Rep_oneman_atrt and hailfire droid not working?
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Squirrel7Hunter
Rep_oneman_atrt and hailfire droid not working?
Number 1
I actually have a couple of questions. my first is Why some of my vehicles arnt working? the vehicles that do work in my map are the ATTE, ATXT, REP Fightertank, AAT, and hover bikes. the ones that dont work are the hailfire tank, and rep_oneman_atrt. And I want 2 AAT's to spawn but Only one shows up.
number 2
I looked at an old post to find out how to get locals, I have added everything in the lua., gave them a command post, a path, capture and control regions, and its team 3. for some reason they dont spawn,
below is my lua. ( for number 1 and 2)
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
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",
isUberMode = true,
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:Start()
SetUberMode(1);
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\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_walk_atxt",
"rep_oneman_atst",
"rep_walk_atte",
"rep_hover_fightertank",
"rep_hero_obiwan",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_stap",
"cis_tread_snailtank",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_riflemanLU")
ReadDataFile("dc:SIDE\\atxt.lvl",
"rep_walk_atxt")
ReadDataFile("SIDE\\imp.lvl",
"imp_walk_atst")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetAttackingTeam(ATT)
SetupTeams{
rep = {
team = REP,
units = 145,
reinforcements = 1000,
soldier = { "rep_inf_ep3_rifleman",1, 30},
assault = { "rep_inf_ep3_rocketeer",1, 25},
engineer = { "rep_inf_ep3_engineer",1, 25},
sniper = { "rep_inf_ep3_sniper",1, 20},
officer = { "rep_inf_ep3_officer",1, 30},
special = { "rep_inf_ep3_jettrooper",1, 15},
},
cis = {
team = CIS,
units = 155,
reinforcements = 1200,
soldier = { "CIS_inf_rifleman",1, 30},
assault = { "CIS_inf_rocketeer",1, 30},
engineer = { "CIS_inf_engineer",1, 35},
sniper = { "CIS_inf_sniper",1, 25},
officer = { "CIS_inf_officer",1, 20},
special = { "cis_inf_droideka",1, 15},
},
}
SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(REP, "rep_hero_obiwan")
SetTeamName(3, "locals")
AddUnitClass(3, "rep_inf_ep3_riflemanLU",20)
SetUnitCount(1, 30)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 2) -- special -> droidekas
AddWalkerType(1, 5) -- 1 atrt with 1 pair of legs
AddWalkerType(2, 0) --
AddWalkerType(3, 2) -- 2 atte with 3 pairs of legs
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 66)
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)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:CBM\\CBM.lvl", "CBM_conquest")
ReadDataFile("dc:CBM\\CBM.lvl", "CBM_conquest")
SetDenseEnvironment("false")
I actually have a couple of questions. my first is Why some of my vehicles arnt working? the vehicles that do work in my map are the ATTE, ATXT, REP Fightertank, AAT, and hover bikes. the ones that dont work are the hailfire tank, and rep_oneman_atrt. And I want 2 AAT's to spawn but Only one shows up.
number 2
I looked at an old post to find out how to get locals, I have added everything in the lua., gave them a command post, a path, capture and control regions, and its team 3. for some reason they dont spawn,
below is my lua. ( for number 1 and 2)
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
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",
isUberMode = true,
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:Start()
SetUberMode(1);
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\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_walk_atxt",
"rep_oneman_atst",
"rep_walk_atte",
"rep_hover_fightertank",
"rep_hero_obiwan",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_stap",
"cis_tread_snailtank",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_riflemanLU")
ReadDataFile("dc:SIDE\\atxt.lvl",
"rep_walk_atxt")
ReadDataFile("SIDE\\imp.lvl",
"imp_walk_atst")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetAttackingTeam(ATT)
SetupTeams{
rep = {
team = REP,
units = 145,
reinforcements = 1000,
soldier = { "rep_inf_ep3_rifleman",1, 30},
assault = { "rep_inf_ep3_rocketeer",1, 25},
engineer = { "rep_inf_ep3_engineer",1, 25},
sniper = { "rep_inf_ep3_sniper",1, 20},
officer = { "rep_inf_ep3_officer",1, 30},
special = { "rep_inf_ep3_jettrooper",1, 15},
},
cis = {
team = CIS,
units = 155,
reinforcements = 1200,
soldier = { "CIS_inf_rifleman",1, 30},
assault = { "CIS_inf_rocketeer",1, 30},
engineer = { "CIS_inf_engineer",1, 35},
sniper = { "CIS_inf_sniper",1, 25},
officer = { "CIS_inf_officer",1, 20},
special = { "cis_inf_droideka",1, 15},
},
}
SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(REP, "rep_hero_obiwan")
SetTeamName(3, "locals")
AddUnitClass(3, "rep_inf_ep3_riflemanLU",20)
SetUnitCount(1, 30)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 2) -- special -> droidekas
AddWalkerType(1, 5) -- 1 atrt with 1 pair of legs
AddWalkerType(2, 0) --
AddWalkerType(3, 2) -- 2 atte with 3 pairs of legs
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 66)
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)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:CBM\\CBM.lvl", "CBM_conquest")
ReadDataFile("dc:CBM\\CBM.lvl", "CBM_conquest")
SetDenseEnvironment("false")
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yankeefan05
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Squirrel7Hunter
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maxloef
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Squirrel7Hunter
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Penguin
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richard
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Squirrel7Hunter
nothing happend. I changed the
SetUnitCount(1,30)
to
SetUnitCount(3,30) when I went into the game, the command post showed up, ( the locals are friends with rep) I couldnt spawn at the command post when I was on the rep team. No locals showed up. them the cis just went ahead and took the command post for themselfs.
SetUnitCount(1,30)
to
SetUnitCount(3,30) when I went into the game, the command post showed up, ( the locals are friends with rep) I couldnt spawn at the command post when I was on the rep team. No locals showed up. them the cis just went ahead and took the command post for themselfs.
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maxloef
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busterkinkade
1 question
Just one question, what has happend with the rep_inf_trooperLU , is that the local?
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Squirrel7Hunter
