Campaign Issues.... *SOLVED*

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Hebes24
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Campaign Issues.... *SOLVED*

Post by Hebes24 »

I made a quick Utapau map using the shipped world and just using custom sides. (Featuring the wondeful 212th Attack Battalion skins by C-26 :D )

However, I tried to have the campaign mode as well in there (I have Zerted's shell), but When I press launch I get a fatal error saying: "Could not open MISSION\UT2c_c.lvl". :( The thing is, I copied everything that I think I needed to make it work. (I think :? )

I get this in the BFront2.log:
Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in MISSION.lvl


Message Severity: 3
.\Source\LuaHelper.cpp(112)
OpenScript(UT2c_c): script (bbf0445d) not found

Message Severity: 5
.\Source\GameState.cpp(1283)
Could not open MISSION\UT2c_c.lvl
Obviously that is a very bad problem.

Here's my addme.lua (I think the problem might be in here somewhere)

Code: Select all

--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
	for i, mission in missionList do
		if mission.mapluafile == mapName then
			for flag, value in pairs(newFlags) do
				mission[flag] = value
			end
		end
	end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)

sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "UT2%s_%s", era_c = 1, mode_con_c  = 1, mode_1flag_c  = 1, mode_c_c  = 1}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier.  the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("UT2","UT2c_con",4)
AddDownloadableContent("UT2","UT2c_1flag",4)
AddDownloadableContent("UT2","UT2c_c",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\UT2\\data\\_LVL_PC\\core.lvl")
and the UT2c_c.lua (just in case)

Code: Select all

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--


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

-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("Ambush")
ScriptCB_DoFile("PlayMovieWithTransition")
---------------------------------------------------------------------------
-- 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()
		SetAIDifficulty(1, -3, "medium")   
		ScriptCB_SetGameRules("campaign")
    	ScriptCB_PlayInGameMovie("ingame.mvs", "utamon01")
    	SetMissionEndMovie("ingame.mvs", "utamon02")

		AICanCaptureCP("CAM_CP4", 1, false)
		AICanCaptureCP("CAM_CP3", 1, false)
		AICanCaptureCP("CAM_CP5", 1, false)

		AICanCaptureCP("CAM_CP4", 2, false)
		AICanCaptureCP("CAM_CP3", 2, false)
		AICanCaptureCP("CAM_CP5", 2, false)

		SetAIDamageThreshold("uturr01", 0.3)
		SetAIDamageThreshold("uturr02", 0.3)
		SetAIDamageThreshold("Power01", 0.3)

		SetClassProperty("cis_hero_grievous", "MaxHealth", 3000)
		ActivateRegion("CAM_CP4Control")		
	    backup_region = GetRegion("Supportregion")
		helpers_region = GetRegion("2Supportregion")		
			
 		SetProperty("LAATAttack", "MaxHealth", 150)
 		SetProperty("LAATAttack", "CurHealth", 150)
 		
 		SetProperty("LAATRider", "MaxHealth", 150)
 		SetProperty("LAATRider", "CurHealth", 150)
			
		SetProperty("CAM_CP4", "Team", 2)
		SetProperty("CAM_CP5", "Team", 0)
		SetProperty("CAM_CP5", "CaptureRegion", "")
		SetProperty("CAM_CP3", "CaptureRegion", "")
		SetProperty("CAM_CP4", "Value_ATK_Republic", "10")
		
		SetProperty("uturr01", "MaxHealth", 1e+37)
		SetProperty("uturr01", "CurHealth", 1e+37)
		
		SetProperty("uturr02", "MaxHealth", 1e+37)
		SetProperty("uturr02", "CurHealth", 1e+37)
		
		SetProperty("Power01", "MaxHealth", 1e+37)
		SetProperty("Power01", "CurHealth", 1e+37)
		
		EnableSPScriptedHeroes()

		laanim = 1
		lranim = 2
		la_anim()
		lr_anim()
		
		-- This is the LAAT Callback info
		la_death = OnObjectKillName(la_anim, "LAATAttack");
		lr_death = OnObjectKillName(lr_anim, "LAATRider");
		
	la_timer = CreateTimer("la_timer")
	SetTimerValue(la_timer, 20)
    StartTimer(la_timer)

    OnTimerElapse(
        function(timer)
            KillObject("LAATAttack")
        end,
        la_timer
        )

	lr_timer = CreateTimer("lr_timer")
	SetTimerValue(lr_timer, 20)
    StartTimer(lr_timer)	

    OnTimerElapse(
        function(timer)
            KillObject("LAATRider")
        end,
        lr_timer
        )
        
--Objective1:Start()
    onfirstspawn = OnCharacterSpawn(
        function(character)
            if IsCharacterHuman(character) then
                ReleaseCharacterSpawn(onfirstspawn)
                onfirstspawn = nil
                BeginObjectives()
             end
        end)
 
             local Support
    Support = OnEnterRegion(
        function(region, character) 
            if IsCharacterHuman(character) then 
                Backup() 
                ReleaseEnterRegion(Support)
            end
        end,
        backup_region
        )
        
             local Support2
    Support2 = OnEnterRegion(
        function(region, character) 
            if IsCharacterHuman(character) then 
                Helpers() 
                ReleaseEnterRegion(Support2)
            end
        end,
        helpers_region
        )
 
 	--This is objective 1 Start  Get in the vicinity of the nearest CP
	
	Objective1 = Objective:New{teamATT = ATT, teamDEF = DEF,
						 text = "level.uta1.objectives.campaign.1", popupText = "level.uta1.objectives.long.1"}
	Objective1Complete = OnEnterRegion(
        function(region, character) 
            if IsCharacterHuman(character) then 
                Objective1:Complete(ATT)
                ReleaseEnterRegion(Objective1Complete)
            end
        end,
        "CAM_CP4Control"
        )

     Objective1.OnStart = function(self)
        ScriptCB_EnableCommandPostVO(0)
        ScriptCB_SndPlaySound("UTA_obj_46")
        ScriptCB_PlayInGameMusic("rep_uta_amb_obj1_explore")
        Objective1.CAM_CP4Goal1 = AddAIGoal(ATT, "Defend", 100, "CAM_CP4")
        Objective1.CAM_CP4Goal2 = AddAIGoal(DEF, "Defend", 20, "CAM_CP4")
        MapAddEntityMarker("CAM_CP4", "hud_objective_icon", 3.0, ATT, "YELLOW", true, true, true) 
    end
 
     Objective1.OnComplete = function(self)
		SetProperty("CAM_CP5", "Team", 2)
		SetProperty("CAM_CP5", "CaptureRegion", "CAM_CP5Capture")
		ScriptCB_SndPlaySound("UTA_obj_20")
		SetProperty("CAM_CP4", "Value_DEF_CIS", "5")
		ShowMessageText("game.objectives.complete", ATT)
    end
 
--This is objective 2   
    Objective2CP = CommandPost:New{name = "CAM_CP4"}
    Objective2 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
						 text = "level.uta1.objectives.campaign.2", popupText = "level.uta1.objectives.long.2"}
    Objective2:AddCommandPost(Objective2CP)
    
	Objective2.OnStart = function(self)
	end
    
    Objective2.OnComplete = function(self)
    	MapRemoveEntityMarker("CAM_CP4")
        ScriptCB_SndPlaySound("UTA_obj_24")
        ScriptCB_PlayInGameMusic("rep_uta_amb_obj2_explore")
        ATTReinforcementCount = GetReinforcementCount(ATT)
		SetReinforcementCount(ATT, ATTReinforcementCount + 15)      
		ShowMessageText("level.uta1.objectives.temp.2c")
		ActivateRegion("CAM_CP5Control")
		SetProperty("CAM_CP4", "Value_DEF_CIS", "2")
		SetProperty("CAM_CP5", "Value_DEF_CIS", "5")
		SetProperty("CAM_CP3", "Value_DEF_CIS", "0")
		SetProperty("CAM_CP4", "Value_ATK_Republic", "2")
		SetProperty("CAM_CP5", "Value_ATK_Republic", "10")
		SetProperty("CAM_CP5", "SpawnPath", "CAM_CP5SpawnHigh")
		DeleteAIGoal(Objective1.CAM_CP4Goal1)
		Objective1.CAM_CP5Goal1 = AddAIGoal(DEF, "Defend", 50, "CAM_CP5")
		Objective1.CAM_CP5Goal2 = AddAIGoal(ATT, "Defend", 100, "CAM_CP5")
		
		SetProperty ("CAM_CP4", "Team", self.winningTeam)
		AICanCaptureCP("CAM_CP4", DEF, false)
		ShowMessageText("game.objectives.complete", ATT)

    end

 	--This is objective 2a Activate alternate spawn path
	
	Objective2a = Objective:New{teamATT = ATT, teamDEF = DEF, text = "level.uta1.objectives.temp.2a"}
	Objective2aComplete = OnEnterRegion(
        function(region, character) 
            if IsCharacterHuman(character) then 
                Objective2a:Complete(ATT)
                ReleaseEnterRegion(Objective2aComplete)
            end
        end,
        "CAM_CP5Control"
        )
 
     Objective2a.OnComplete = function(self)
    end

--This is objective 3  
    Objective3CP = CommandPost:New{name = "CAM_CP5"}
    Objective3 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
										text = "level.uta1.objectives.campaign.3", popupText = "level.uta1.objectives.long.3"}    
    Objective3:AddCommandPost(Objective3CP)
    
    Objective3.OnStart = function(self)
		MapAddEntityMarker("CAM_CP5", "hud_objective_icon", 3.0, ATT, "YELLOW", true, true, true) 
	end
    
    Objective3.OnComplete = function(self)
    	DeleteAIGoal(Objective1.CAM_CP4Goal2)
        MapRemoveEntityMarker("CAM_CP5")
        ScriptCB_SndPlaySound("UTA_obj_39")
        ScriptCB_SndPlaySound("UTA_obj_35")
        ScriptCB_PlayInGameMusic("rep_uta_amb_obj3_explore")
        UnlockHeroForTeam(1)
		SetProperty("CAM_CP5", "SpawnPath", "CAM_CP5Spawn")
		SetProperty("CAM_CP5", "Value_DEF_CIS", "3")
		SetProperty("CAM_CP3", "Value_DEF_CIS", "5")
		SetProperty("CAM_CP5", "Value_ATK_Republic", "3")
		SetProperty("CAM_CP3", "SpawnPath", "CAM_CP3SpawnBack")
		SetProperty("CAM_CP3", "CaptureRegion", "CAM_CP3Capture")
		DeleteAIGoal(Objective1.CAM_CP5Goal1)
		DeleteAIGoal(Objective1.CAM_CP5Goal2)
        ATTReinforcementCount = GetReinforcementCount(ATT)
		SetReinforcementCount(ATT, ATTReinforcementCount + 30) 
		
		SetProperty ("CAM_CP5", "Team", self.winningTeam)
		AICanCaptureCP("CAM_CP5", DEF, false)
		ShowMessageText("game.objectives.complete", ATT)
    end

--This is objective 3a
    Objective3aCP = CommandPost:New{name = "CAM_CP3"}
    Objective3a = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
										text = "level.uta1.objectives.campaign.3a", popupText = "level.uta1.objectives.long.3a"}    
    Objective3a:AddCommandPost(Objective3aCP)
    
    Objective3a.OnStart = function(self)
		MapAddEntityMarker("CAM_CP3", "hud_objective_icon", 3.0, ATT, "YELLOW", true, true, true) 
	end
    
    
    Objective3a.OnComplete = function(self)
        MapRemoveEntityMarker("CAM_CP3")
        SetProperty("CAM_CP3", "SpawnPath", "CAM_CP3Rep")
		SetProperty("CAM_CP2", "Team", 2)
		SetProperty("CAM_CP2", "SpawnPath", "CAM_CP3Spawn")      
		ScriptCB_SndPlaySound("UTA_obj_40")
		ScriptCB_PlayInGameMusic("rep_uta_grievous_01")
		SetProperty("CAM_CP3", "CaptureRegion", "")
		-- add Grievious as a new unit
		local characterindex = GetTeamMember(4, 0)
		BatchChangeTeams(4, DEF, 1)
		SetHeroClass(CIS, "cis_hero_grievous")
		SelectCharacterClass(characterindex, "cis_hero_grievous")
		SpawnCharacter(characterindex, GetPathPoint("grievious_spawn", 0)) 
		ATTReinforcementCount = GetReinforcementCount(ATT)
		SetReinforcementCount(ATT, ATTReinforcementCount + 15)  
		
		SetProperty ("CAM_CP3", "Team", self.winningTeam)
		AICanCaptureCP("CAM_CP3", DEF, false)
		ShowMessageText("game.objectives.complete", ATT)
end		

--This is objective 3b  Destroy Grevious
    
	Objective3b= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
										text = "level.uta1.objectives.campaign.3b", popupText = "level.uta1.objectives.long.3b"}	

	JediKiller = TargetType:New{classname = "cis_hero_grievous", killLimit = 1}
	Objective3b:AddTarget(JediKiller)
	
	Objective3b.OnStart = function(self)
		Objective3b.CAM_CP3Goal1 = AddAIGoal(ATT, "Defend", 100, "CAM_CP3")
		Objective3b.CAM_CP3Goal2 = AddAIGoal(DEF, "Defend", 20, "CAM_CP3")
	end
	
	Objective3b.OnComplete = function(self)
	    SetProperty("uturr01", "MaxHealth", 2000)
		SetProperty("uturr01", "CurHealth", 2000)
		SetProperty("uturr02", "MaxHealth", 2000)
		SetProperty("uturr02", "CurHealth", 2000)
		ActivateRegion("Supportregion")
		ScriptCB_SndPlaySound("UTA_obj_42")	
		ScriptCB_SndPlaySound("UTA_obj_26")
		ScriptCB_PlayInGameMusic("rep_uta_ImmVict_01")			
		ATTReinforcementCount = GetReinforcementCount(ATT)
		SetReinforcementCount(ATT, ATTReinforcementCount + 10) 
		DeleteAIGoal(Objective3b.CAM_CP3Goal1)
		DeleteAIGoal(Objective3b.CAM_CP3Goal2)
	end

--This is objective 4.  Destroy the AA Guns
    Gun_count = 2    
    Gun01 = Target:New{name = "uturr01"}
    Gun02 = Target:New{name = "uturr02"}
    Gun01.OnDestroy = function(self)
        if Gun_count > 1 then
        Gun_count = Gun_count - 1
        ShowMessageText("level.uta1.objectives.temp.4-" .. Gun_count)
        ScriptCB_SndPlaySound("UTA_obj_28")
        SetProperty("CAM_CP3", "SpawnPath", "CAM_CP3Spawn")
        end
    end
    Gun02.OnDestroy = function(self)
        if Gun_count > 1 then
        Gun_count = Gun_count - 1
        ShowMessageText("level.uta1.objectives.temp.4-" .. Gun_count)
        ScriptCB_SndPlaySound("UTA_obj_28")
        end
    end
        
    Objective4 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF, 
                      										text = "level.uta1.objectives.campaign.4", popupText = "level.uta1.objectives.long.4"}

    Objective4:AddTarget(Gun01)
    Objective4:AddTarget(Gun02)
   
    Objective4.OnComplete = function(self)
--    ScriptCB_SndPlaySound("CorSpc_obj_20")
	SetProperty("uturr01", "Team", 0)
	SetProperty("uturr02", "Team", 0)
	ActivateRegion("2Supportregion")
	SetProperty("CAM_CP6", "Team", 1)
	SetProperty("CAM_CP3", "Value_DEF_CIS", "0")
	SetProperty("CAM_CP4", "Value_DEF_CIS", "0")
	SetProperty("CAM_CP5", "Value_DEF_CIS", "0")
	SetProperty("CAM_CP3", "Value_ATK_Republic", "1")
	SetProperty("CAM_CP4", "Value_ATK_Republic", "1")
	SetProperty("CAM_CP5", "Value_ATK_Republic", "1")
	SetProperty("CAM_CP2", "Value_DEF_CIS", "3")	
	SetProperty("CAM_CP2", "Value_ATK_Republic", "3")		
	SetProperty("Power01", "MaxHealth", 12000)
	SetProperty("Power01", "CurHealth", 12000)
	SetProperty("CAM_CP2", "SpawnPath", "CAM_CP2Spawn")
	ScriptCB_SndPlaySound("UTA_obj_29")
	ScriptCB_SndPlaySound("UTA_obj_30")
	ScriptCB_SndPlaySound("UTA_obj_32")
	ATTReinforcementCount = GetReinforcementCount(ATT)
	SetReinforcementCount(ATT, ATTReinforcementCount + 10) 	
	ShowMessageText("game.objectives.complete", ATT)
end

	--This is objective 5  Destroy the Power Gen
	Power = Target:New{name = "Power01"}
	Power.OnDestroy = function(self)
		ShowMessageText("level.uta1.objectives.temp.5c", 1)
	end
	
	Objective5 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF, 
										text = "level.uta1.objectives.campaign.5", popupText = "level.uta1.objectives.long.5"}
	Objective5:AddTarget(Power)

    Objective5.OnComplete = function(self)
	ScriptCB_SndPlaySound("UTA_obj_34")
	ShowMessageText("game.objectives.complete", ATT)
    end

end
function BeginObjectives()
--This creates the objective "container" and specifies order of objectives, and gets that running           
--	objectiveSequence = MultiObjectiveContainer:New{}
	objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4.5}
	objectiveSequence:AddObjectiveSet(Objective1)
	objectiveSequence:AddObjectiveSet(Objective2)
	objectiveSequence:AddObjectiveSet(Objective2a, Objective3)
	objectiveSequence:AddObjectiveSet(Objective3a)
	objectiveSequence:AddObjectiveSet(Objective3b)
	objectiveSequence:AddObjectiveSet(Objective4)
	objectiveSequence:AddObjectiveSet(Objective5)
  objectiveSequence:Start()
end

function la_anim()
	if laanim == 1 then
		PauseAnimation("LA03");
		RewindAnimation("LA01");
		PlayAnimation("LA01");
		EntityFlyerTakeOff("LAATAttack")
		laanim = 2
	
	
	elseif laanim == 2 then
		PauseAnimation("LA01");
		RewindAnimation("LA02");
		PlayAnimation("LA02");
		EntityFlyerTakeOff("LAATAttack")	
		laanim = 3
		
	
	elseif laanim == 3 then
		PauseAnimation("LA02");
		RewindAnimation("LA03");
		PlayAnimation("LA03");
		EntityFlyerTakeOff("LAATAttack")
		laanim = 1
	end
	
	SetTimerValue(la_timer, 30)
    StartTimer(la_timer)	
end

function lr_anim()
	if lranim == 1 then
	PauseAnimation("LR03");
	RewindAnimation("LR02");
	PlayAnimation("LR02");
	EntityFlyerTakeOff("LAATRider")
	lranim = 2
	
	
	elseif lranim == 2 then
	PauseAnimation("LR01");
	RewindAnimation("LR03");
	PlayAnimation("LR03");
	EntityFlyerTakeOff("LAATRider")
	lranim = 3
	
	
	elseif lranim == 3 then
	PauseAnimation("LR02");
	RewindAnimation("LR01");
	PlayAnimation("LR01");
	EntityFlyerTakeOff("LAATRider")
	lranim = 1
	end
	
	SetTimerValue(lr_timer, 30)
    StartTimer(lr_timer)	
end

function Backup()
    SetProperty("LAATDrop01", "MaxHealth", 1250)
	SetProperty("LAATDrop01", "CurHealth", 1250)
	EntityFlyerTakeOff("LAATDrop01")
	EntityFlyerInitAsLanded("LAATAttack")
	KillObject("LAATAttack")
	KillObject("LAATRider")
	DestroyTimer(lr_timer)
	DestroyTimer(la_timer)
	ReleaseObjectKill(la_death)
	ReleaseObjectKill(lr_death)
	DeactivateRegion(backup_region)
	PauseAnimation("LA01");
	PauseAnimation("LA02");
	PauseAnimation("LA03");
	PauseAnimation("LR01");
	PauseAnimation("LR02");
	PauseAnimation("LR03");
	PauseAnimation("drop-hide");

	RewindAnimation("LA-hide");
	PlayAnimation("LA-hide");
	RewindAnimation("LR-hide");
	PlayAnimation("LR-hide");

	RewindAnimation("Backup");
	PlayAnimation("Backup");

end

function Helpers()
	SetProperty("LAATDrop01", "MaxHealth", 1250)
	SetProperty("LAATDrop01", "CurHealth", 1250)
	SetProperty("LAATDrop02", "MaxHealth", 1250)
	SetProperty("LAATDrop02", "CurHealth", 1250)
	EntityFlyerTakeOff("LAATDrop01")
	EntityFlyerTakeOff("LAATDrop02")
	EntityFlyerInitAsLanded("LAATAttack")
	EntityFlyerInitAsLanded("LAATRider")	
	DeactivateRegion(helpers_region)
	
	PauseAnimation("hide02");
	PauseAnimation("Backup");
	RewindAnimation("backup2");
	PlayAnimation("backup2");
	EntityFlyerTakeOff("LAATDrop01")
	EntityFlyerTakeOff("LAATDrop02")

end

function ScriptInit()
	StealArtistHeap(300*1024)
    -- Designers, these two lines *MUST* be first!
    SetPS2ModelMemory(4700000)

    SetMemoryPoolSize("Combo::State", 75)  --need more of these than default
    SetMemoryPoolSize("Combo::DamageSample", 600)  --need more of these than default

    ReadDataFile("ingame.lvl")

    SetTeamAggressiveness(REP, 0.95)
    SetTeamAggressiveness(CIS, 0.95)  

    ReadDataFile("sound\\uta.lvl;uta1cw")

    ReadDataFile("dc: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_hero_obiwan",
						"uta1_prop_gunship",
						"rep_walk_oneman_atst",
						"rep_hover_fightertank")
    ReadDataFile("dc:SIDE\\cis.lvl",
                        "cis_inf_rifleman",
                        "cis_inf_rocketeer",
                        "cis_inf_engineer",
                        "cis_inf_sniper",
                        "cis_hero_grievous",
                        "cis_inf_officer",
                        "cis_hover_aat")
                        
ScriptCB_SetSpawnDisplayGain(0.2, 0.5)                                                

SetupTeams{
        rep = {
	    team = REP,
	    units = 19,
	    reinforcements = 15,
	    soldier  = { "rep_inf_ep3_rifleman", 8},
	    assault  = { "rep_inf_ep3_rocketeer", 2},
	    engineer = { "rep_inf_ep3_engineer", 3},
	    sniper   = { "rep_inf_ep3_sniper", 3},
	    officer  = { "rep_inf_ep3_officer", 1},
	    special  = { "rep_inf_ep3_jettrooper", 2},
            
        },
        cis = {
	    team = CIS,
	    units = 13,
	    reinforcements = -1,
	    soldier  = { "cis_inf_rifleman",4},
	    assault  = { "cis_inf_rocketeer",4},
	    engineer = { "cis_inf_engineer",1},
	    sniper   = { "cis_inf_sniper",2},
	    officer  = { "cis_inf_officer", 2},
        }
     }

		SetHeroClass(REP, "rep_hero_obiwan")

    --  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0)     -- droidekas
    AddWalkerType(1, 4) -- ATRTa (special case: 0 leg pairs)
    local weaponCnt = 200
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 193)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityFlyer", 12)
    SetMemoryPoolSize("EntityHover", 6)
    SetMemoryPoolSize("EntityLight", 80)
    SetMemoryPoolSize("EntitySoundStream", 8)
    SetMemoryPoolSize("EntitySoundStatic", 27)
    SetMemoryPoolSize("MountedTurret", 21)
    SetMemoryPoolSize("Navigator", 34)
    SetMemoryPoolSize("Obstacle", 450)
    SetMemoryPoolSize("PathFollower", 34)
    SetMemoryPoolSize("PathNode", 384)
    SetMemoryPoolSize("ShieldEffect", 0)
    SetMemoryPoolSize("TentacleSimulator", 0)
    SetMemoryPoolSize("Timer", 10)
    SetMemoryPoolSize("TreeGridStack", 225)
    SetMemoryPoolSize("UnitAgent", 49)
    SetMemoryPoolSize("UnitController", 49)
    SetMemoryPoolSize("Weapon", weaponCnt)   
    
         --Adding Grievous Pool
     AddUnitClass(4, "rep_inf_ep3_rifleman", 1)
       SetUnitCount(4, 1)
    
    
    
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("uta\\uta1.lvl", "uta1_Campaign")
    SetDenseEnvironment("false")
    AddDeathRegion("deathregion")
    SetMaxFlyHeight(500)
    SetMaxPlayerFlyHeight(29.5)

    --  Sound Stats
    
    voiceSlow = OpenAudioStream("sound\\global.lvl", "uta_objective_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)     
    
    voiceQuick = OpenAudioStream("sound\\global.lvl", "cis_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_quick", voiceQuick)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_quick", voiceQuick)    
    
    OpenAudioStream("sound\\global.lvl",  "cw_music")
    OpenAudioStream("sound\\uta.lvl",  "uta1")
    OpenAudioStream("sound\\uta.lvl",  "uta1")
    -- OpenAudioStream("sound\\uta.lvl",  "uta_objective_vo_slow")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    -- OpenAudioStream("sound\\uta.lvl",  "uta1_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(1, "Repleaving")
    SetOutOfBoundsVoiceOver(2, "Cisleaving")

    -- SetAmbientMusic(REP, 1.0, "RepUta01_GunshipIntro",  0,1)
    -- SetAmbientMusic(REP, 0.98, "RepUta01_ExpAmb1", 1,1)
    -- SetAmbientMusic(REP, 0.1,"rep_uta_amb_end",    2,1)
    -- SetAmbientMusic(CIS, 1.0, "cis_uta_amb_start",  0,1)
    -- SetAmbientMusic(CIS, 0.99, "cis_uta_amb_middle", 1,1)
    -- SetAmbientMusic(CIS, 0.1,"cis_uta_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_uta_amb_victory")
    SetDefeatMusic (REP, "rep_uta_amb_defeat")
    SetVictoryMusic(CIS, "cis_uta_amb_victory")
    SetDefeatMusic (CIS, "cis_uta_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 - Utapau: Sinkhole
	AddCameraShot(-0.428091, 0.045649, -0.897494, -0.095703, 162.714951, 45.857063, 40.647118)
	AddCameraShot(-0.194861, -0.001600, -0.980796, 0.008055, -126.179787, 16.113789, 70.012894);
	AddCameraShot(-0.462548, -0.020922, -0.885442, 0.040050, -16.947638, 4.561796, 156.926956);
	AddCameraShot(0.995310, 0.024582, -0.093535, 0.002310, 38.288612, 4.561796, 243.298508);
	AddCameraShot(0.827070, 0.017093, 0.561719, -0.011609, -24.457638, 8.834146, 296.544586);
	AddCameraShot(0.998875, 0.004912, -0.047174, 0.000232, -45.868237, 2.978215, 216.217880);


end



What are the files I need to copy (other than to just get it to work in normal game modes) to get campaign to work? (if any) :?
Last edited by Hebes24 on Wed Aug 30, 2006 10:51 am, edited 1 time in total.
archer01

RE: Campaign Issues....

Post by archer01 »

Are all the necessary 'req' files setup as they need to be? These would include the req file for the map/mode itself, and a minor change to the map's mission.req file.
Hebes24
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RE: Campaign Issues....

Post by Hebes24 »

*smacks himself in the face* I didn't update the REQ's!:x Oh well, I'l do it tomorrow....
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[RDH]Zerted
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RE: Campaign Issues....

Post by [RDH]Zerted »

--Adding Grievous Pool
AddUnitClass(4, "rep_inf_ep3_rifleman", 1)
SetUnitCount(4, 1)



SetSpawnDelay(10.0, 0.25)
ReadDataFile("uta\\uta1.lvl", "uta1_Campaign")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(500)
SetMaxPlayerFlyHeight(29.5)

-- Sound Stats

voiceSlow = OpenAudioStream("sound
Where I highlighted in red should be your map and the layer grouping which you want your script to load.
Hebes24
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RE: Campaign Issues....

Post by Hebes24 »

Thanks Zerted, but it was the REQs, I didn't update them correctly.

*SOLVED*
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