How do I add more than one teleport?

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Lorul1
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How do I add more than one teleport?

Post by Lorul1 »

i need help making more than one teleport. I read the tutoral here http://www.gametoast.com/forums/viewtop ... 02#p195602 but its not working. After i munge a note document says there is some kind of missing bracket in my lua. I know there is something wrong with my lua so can someone check it out
Hidden/Spoiler:
--
-- 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"}
cp11 = CommandPost:New{name = "cp11"}

--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:AddCommandPost(cp11)

conquest:Start()

animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "spa_prop_console" then
PlayAnimation("sm1")
end
end
)

SetUberMode(1);

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

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode3")
end,
"TeleportRegion"
)
ActivateRegion("TeleportRegion3")

end
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode2")
end,
"TeleportRegion"
)
ActivateRegion("TeleportRegion2")

end
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode")
end,
"TeleportRegion"
)
ActivateRegion("TeleportRegion")

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", 8)
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", 170)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 4)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 35)
SetMemoryPoolSize("EntityHover", 30)
SetMemoryPoolSize("EntityLight", 550)
SetMemoryPoolSize("EntitySoundStream", 10)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 750)
SetMemoryPoolSize("PathFollower", 120)
SetMemoryPoolSize("PathNode", 200)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("SoldierAnimation", 1880)
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

function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end

local node
if nodeIn then
node = nodeIn
else
node = 0
end

local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
if charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: more than one teleport

Post by Fiodis »

At a quick glance, this:

Code: Select all

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode3")
end,
"TeleportRegion"
)
ActivateRegion("TeleportRegion3")
Needs to be:
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode3")
end,
"TeleportRegion3"
)
ActivateRegion("TeleportRegion3")
And the same for the TeleportRegion2 bit. Always make sure you understand the code you paste in, so you know what to change if needed.
User avatar
Lorul1
Rebel Colonel
Rebel Colonel
Posts: 562
Joined: Wed Apr 24, 2013 10:34 pm
Projects :: Assault on Theed
Games I'm Playing :: Battlegrounds
xbox live or psn: No gamertag set
Location: Your House

Re: more than one teleport

Post by Lorul1 »

It's still not working after I changed those two numbers. any other fixes anyone can see
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