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Peculiar problem, GCW 1flag ctf

Posted: Sun Aug 13, 2006 11:52 am
by danrosen
Ok so I've got this map set up which is just the default map with different terrain heights. I've not changed much from the defaults of the level. The Clone Wars conquest and ctf work fine, the GCW conquest works fine but the GCW ctf doesn't. It's strange because the CW and GCW ctf luas reference the same objects in zeroeditor, however one works and the other doesn't. By 'doesn't work', I mean the objectives are missing, no ai will spawn, and the reinforcements show at the top instead of the flag points. This is my whole CVCg_1flag lua file:

Code: Select all

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

Conquest = ScriptCB_DoFile("ObjectiveOneFlagCTF")
ScriptCB_DoFile("setup_teams")

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

	SoundEvent_SetupTeams( IMP, 'imp', ALL 'all' )
    
    ctf = ObjectiveOneFlagCTF:New{teamATT = IMP, teamDEF = ALL,
                           textATT = "game.modes.1flag", textDEF = "game.modes.1flag2",
                           captureLimit = 5, flag = "flag", flagIcon = "flag_icon", 
                           flagIconScale = 3.0, homeRegion = "homeregion",
                           captureRegionATT = "team1_capture", captureRegionDEF = "team2_capture",
                           capRegionMarkerATT = "hud_objective_icon_circle", capRegionMarkerDEF = "hud_objective_icon_circle",
                           capRegionMarkerScaleATT = 3.0, capRegionMarkerScaleDEF = 3.0, multiplayerRules = true}

    ctf:Start()    
    
    EnableSPHeroRules()
    
 end


---------------------------------------------------------------------------
-- FUNCTION:    ScriptInit
-- PURPOSE:     This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES:       The name, 'ScriptInit' is a chosen convention, and each
--              mission script must contain a version of this function, as
--              it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()
    
    ReadDataFile("ingame.lvl")



    SetMaxFlyHeight(30)
    SetMaxPlayerFlyHeight (30)


    SetMemoryPoolSize ("ClothData",20)
    SetMemoryPoolSize ("Combo",50)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",650)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",650)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",550)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",6000)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",100)     -- should be ~1x #combo  
    
    ReadDataFile("sound\\tat.lvl;tat2gcw")
    ReadDataFile("SIDE\\all.lvl",
                    "all_inf_rifleman",
                    "all_inf_rocketeer",
                    "all_inf_sniper",
                    "all_inf_engineer",
                    "all_inf_officer",
                    "all_inf_wookiee",
                    "all_hero_hansolo_tat") 
    ReadDataFile("SIDE\\imp.lvl",
                    "imp_inf_rifleman",
                    "imp_inf_rocketeer",
                    "imp_inf_engineer",
                    "imp_inf_sniper",
                    "imp_inf_officer",
                    "imp_inf_dark_trooper",
                    "imp_hero_bobafett",
                    "imp_fly_destroyer_dome" )

	ReadDataFile("SIDE\\tur.lvl",
						"tur_bldg_tat_barge",	
						"tur_bldg_laser")	
 
	SetupTeams{
		all = {
			team = ALL,
			units = 20,
			reinforcements = -1,
			soldier	= { "all_inf_rifleman",9, 25},
			assault	= { "all_inf_rocketeer",1,4},
			engineer = { "all_inf_engineer",1,4},
			sniper	= { "all_inf_sniper",1,4},
			officer	= { "all_inf_officer",1,4},
			special	= { "all_inf_wookiee",1,4},

		},
		imp = {
			team = IMP,
			units = 20,
			reinforcements = -1,
			soldier	= { "imp_inf_rifleman",9, 25},
			assault	= { "imp_inf_rocketeer",1,4},
			engineer = { "imp_inf_engineer",1,4},
			sniper	= { "imp_inf_sniper",1,4},
			officer	= { "imp_inf_officer",1,4},
			special	= { "imp_inf_dark_trooper",1,4},
		},
	}
    
    SetHeroClass(ALL, "all_hero_hansolo_tat")
    SetHeroClass(IMP, "imp_hero_bobafett")

    --  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("FlagItem", 1)

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:CVC\\CVC.lvl", "CVC_1flag")
    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
I couldn't find any errors looking through, but I'm tired :P can you people here help me?

Posted: Sun Aug 13, 2006 12:30 pm
by EraOfDesann
I have the exact same problem with one of my maps, so anybody that can provide answers would be helping two people.

Posted: Sun Aug 13, 2006 11:55 pm
by archer01

Code: Select all

SoundEvent_SetupTeams( IMP, 'imp', ALL 'all' )
Fix the missing comma between ALL and 'all' and see if it still doesn't work.

Posted: Mon Aug 14, 2006 12:47 am
by fat_walrus
Have you changed the LUA at ALL?

Posted: Mon Aug 14, 2006 4:40 am
by danrosen
archer01 wrote:

Code: Select all

SoundEvent_SetupTeams( IMP, 'imp', ALL 'all' )
Fix the missing comma between ALL and 'all' and see if it still doesn't work.
Hahar! That was it. Originally, it was

SoundEvent_SetupTeams( REP, 'rep', CIS, 'cis' )

for the GCW :? and in changing it, I must have just missed the comma. Thanks :D