
File : munged\pc\mabk_con.script.req(1)...

ucft <--
ERROR[levelpack mission\MABk_con.req]:Expecting bracket, but none was found.
File : munged\pc\mabk_con.script.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings
[/code]
Here's my lua:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ReadDataFile("dc:MAB\\core.lvl")
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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}



--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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()

SetUberMode(1);

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("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(60)
SetMaxPlayerFlyHeight(60)

-- Birdies
SetNumBirdTypes(1)
SetBirdType(0,1.0,"bird")


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")
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("SIDE\\rvs.lvl",
"rvs_hero_mandalore",
"kor_hero_jolee",
"rvs_inf_rbasic",
"rvs_inf_sbasic",
"rvs_inf_rheavy",
"rvs_inf_goto",
"rvs_inf_rmelee",
"rvs_inf_ymando",
"rvs_inf_rsupport",
"rvs_inf_rmando",
"rvs_inf_rstealth",
"rvs_inf_bmando",
"rvs_inf_sadept",
"rvs_inf_radept",
"rvs_inf_rofficer",
"rvs_inf_hk50",
"rvs_inf_rdroid",
"rvs_inf_sdroid")

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

SetupTeams{
rep = {
team = ALL,
units = 60,
reinforcements = 150,
soldier = { "rvs_inf_rbasic", 7,24},
assault = { "rvs_inf_rheavy", 2,8},
engineer= { "rvs_inf_rmelee", 2,8},
sniper = { "rvs_inf_rsupport", 2,8},
officer = { "rvs_inf_rofficer", 2,8},
special = { "rvs_inf_rstealth", 1,4},

},
}



SetupTeams{
imp = {
team = IMP,
units = 60,
reinforcements = 150,
soldier = { "rvs_inf_sbasic", 7,24},
assault = { "rvs_inf_rmando", 2,8},
engineer= { "rvs_inf_ymando", 2,8},
sniper = { "rvs_inf_goto", 2,8},
officer = { "rvs_inf_hk50", 2,8},
special = { "rvs_inf_bmando", 1,4},
},
}

AddUnitClass(IMP, "rvs_inf_sdroid",1,4)
AddUnitClass(ALL, "rvs_inf_rdroid",1,4)
AddUnitClass(ALL,"rvs_inf_radept",1,2)
AddUnitClass(IMP, "rvs_inf_sadept",1,2)


SetHeroClass(ALL, "kor_hero_jolee")
SetHeroClass(IMP, "rvs_hero_mandalore")
-- 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)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:MAB\\MAB.lvl", "MAB_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]
My mission.req:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"config"
"ingame_movies"
}

REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
}

REQN
{
"lvl"
"MABg_con"
"MABc_con"
"MABk_con"
"MABg_eli"
}
}[/code]
and my MABk_con.req:
Hidden/Spoiler:
[code]ucft
{
REQN
{

"config"
"cor_movies"

}

REQN
{
"script"
"MABk_con"
}
}
[/code]
Can anyone help with these please? Now the game crashes when I try to play kotor, and clone wars era won't show up. I woulds realy apreciate it if someone could help.
ENGLISH:
NUMBER ONE: you must add dc: before of SOUND word for example:
ReadDataFile("sound\\tat.lvl;tat3cw") to ReadDataFile("dc:sound\\tat.lvl;tat3cw")

NUMBER TWO: did you put your rocketeer name on the hero class??

SPANISH:
NUMERO UNO: usted tiene que agregar la palabra dc: antes de sound esto aparece antes de que aparezca los side por ejemplo ReadDataFile("sound\\tat.lvl;tat3cw") to ReadDataFile("dc:sound\\tat.lvl;tat3cw")

NUMERO DOS: donde dice hero class usted puso el nombre de su hero (rocketeer) ??
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Re: Side and LUA help

Post by MercuryNoodles »

1) Yes. If you want to use a sound across eras like that, you have to call a sound file in the lua that includes that particular sound, so that the game loads the sound. You can make a custom sound file, or use a stock file, but either method requires you to call for it in the lua. Then, you can call it up in the odf.

2) Is it set as the hero and set to be loaded in the lua for the era in which it's supposed to be a hero?

3) Anytime you see that, there's a lua error, and it's telling you where it is. The other two messages are a result of whatever error causes the first message. In this case, take a look at line 89 of the lua mentioned. (Btw, I counted this manually a few different ways, so I'm not entirely sure I'm right about this, but I think I'm close to the mark. The symbol under the tilde doesn't exist and the apostrophies are all in commented areas.) Look at this:
SetupTeams{
rep = {
team = ALL,
units = 60,
reinforcements = 150,
soldier = { "rvs_inf_rbasic", 7,24},
assault = { "rvs_inf_rheavy", 2,8},
engineer= { "rvs_inf_rmelee", 2,8},
sniper = { "rvs_inf_rsupport", 2,8},
officer = { "rvs_inf_rofficer", 2,8},
special = { "rvs_inf_rstealth", 1,4},

},
}
If my understanding is correct, that comma implys that you want the game to move onto the next team within that SetupTeams parameter, but there's no next team. Instead, you closed it out, and started again, doing the same thing the second time as well. Here's how the stock scripts and VM's template do it:

Code: Select all

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},
		}
	}
Honestly, you shouldn't deviate from how a lua is setup for you unless you know exactly what you are doing. That also goes for setting the first team as "rep". (sneaky, sneaky.. :P) Unless you changed the lua definitions of the teams, which it doesn't appear that way, you shouldn't have done that, and you really don't need to anyway. The team names in the lua never show ingame. That's what localization is for.

4) Also, though not a real problem, you have some redundant cloth/combo memory pool lines.
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Re: Side and LUA help

Post by Maveritchell »

MercuryNoodles wrote:If my understanding is correct, that comma implys that you want the game to move onto the next team within that SetupTeams parameter, but there's no next team. Instead, you closed it out, and started again, doing the same thing the second time as well. Here's how the stock scripts and VM's template do it:
Hidden/Spoiler:
[code]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},
}
}[/code]
Honestly, you shouldn't deviate from how a lua is setup for you unless you know exactly what you are doing. That also goes for setting the first team as "rep". (sneaky, sneaky.. :P) Unless you changed the lua definitions of the teams, which it doesn't appear that way, you shouldn't have done that, and you really don't need to anyway. The team names in the lua never show ingame. That's what localization is for.
That's the stock sides template I provided, and it's set up that way for almost every map in the Conversion Pack. As far as that goes, there shouldn't be anything wrong with it and his "deviation" is actually exactly what needs to be done. The "rep" in there is just the localization key that the team "ALL" will use. In the stock .luas, lowercase "side" (all, rep, cis, imp) is used for the localization key and uppercase "SIDE" is used for the variable representing the team (REP=1, CIS=2, etc.)

The only thing weird about line 89 (the second SetMemoryPoolSize("ClothData etc.)) is that you're setting the ClothData memory pool again. You don't need to do that and you can delete one of those chunks (ClothData & Combo memorypools).
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Re: Side and LUA help

Post by [RDH]Zerted »

MercuryNoodles wrote:Honestly, you shouldn't deviate from how a lua is setup for you unless you know exactly what you are doing. That also goes for setting the first team as "rep". (sneaky, sneaky.. :P) Unless you changed the lua definitions of the teams, which it doesn't appear that way, you shouldn't have done that, and you really don't need to anyway. The team names in the lua never show ingame. That's what localization is for.
Same holds true for explaining things. If the team is all, imp, local, rep, cis, or a few others then those team keys should be used. What you place in that spot gets turned into a parameter for SetTeamName and a few other things (follow the code in setup_teams.lua). It controls things such as the team names (which localization keys to use) and CP icons. The scripting doc has a little bit of info on it, but not much and its not fully correct.

As Maveritchell said, the team= is just setting a variable to the value of the other variable. The top of the lua file normally sets up ALL and IMP or REP and CIS, but you can use whatever you want.

I'm not sure what exactly your lua error is. 'Can't find a symbol' is a syntax error, but skimming through it I don't see any typos. You should do what Maveritchell says, clean and remunge, then see if the error is exactly the same. What program/editor are you using to edit your lua scripts?
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Re: Side and LUA help

Post by Commander_Fett »

2) Is it set as the hero and set to be loaded in the lua for the era in which it's supposed to be a hero?
Yes
What program/editor are you using to edit your lua scripts?
Microsoft word, though I'll probably swich to notepad++

I'll try cleaning and remunging, and see if anything works for the lua
As for the memorypool stuff, I just coppied what was in the tut.
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Re: Side and LUA help

Post by Frisbeetarian »

Microsoft Word is very bad to use for this kind of thing, and is in fact advised against in the docs because it use "curly brackets instead of straight brackets. The curly brackets can't be read by the interpreter.
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Re: Side and LUA help

Post by Commander_Fett »

OK, I'll change that. Also, I got the commander working! Woot!
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Re: Side and LUA help

Post by [RDH]Zerted »

Commander_Fett wrote:Microsoft word, though I'll probably swich to notepad++
Thats your problem. I don't know about the brackets, but Word isn't using the standard quote marks. You need to be using a real text editor (compared to a document editor). Notepad++ would be fine. Gametoast doesn't display the other quote marks, so thats why no one could find the error in your lua.

Switch to a text editor and that lua error will be gone (you might have to replace the existing quotes first, but then it will never pop-up again).
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Re: Side and LUA help

Post by Commander_Fett »

OK, thanks! That explains why any mode I try to add has the same errors! Yay, now people can play my map Kotor! :bowdown:
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Re: Side and LUA help

Post by Frisbeetarian »

Frisbeetarian wrote:"curly" brackets
Oops, my bad, I meant curly quotes. Not sure why I said brackets either. :oops:
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Re: Side and LUA help

Post by MercuryNoodles »

I didn't realize that template existed. I made an assumption there, since it's a relatively new member.

..and don't bother with the lecture. I thought I had that one right, otherwise I would've stayed out of it. The point was that one shouldn't just play around with the lua coding willy-nilly and expect it to work. I don't make a point of trying to give out misinformation, and thought with the lua it was more syntax sensitive than this. I miscalculated which line it was on, because I forgot how lines were counted. Sheesh. I counted it three different ways, and, as it turns out, my second try (which lead me to the combo memory pools) was the correct one. I just didn't see any syntax errors there, and recall at some point someone mentioning duplicate lines like that just make the game execute whatever's on the second instance of it.

Anyway, I conceed, but Diet Dr. Pepper. :P
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Re: Side and LUA help

Post by Commander_Fett »

Oh, yes. I already learned the Don't mess with the LUAs unless you know what you're doing! rule the hard way. :wink:
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Re: Side and LUA help

Post by MercuryNoodles »

Can you post the error (bfront2.log) log? That might save some time with the unit problem.
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Re: Side and LUA help

Post by Commander_Fett »

I can't. I have the DVD version, and though I've checked he tut many times, I can't find the server manager thing it talks about.

EDIT: the kotor era still won't work, though I'm using notepad and I cleaned and munged. :cpu:
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Re: Side and LUA help

Post by Maveritchell »

Commander_Fett wrote:EDIT: the kotor era still won't work, though I'm using notepad and I cleaned and munged. :cpu:
You'll have to tell us how it doesn't work. Does it show up in the list and just crash? Does it not show up? Does it crash with a "FATAL?" Does it crash after loading, before loading, etc.?
I miscalculated which line it was on, because I forgot how lines were counted.
Counting lines manually is pretty nitpicky and I never do it. If you use a program like LUAEdit or Notepad++ then you can just ask the program to go to a specific line.
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Re: Side and LUA help

Post by Commander_Fett »

well, I got the same mungelog errors as before, and Kotor won't show up.
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Re: Side and LUA help

Post by Maveritchell »

Do a manual clean and then remunge (manual clean instructions at top of forum).
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Re: Side and LUA help

Post by [RDH]Zerted »

...and don't bother with the lecture. I thought I had that one right, otherwise I would've stayed out of it...
I wouldn't consider one sentence to be a lecture. Don't take anything I say personally. If your "Honestly, you shouldn't deviate from" would have been more like "Try not to deviate from", then I wouldn't have typed my first sentence ("Same holds true for explaining things.")
I just didn't see any syntax errors there
Yeah, its hard to debug problems when someone posts correct code and then says it doesn't work. Its nice that Lua is such a flexible language. Image all the extra topics with people just missing a semicolon or space somewhere in their code if Lua was more strict...

If you turn off word warp and turn on the status bar, Notepad displays the row (line number) and the column the cursor is at.

You do need to have the v1.3 patch installed to see the new eras. Its installed correct?

I can't help you with getting the DVD log this week, but someone else should have it. I think Teancum does. Ask him about it on XFire.
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Re: Side and LUA help

Post by Commander_Fett »

Yah, I correctly installed the 1.3 patch ( I have the convo pack 2.0, and it works). What's Teancum's xfire?

EDIT: how would I make a timer that ends the map x minutes after you spawn?
I found these commands in the faq

Code: Select all

StopTimer 
StartTimer 
DestroyTimer 
CreateTimer 
FindTimer 
ShowTimer 
SetVictoryTimer 
SetMissionTimer 
SetDefeatTimer 
GetTimerName 
GetTimerRate 
SetTimerRate 
GetTimerValue 
SetTimerValue 
but I don't know what to do with 'em. Can anyone help me or direct me to a topic in which this is explained?
Last edited by Commander_Fett on Tue Nov 25, 2008 12:12 am, edited 1 time in total.
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