Units not spawning

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FragMe!
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Post by FragMe! »

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\rep.lvl
Also and this is just one example there are more in your error log make sure you side call is:
dc:SIDE\\rep.lvl it needs 2 \'s
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Post by Master Fionwë »

It does. There are two slashes, I think it's just something that the error.log puts in. I think that I may have located the problem. It won't read the two combos, the luminara and shaakti ones. I remunged after posting that, and that problem went away, now it crashes just after finishing the load. I'm pretty sure the ai spawn now, and that's why it crashes. Those two jedi don't have proper combos it would seem. Yet I got them from the heroes.lvl source files. So I'm going to try again, this time I've removed the two combos from the lightsabers, and replaced them with kiadi's and obi's. Hopefully that will work, and I'll know for sure if it was those.
Be back in a little while, possibly.


EDIT: Okay, it still crashes. I'm becoming positive, and kinda afraid that the jedi are doing it. Here's the section of the error.log which makes me thinks this:
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep3_rocketeer in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\BOG\Data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_hero_aayla in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\BOG\Data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\rep.lvl

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[5493d4d3]::State[IDLE]::Transition: failed to add Combo::Transition to state 'DEFLECT' [e1e901c0] (106 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[5493d4d3]::State[IDLE]::Transition: failed to add Combo::Transition to state 'BACK_ATTACK' [2ed1f74f] (107 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[5493d4d3]::State[IDLE]::Transition: failed to add Combo::Transition to state 'ATTACK1' [56b1e924] (108 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[5493d4d3]::State[IDLE]::Transition: failed to add Combo::Transition to state 'DASHATTACK' [749bb86d] (109 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[5493d4d3]::State[IDLE]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_FALL' [e245242b] (110 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[5493d4d3]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'ATTACK1' [56b1e924] (111 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[5493d4d3]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'DEFLECT_ROLL' [c88a4776] (112 needed)
This is only a portion of this kind of message in the error log. I would like to know why it's not munging the animations for these jedi. I have them called properly, and they are present in the side.

EDIT2: Is there something special that needs to be done in the lua if extra combos have been added to a side? Maybe that's why the jedi crash it, if they are the troublemakers.

EDIT3: Okay, this is getting ridiculous. I tried playing the map with the ai set to zero in the IA global area. It still crashed on me, so I'm at a total loss as to what the problem with it is. I'm sure it's probably something foolish, a simple mistake that I'm mising, but I don't know. I'm posting my lua, maybe you guys can find something wrong with it.
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)
cp0 = CommandPost:New{name = "cp0"}
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"}

--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(cp0)
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)

conquest:Start()
SetUberMode(1);
EnableSPHeroRules()

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, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
"rep_fly_gunship",
"rep_fly_command",
"rep_fly_commandship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_sc",
"rep_inf_ep2_commander",
"rep_inf_ep3_arctrooper",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_pilot",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_engineer",
"rep_hero_macewindu",
"rep_hero_aayla",
"rep_hero_kiyadimundi",
"rep_hero_luminara",
"rep_hero_obiwan",
"rep_hero_anakin",
"rep_hero_shaakti",
"rep_hover_barcspeeder",
"rep_walk_atte")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_hover_stap",
"cis_walk_spider")
ReadDataFile("SIDE\\geo.lvl",
"geo_inf_geonosian",
"geo_inf_acklay")

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

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 20) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 6) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 4) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 150)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 480)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 15)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 45)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 410)
SetMemoryPoolSize("UnitAgent", 80)
SetMemoryPoolSize("UnitController", 80)
SetMemoryPoolSize("Weapon", weaponcnt)
SetMemoryPoolSize("SoldierAnimation", 1500)

SetSpawnDelay(5.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 140,
reinforcements = 250,
soldier = { "rep_inf_ep3_rifleman",30, 70},
pilot = { "rep_inf_ep3_rocketeer",9, 17},
assault = {"rep_inf_ep3_sniper",9, 17},
sniper = { "rep_inf_ep3_engineer",9, 17},
marine = { "rep_inf_ep3_pilot",9, 17},
engineer = {"rep_inf_ep3_officer",5, 15},
officer = { "rep_inf_ep3_jettrooper",5, 15},
special = { "rep_inf_ep2_commander",1, 5},
AddUnitClass(1, "rep_inf_ep3_arctrooper",1, 3)
},
cis = {
team = CIS,
units = 240,
reinforcements = 350,
soldier = { "cis_inf_rifleman",60, 100},
assault = { "cis_inf_rocketeer",15, 40},
engineer = { "cis_inf_engineer",15, 40},
sniper = { "cis_inf_sniper",15, 40},
officer = {"cis_inf_officer",5, 15},
special = { "cis_inf_droideka",5, 20},
}
}

SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")


-- 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(10, 20)
AddUnitClass(3, "geo_inf_geonosian", 7)
AddUnitClass(3, "geo_inf_acklay", 4)
SetTeamAsFriend(3, DEF)


-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsFriend(ATT,4)
SetTeamAsFriend(ATT,4)

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsEnemy(DEF,4)

SetTeamName(4, "locals")
SetUnitCount(5, 7)
AddUnitClass(4, "rep_hero_kiyadimundi",1)
AddUnitClass(4, "rep_hero_anakin",1)
AddUnitClass(4, "rep_hero_macewindu",1)
AddUnitClass(4, "rep_hero_obiwan",1)
SetTeamAsFriend(4, ATT)

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

SetDenseEnvironment("false")
SetMinFlyHeight(-125)
SetMaxFlyHeight(125)
SetMaxPlayerFlyHeight(175)



-- 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
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Teancum
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Post by Teancum »

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep3_rocketeer in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\BOG\Data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_hero_aayla in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\BOG\Data\_lvl_pc\SIDE\rep.lvl

Comment out rep_inf_ep3_rocketeer. That's one of your problems, and for the other, the developers spelled Aayla wrong. So if you need to load here it's rep_hero_aalya.
Master Fionwë
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Post by Master Fionwë »

Okay, thanks. But how would I fix the problem with the rocketeer?
I would kinda like to include him in the roster, and won't commenting him out remove him from it?

It still crashes, though now it lasts a few secs longer before the crash. How do I comment him out?

EDIT: Okay, here's what teh error.log says.
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\WeaponMelee.cpp(3191)
WeaponMelee "geo_weap_lightsaber_acklay" invalid combo definition file "geo_inf_acklay"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\WeaponMelee.cpp(3196)
WeaponMelee[geo_weap_lightsaber_acklay]::ComboAnimationBank invalid params "human_sabre melee geo_inf_acklay"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk geo_inf_geonosian in data\_lvl_pc\SIDE\geo.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in SIDE\geo.lvl
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Post by Teancum »

--"rep_inf_ep3_rocketeer",
Master Fionwë
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Post by Master Fionwë »

Yep, I did that. Still crashed, so I removed him completely from the lua. Still crashes. I'm getting these messages about the acklay's combo being invalid, and a few other things like that. How do I fix those? The geonosians and acklays are kinda important for this map.
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Post by Teancum »

ReadDataFile("SIDE\\geo.lvl",
"geo_inf_geonosian",
"geo_inf_acklay")

Here it should be

"gen_inf_geonosian",

That's another typo by the devs. Only change it there, don't change it anywhere else. For now, take out the Acklay. Keep taking stuff out until it runs, then add things in one by one. Sucks, but that's the best way to debug.
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Post by Master Fionwë »

Okay, thanks. I'll try this, and get back to you.

EDIT: Didn't work. Here's my current lua, and the error log:
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)
cp0 = CommandPost:New{name = "cp0"}
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"}

--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(cp0)
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)

conquest:Start()
SetUberMode(1);
EnableSPHeroRules()

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, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
"rep_fly_gunship",
"rep_fly_command",
"rep_fly_commandship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_sc",
"rep_inf_ep2_commander",
"rep_inf_ep3_arctrooper",
"rep_inf_ep3_pilot",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_engineer",
"rep_hero_macewindu",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_luminara",
"rep_hero_obiwan",
"rep_hero_anakin",
"rep_hero_shaakti",
"rep_hover_barcspeeder",
"rep_walk_atte")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_hover_stap",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\geo.lvl",
"gen_inf_geonosian")

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

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 40) -- 40 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 6) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 4) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 150)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 480)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 15)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 45)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 410)
SetMemoryPoolSize("UnitAgent", 80)
SetMemoryPoolSize("UnitController", 80)
SetMemoryPoolSize("Weapon", weaponcnt)
SetMemoryPoolSize("SoldierAnimation", 1500)

SetSpawnDelay(5.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 140,
reinforcements = 250,
soldier = { "rep_inf_ep3_rifleman",30, 70},
assault = {"rep_inf_ep3_sniper",9, 18},
sniper = { "rep_inf_ep3_engineer",9, 18},
marine = { "rep_inf_ep3_pilot",9, 18},
engineer = {"rep_inf_ep3_officer",5, 15},
officer = { "rep_inf_ep3_jettrooper",5, 15},
special = { "rep_inf_ep2_commander",1, 5},
AddUnitClass(1, "rep_inf_ep3_arctrooper",1, 3)
},
cis = {
team = CIS,
units = 240,
reinforcements = 350,
soldier = { "cis_inf_rifleman",60, 100},
assault = { "cis_inf_rocketeer",15, 40},
engineer = { "cis_inf_engineer",15, 40},
sniper = { "cis_inf_sniper",15, 40},
officer = {"cis_inf_officer",5, 15},
special = { "cis_inf_droideka",5, 20},
}
}

SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")


-- 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(10, 45)
AddUnitClass(3, "geo_inf_geonosian", 25)
SetTeamAsFriend(3, DEF)


-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsFriend(ATT,4)
SetTeamAsFriend(ATT,4)

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsEnemy(DEF,4)

SetTeamName(4, "locals")
SetUnitCount(2, 7)
AddUnitClass(4, "rep_hero_kiyadimundi",1)
AddUnitClass(4, "rep_hero_anakin",1)
AddUnitClass(4, "rep_hero_macewindu",1)
AddUnitClass(4, "rep_hero_obiwan",1)
AddUnitClass(4, "rep_hero_aalya",1)
SetTeamAsFriend(4, ATT)

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

SetDenseEnvironment("false")
SetMinFlyHeight(-125)
SetMaxFlyHeight(125)
SetMaxPlayerFlyHeight(175)



-- 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
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2044)
Weapon "rep_weap_inf_haywiredetonator" missing geometry "rep_weap_inf_grenadethermal"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2044)
Weapon "rep_weap_inf_crackgrenade" missing geometry "rep_weap_inf_grenadethermal"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "rep_weap_inf_crackgrenade" missing high res geometry "rep_1st_weap_inf_grenadethermal"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a

Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Graphics\PC\Shaders\pcTerrainShader.cpp(180)
pcTerrainShader: detail texture expects L8 format!

Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Graphics\Pc\Shaders\pcTerrainShader2.cpp(293)
TerrainShader_: detail texture expects L8 format!

These are all the severity 3 messages in the log, the rest are the usual things, particle ransformer, or whatever it says, and the like. Though there are a good number of animation and combo ones, which I think are the problem. They are in the other posts that I've made here as well, read those since they are the same.
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Post by Teancum »

The first three errors are pretty self-explanitory.
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Post by Master Fionwë »

Yes, I'm aware of that. But they are nothing to make the map crash. All of my side mods work just fine, and they all bring that up in the error log. The mesh is there, it just doesn't seem to recognize it. I posted the error log and the lua to get help. Maybe I did something really stupid and unnoticeable in the lua that I'm not seeing. That's why I posted those. I think that it has something to do with the animations or the combos. You put the conversion pack together, did shaakti and luminara give you any problems, their animations or combos, I mean?
What I am trying to get, if it's not obvious already, is THE Battle of Geonosis. That is why I have so many gunships, attes, a ton of units, geonosians, a few acklays, and some jedi. I wanted to do recognizable jedi, which is why I have them. If this were just any other map, I'd do away with the jedi if they were causing such huge errors, but not with this one, until it's beyond the point of fixing, which it may very well be already, but I'm still trying.

EDIT: These two are just two examples of all the combo errors in the error.log. There are a ton more, and they vary as to what action is the issue, but they all are pretty much the same.
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[84d86099]::State[DASHATTACK2]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (138 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[84d86099]::State[JUMPATTACK_FALL]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_LAND' [7d5471df] (139 needed)
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Post by Teancum »

No, but Shaak Ti and Luminara's animations weren't released. Sorry, I should have mentioned that. You'll have to use someone else's animation.s
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Post by Master Fionwë »

That's the issue. If I use anybodies animations, but their combo, these come up in the error log:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation obiwan_sabre_stand_block2(_upper)
There are a large number of these in the log. I am forced to use the corresponding combo for whatever animation I set to these two jedi. Which stinks.
I've found out that my republic is somehow crashing the map. If fixed the missing geometry things, but it still crashes. I'm trying to find out why, but the error log is coming up with nothing that I understand, serious enough to cause a crash.
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Post by Teancum »

Yeah, then your rep side is seriously jacked up. My advice is to use what you can from the shipped side, then change the name of your new side so you can use them both.
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Post by Master Fionwë »

Okay, thanks. I can use most of the jedi from the shipped one. But now there is the issue, been one for a long time, of locals not spawning. I just posted this in the other thread as well, so no need to reply here.
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