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Apatros Problems

Posted: Mon Oct 19, 2009 2:42 pm
by Par3210
Hey. No AI will spawn on my Apatros map and lately it has been crashing. Here's the lua --->
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_SetGameRules("Campaign")

--ADD THIS AFTER THE ScriptCB_DoFile SECTION
count = 0
--END

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()

SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, false)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")

onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)

end
end)



--objective :goto the cantina
Objective1 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.AMC.campaign.objectives.1popup", popupText = "level.AMC.campaign.objectives.1",
regionName = "cantinaregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective1:AddHint("level.AMC.hints.movement")
Objective1:AddHint("level.AMC.hints.obj_markers")
Objective1:AddHint("level.AMC.hints.review_objectives")
Objective1:AddHint("level.AMC.hints.sprint")


Objective1.OnStart = function(self)
att_obj1_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal = AddAIGoal(DEF, "Deathmatch", 100)

end

Objective1.OnComplete = function(self)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal)
ShowMessageText("game.objectives.complete", ATT)

end



--objective: assault on the republic soldiers
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.AMC.campaign.objectives.2popup", popupText = "level.AMC.campaign.objectives.2"}

Dclass = TargetType:New{classname = "rvs_inf_rbasic", killLimit = 5}
Objective2:AddTarget(Dclass)

Objective2.OnStart = function(self)
Objective2.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "rvs_inf_rbasic")
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "rvs_inf_rbasic")
end

Objective2.OnComplete = function(self)
DeleteAIGoal(Objective2.Dclass_cpGoal1)
DeleteAIGoal(Objective2.Dclass_cpGoal2)
end




--objective :goto groshik again for task
Objective3 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.3popup", popupText = "level.AMC.campaign.objectives.3",
regionName = "cantinaregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective3:AddHint("level.geo1.hints.movement")
Objective3:AddHint("level.geo1.hints.obj_markers")
Objective3:AddHint("level.geo1.hints.review_objectives")
Objective3:AddHint("level.geo1.hints.sprint")


Objective3.OnStart = function(self)
att_obj3_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj3_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("tat2_bldg_cantina", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)
end

Objective3.OnComplete = function(self)
DeleteAIGoal(att_obj3_aigoal)
DeleteAIGoal(def_obj3_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("tat2_bldg_cantina")

end

--objective :goto speak to Neimoidian groshik
Objective4 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "'level.ABC.campaign.objectives.4popup", popupText = "level.ABC.campaign.objectives.4",
regionName = "groshik", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective4:AddHint("level.AMC.hints.movement")
Objective4:AddHint("level.AMC.hints.obj_markers")
Objective4:AddHint("level.AMC.hints.review_objectives")
Objective4:AddHint("level.AMC.hints.sprint")


Objective4.OnStart = function(self)
att_obj4_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj4_aigoal = AddAIGoal(DEF, "Deathmatch", 100)

end

Objective4.OnComplete = function(self)
DeleteAIGoal(att_obj4_aigoal)
DeleteAIGoal(def_obj4_aigoal)
ShowMessageText("game.objectives.complete", ATT)

end




--objective: assault, kill the bloody jedi
Objective5= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.ABC.campaign.objectives.5popup", popupText = "level.ABC.campaign.objectives.5"}

Dclass = TargetType:New{classname = "jed_master_02", killLimit = 1}
Objective5:AddTarget(Dclass)

Objective5.OnStart = function(self)
Objective5.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "jed_master_02")
Objective5.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "jed_master_02")
end

Objective5.OnComplete = function(self)
DeleteAIGoal(Objective5.Dclass_cpGoal1)
DeleteAIGoal(Objective5.Dclass_cpGoal2)
end


--objective :goto back to the Neimoidian groshik for some transport out of this hell hole
Objective6 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.6popup", popupText = "level.ABC.campaign.objectives.6 ",
regionName = "groshik", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective6:AddHint("level.AMC.hints.movement")
Objective6:AddHint("level.AMC.hints.obj_markers")
Objective6:AddHint("level.AMC.hints.review_objectives")
Objective6:AddHint("level.AMC.hints.sprint")


Objective6.OnStart = function(self)
att_obj6_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj6_aigoal = AddAIGoal(DEF, "Deathmatch", 100)

end

Objective6.OnComplete = function(self)
DeleteAIGoal(att_obj6_aigoal)
DeleteAIGoal(def_obj6_aigoal)
ShowMessageText("game.objectives.complete", ATT)

end

--objective :goto last place, the docking bay
Objective7 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.7popup", popupText = "level.ABC.campaign.objectives.7",
regionName = "leaveregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective7:AddHint("level.AMC.hints.movement")
Objective7:AddHint("level.AMC.hints.obj_markers")
Objective7:AddHint("level.AMC.hints.review_objectives")
Objective7:AddHint("level.AMC.hints.sprint")


Objective7.OnStart = function(self)
att_obj7_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj7_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("tat2_bldg_dockingbay_01", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)

end

Objective7.OnComplete = function(self)
DeleteAIGoal(att_obj7_aigoal)
DeleteAIGoal(def_obj7_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("tat2_bldg_dockingbay_01")

end


function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 2)
StartTimer(beginobjectivestimer)
end

function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 2}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)

objectiveSequence:Start()

end

--This defines the CPs. These need to happen first
cp2 = CommandPost:New{name = "cp2"}
cp4 = CommandPost:New{name = "cp4"}


--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}

-- ADD THIS IN THE ScriptPostLoad SECTION

OnObjectDamage(
function(object, damager)
if GetObjectHealth(object) > 900000 then return end
if GetObjectLastHitWeaponClass(object) == "com_weap_inf_stasis" then
FreezeFor(object,2)
end
end
)
--END

SetClassProperty ("bane_inf_bane","MaxHealth",8000)
SetClassProperty ("all_inf_recon_twilek", "PointsToUnlock", 0)

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp4)

--ADD THIS AFTER THE ScriptPostLoad SECTION
function FreezeFor(object, timercount)
--Freeze
print("--Freeze")
count = count + 1
health = GetObjectHealth(object)
SetProperty(object, "CurHealth", 1000000)
DeactivateObject(object)
-- Wait for timercount
print("-- Wait for timercount")
CreateTimer("timer" .. count)
SetTimerValue("timer" .. count, timercount)
StartTimer("timer" .. count)
OnTimerElapse(
function(timer)
--Unfreeze
print("--Unfreeze")
ActivateObject(object)
SetProperty(object, "CurHealth", (GetObjectHealth(object) - 1000000) + health)
end,
"timer" .. count
)
DestroyTimer("timer" .. count)
end
--END

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()

SetMemoryPoolSize ("SoldierAnimation",1700) -- should be number in log x 1.5 rounded to the nearest hundred.
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")

ForceHumansOntoTeam1()

ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(100)
SetMaxPlayerFlyHeight(100)

ReadDataFile("sound\\dea.lvl;dea1gcw")
ReadDataFile("SIDE\\BFX\\all.lvl",
"all_inf_recon_twilek")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_master_02",
"jed_knight_03")
ReadDataFile("dc:SIDE\\rvs.lvl",
"rvs_inf_rbasic",
"rvs_inf_sbasic",
"rvs_inf_rheavy",
"rvs_inf_sheavy",
"rvs_inf_rmelee",
"rvs_inf_smelee",
"rvs_inf_rsupport",
"rvs_inf_ssupport",
"rvs_inf_rstealth",
"rvs_inf_sstealth",
"kor_knight_02",
"kor_inf_K")
ReadDataFile("dc:SIDE\\fal.lvl",
"rep_fly_ebonhawk")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman")

ReadDataFile("dc:SIDE\\cis.lvl",
"bane_inf_bane")

--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]

--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")

SetupTeams{
hero = {
team = ALL,
units = 2,
reinforcements = 5,
soldier = { "bane_inf_bane",1,2},
},
}

SetupTeams{
villain = {
team = IMP,
units = 30,
reinforcements = -1,
soldier = { "rvs_inf_rbasic",5,6},
assault = { "rvs_inf_rheavy",5,6},
engineer= { "rvs_inf_rmelee",2,3},
sniper = { "rvs_inf_rsupport",3,5},
officer = { "rvs_inf_rstealth",1,2},
},
}
AddUnitClass(IMP, "jed_knight_03",30,51)
AddUnitClass(IMP, "rep_inf_ep2_rifleman",1,2)
AddUnitClass(IMP, "all_inf_recon_twilek",20,25)
AddUnitClass(IMP, "jed_master_02",20,25)

-- Please ignore this it's just a reminder of the unit.

-- 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 = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:AMC\\AMC.lvl", "AMC_eli")
SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "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")

SetAttackingTeam(ATT)

-- 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'm gathering the BF2 log, just gimme a few minutes.
Can someone help me please?

Re: Apatros Problems

Posted: Mon Oct 19, 2009 5:25 pm
by mswf
Well, what did you do last before the AI stopped spawning? Knowing that always helps quite a bit :)

Re: Apatros Problems

Posted: Mon Oct 19, 2009 8:06 pm
by [RDH]Zerted
Move this section from your ScriptInit back to the top of the file:
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
Also, it's best to make a couple of small changes, test them, then make a few more small changes, then test them, then make a few more small changes, etc...

Re: Apatros Problems

Posted: Wed Oct 21, 2009 2:31 pm
by Par3210
Didn't work. Anyway here's the BF2LOG.
Hidden/Spoiler:
Opened logfile BFront2.log 2009-10-21 1929
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Cannot find side\rvs.lvl. Skipping BRO's extra KotOR missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Adding BRO's extra Dark Times missions
Tatooine: Tuskencamp - Cannot find rvs.lvl - Skipping KotOR era and modes
Tatooine: Tuskencamp - Found 212.lvl - Adding BFX era and mode
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode6
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
this.CurButton = nil
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 03D011CC
The key, value is: change table: 03D011EC
The key, value is: era_g 1
The key, value is: mode_eli_g 1
The key, value is: isModLevel 1
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: AMC<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 03D0672C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
Adding map: AMCg_eli idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2e48181b)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2044)
Weapon "com_weap_inf_thermaldetonator" missing geometry "all_1st_weap_inf_thermaldetonator"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "com_weap_inf_thermaldetonator" missing high res geometry "all_1st_weap_inf_thermaldetonator"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\OrdnanceBullet.cpp(583)
Ordnance bullet "com_weap_inf_thermaldetonator_o" missing geometry "all_1st_weap_inf_thermaldetonator"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Ordnance.cpp(578)
Ordnance "com_weap_inf_thermaldetonator_o" missing trail effect "com_sfx_grenadeblink_red"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Explosion.cpp(323)
Explosion "com_weap_inf_thermaldetonator_e" missing effect "cmm_sfx_explosion_lg"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier sth_inf_sithtrooper has geometry collision

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (a2a4d3c3)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier sth_inf_sithtrooper2 has geometry collision

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier sth_inf_sithtrooper has geometry collision

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier sth_inf_sithtrooper2 has geometry collision

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier sth_inf_sithtrooper has geometry collision

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\fal.lvl

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

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

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Explosion.cpp(323)
Explosion "com_weap_inf_detpack_exp" missing effect "com_timebomb_exp_con"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "rep_inf_ep2_rifleman" missing geometry "rep_inf_trooper"

And new lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_SetGameRules("Campaign")

--ADD THIS AFTER THE ScriptCB_DoFile SECTION
count = 0
--END

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()

SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, false)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")

onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)

end
end)



--objective :goto the cantina
Objective1 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.AMC.campaign.objectives.1popup", popupText = "level.AMC.campaign.objectives.1",
regionName = "cantinaregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective1:AddHint("level.AMC.hints.movement")
Objective1:AddHint("level.AMC.hints.obj_markers")
Objective1:AddHint("level.AMC.hints.review_objectives")
Objective1:AddHint("level.AMC.hints.sprint")


Objective1.OnStart = function(self)
att_obj1_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal = AddAIGoal(DEF, "Deathmatch", 100)

end

Objective1.OnComplete = function(self)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal)
ShowMessageText("game.objectives.complete", ATT)

end



--objective: assault on the republic soldiers
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.AMC.campaign.objectives.2popup", popupText = "level.AMC.campaign.objectives.2"}

Dclass = TargetType:New{classname = "rvs_inf_rbasic", killLimit = 5}
Objective2:AddTarget(Dclass)

Objective2.OnStart = function(self)
Objective2.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "rvs_inf_rbasic")
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "rvs_inf_rbasic")
end

Objective2.OnComplete = function(self)
DeleteAIGoal(Objective2.Dclass_cpGoal1)
DeleteAIGoal(Objective2.Dclass_cpGoal2)
end




--objective :goto groshik again for task
Objective3 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.3popup", popupText = "level.AMC.campaign.objectives.3",
regionName = "cantinaregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective3:AddHint("level.geo1.hints.movement")
Objective3:AddHint("level.geo1.hints.obj_markers")
Objective3:AddHint("level.geo1.hints.review_objectives")
Objective3:AddHint("level.geo1.hints.sprint")


Objective3.OnStart = function(self)
att_obj3_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj3_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("tat2_bldg_cantina", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)
end

Objective3.OnComplete = function(self)
DeleteAIGoal(att_obj3_aigoal)
DeleteAIGoal(def_obj3_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("tat2_bldg_cantina")

end

--objective :goto speak to Neimoidian groshik
Objective4 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "'level.ABC.campaign.objectives.4popup", popupText = "level.ABC.campaign.objectives.4",
regionName = "groshik", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective4:AddHint("level.AMC.hints.movement")
Objective4:AddHint("level.AMC.hints.obj_markers")
Objective4:AddHint("level.AMC.hints.review_objectives")
Objective4:AddHint("level.AMC.hints.sprint")


Objective4.OnStart = function(self)
att_obj4_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj4_aigoal = AddAIGoal(DEF, "Deathmatch", 100)

end

Objective4.OnComplete = function(self)
DeleteAIGoal(att_obj4_aigoal)
DeleteAIGoal(def_obj4_aigoal)
ShowMessageText("game.objectives.complete", ATT)

end




--objective: assault, kill the bloody jedi
Objective5= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.ABC.campaign.objectives.5popup", popupText = "level.ABC.campaign.objectives.5"}

Dclass = TargetType:New{classname = "jed_master_02", killLimit = 1}
Objective5:AddTarget(Dclass)

Objective5.OnStart = function(self)
Objective5.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "jed_master_02")
Objective5.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "jed_master_02")
end

Objective5.OnComplete = function(self)
DeleteAIGoal(Objective5.Dclass_cpGoal1)
DeleteAIGoal(Objective5.Dclass_cpGoal2)
end


--objective :goto back to the Neimoidian groshik for some transport out of this hell hole
Objective6 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.6popup", popupText = "level.ABC.campaign.objectives.6 ",
regionName = "groshik", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective6:AddHint("level.AMC.hints.movement")
Objective6:AddHint("level.AMC.hints.obj_markers")
Objective6:AddHint("level.AMC.hints.review_objectives")
Objective6:AddHint("level.AMC.hints.sprint")


Objective6.OnStart = function(self)
att_obj6_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj6_aigoal = AddAIGoal(DEF, "Deathmatch", 100)

end

Objective6.OnComplete = function(self)
DeleteAIGoal(att_obj6_aigoal)
DeleteAIGoal(def_obj6_aigoal)
ShowMessageText("game.objectives.complete", ATT)

end

--objective :goto last place, the docking bay
Objective7 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.7popup", popupText = "level.ABC.campaign.objectives.7",
regionName = "leaveregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective7:AddHint("level.AMC.hints.movement")
Objective7:AddHint("level.AMC.hints.obj_markers")
Objective7:AddHint("level.AMC.hints.review_objectives")
Objective7:AddHint("level.AMC.hints.sprint")


Objective7.OnStart = function(self)
att_obj7_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj7_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("tat2_bldg_dockingbay_01", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)

end

Objective7.OnComplete = function(self)
DeleteAIGoal(att_obj7_aigoal)
DeleteAIGoal(def_obj7_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("tat2_bldg_dockingbay_01")

end


function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 2)
StartTimer(beginobjectivestimer)
end

function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 2}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)

objectiveSequence:Start()

end

--This defines the CPs. These need to happen first
cp2 = CommandPost:New{name = "cp2"}
cp4 = CommandPost:New{name = "cp4"}


--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}

-- ADD THIS IN THE ScriptPostLoad SECTION

OnObjectDamage(
function(object, damager)
if GetObjectHealth(object) > 900000 then return end
if GetObjectLastHitWeaponClass(object) == "com_weap_inf_stasis" then
FreezeFor(object,2)
end
end
)
--END

SetClassProperty ("bane_inf_bane","MaxHealth",8000)
SetClassProperty ("all_inf_recon_twilek", "PointsToUnlock", 0)

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp4)

--ADD THIS AFTER THE ScriptPostLoad SECTION
function FreezeFor(object, timercount)
--Freeze
print("--Freeze")
count = count + 1
health = GetObjectHealth(object)
SetProperty(object, "CurHealth", 1000000)
DeactivateObject(object)
-- Wait for timercount
print("-- Wait for timercount")
CreateTimer("timer" .. count)
SetTimerValue("timer" .. count, timercount)
StartTimer("timer" .. count)
OnTimerElapse(
function(timer)
--Unfreeze
print("--Unfreeze")
ActivateObject(object)
SetProperty(object, "CurHealth", (GetObjectHealth(object) - 1000000) + health)
end,
"timer" .. count
)
DestroyTimer("timer" .. count)
end
--END

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()

SetMemoryPoolSize ("SoldierAnimation",1700) -- should be number in log x 1.5 rounded to the nearest hundred.
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")

ForceHumansOntoTeam1()

SetMaxFlyHeight(100)
SetMaxPlayerFlyHeight(100)

ReadDataFile("sound\\dea.lvl;dea1gcw")
ReadDataFile("SIDE\\BFX\\all.lvl",
"all_inf_recon_twilek")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_master_02",
"jed_knight_03")
ReadDataFile("dc:SIDE\\rvs.lvl",
"rvs_inf_rbasic",
"rvs_inf_sbasic",
"rvs_inf_rheavy",
"rvs_inf_sheavy",
"rvs_inf_rmelee",
"rvs_inf_smelee",
"rvs_inf_rsupport",
"rvs_inf_ssupport",
"rvs_inf_rstealth",
"rvs_inf_sstealth",
"kor_knight_02",
"kor_inf_K")
ReadDataFile("dc:SIDE\\fal.lvl",
"rep_fly_ebonhawk")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman")

ReadDataFile("dc:SIDE\\cis.lvl",
"bane_inf_bane")

--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]

--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")

SetupTeams{
hero = {
team = ALL,
units = 2,
reinforcements = 5,
soldier = { "bane_inf_bane",1,2},
},
}

SetupTeams{
villain = {
team = IMP,
units = 30,
reinforcements = -1,
soldier = { "rvs_inf_rbasic",5,6},
assault = { "rvs_inf_rheavy",5,6},
engineer= { "rvs_inf_rmelee",2,3},
sniper = { "rvs_inf_rsupport",3,5},
officer = { "rvs_inf_rstealth",1,2},
},
}
AddUnitClass(IMP, "jed_knight_03",30,51)
AddUnitClass(IMP, "rep_inf_ep2_rifleman",1,2)
AddUnitClass(IMP, "all_inf_recon_twilek",20,25)
AddUnitClass(IMP, "jed_master_02",20,25)

-- Please ignore this it's just a reminder of the unit.

-- 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 = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:AMC\\AMC.lvl", "AMC_eli")
SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "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")

SetAttackingTeam(ATT)

-- 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

Re: Apatros Problems

Posted: Wed Oct 21, 2009 3:41 pm
by Xavious
Fix these:

Code: Select all

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

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Explosion.cpp(323)
Explosion "com_weap_inf_detpack_exp" missing effect "com_timebomb_exp_con"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "rep_inf_ep2_rifleman" missing geometry "rep_inf_trooper"
Missing a couple models and effects.

Re: Apatros Problems

Posted: Thu Oct 22, 2009 5:06 am
by MercuryNoodles
Par wrote:No AI will spawn
Par's lua wrote:AllowAISpawn(ATT, false)
AllowAISpawn(DEF, false)
Really? :P Comment that out, or delete it if you don't have further need for it.

Re: Apatros Problems

Posted: Thu Oct 22, 2009 1:15 pm
by Frisbeetarian
I'm not sure who's code you're injecting into yours, but you're obviously not following directions. The function FreezeFor() is in the wrong place.