Page 1 of 1

Geonosians won't show up ingame *SOLVED*

Posted: Sat Apr 07, 2007 9:55 am
by EGG_GUTS
I won't too add jedi and geonosians but the geos don't show up. There team 4 there cp name is local_cp1 the spawn path name is local_spawn1. here's my Lua.
Hidden/Spoiler:
[code]--
-- 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("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end


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


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")

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

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman",
"all_hero_chewbacca")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper",
"rep_inf_ep3_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep3_jettrooqer")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_sniper",
"imp_hero_emperor",
"imp_inf_dark_trooper")

ReadDataFile("dc:SIDE\\pha.lvl",
"pha_inf_elite")

ReadDataFile("dc:SIDE\\jed.lvl",
"jed_knight_02")

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

ReadDataFile("dc:SIDE\\gt.lvl",
"jed_master_guru")

ReadDataFile("dc:SIDE\\GAM.lvl",
"gam_inf_gamorreanguard")

ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")

ReadDataFile("dc:SIDE\\snw.lvl",
"snw_inf_wampa")

--[[ 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 = 12,
reinforcements = -1,
soldier = { "all_inf_rifleman",5,8},
assault = { "rep_inf_ep2_jettrooper", 5,8},
engineer= { "jed_master_guru", 5,8},
sniper = { "rep_inf_ep2_rocketeer", 5,8},
officer = { "rep_inf_ep3_rifleman", 5,8 },
special = { "all_hero_chewbacca", 5,8},
},
}

AddUnitClass(ALL,"pha_inf_elite",5,8)
AddUnitClass(ALL,"imp_inf_sniper",5,8)

SetupTeams{
villain = {
team = IMP,
units = 12,
reinforcements = -1,
soldier = { "rep_inf_ep3_officer", 5,8},
assault = { "gam_inf_gamorreanguard",5,8},
engineer= { "snw_inf_wampa", 5,8},
sniper = { "cis_hero_jangofett", 5,8},
officer = { "cis_hero_grievous", 5,8},
special = { "imp_inf_dark_trooper", 5,8},

},
}

AddUnitClass(IMP,"imp_hero_emperor",5,8)
AddUnitClass(IMP,"rep_inf_ep3_jettrooqer",5,8)

SetTeamName (3, "Desert Locals")
AddUnitClass (3, "jed_knight_02", 10,15)
SetUnitCount (3, 8)
AddAIGoal(3, "Deathmatch", 100)

SetTeamName (4, "Giant Insects")
AddUnitClass (4, "gen_inf_geonosian", 10,15)
SetUnitCount (4, 15)
AddAIGoal(4, "Deathmatch", 100)

SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetTeamAsEnemy(4,3)
SetTeamAsEnemy(3,4)
SetTeamAsEnemy(4,ATT)
SetTeamAsEnemy(ATT,4)
SetTeamAsEnemy(4,DEF)
SetTeamAsEnemy(DEF,4)

-- 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:GT1\\GT1.lvl", "GT1_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[/code]
Thanks.

RE: Can anybody spot the fault?

Posted: Sat Apr 07, 2007 1:31 pm
by Teancum
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)

Every team needs an AIGoal to spawn.

Re: Can anybody spot the fault?

Posted: Sat Apr 07, 2007 4:35 pm
by EGG_GUTS
EGG_GUTS wrote:
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)

---------------------------------------------------------------------------

AddAIGoal(3, "Deathmatch", 100)

SetTeamName (4, "Giant Insects")
AddUnitClass (4, "gen_inf_geonosian", 10,15)
SetUnitCount (4, 15)
AddAIGoal(4, "Deathmatch", 100)

But each Side has a AI goal.

RE: Re: Can anybody spot the fault?

Posted: Sat Apr 07, 2007 4:58 pm
by Hebes24
I think you need to put the goals for teams 3 and 4 up with 1 and 2.

Posted: Sat Apr 07, 2007 5:01 pm
by EGG_GUTS
But the Jedi are already ok it's just the geonosians that don't spawn

Geonosians in the LUA

Posted: Sat Apr 07, 2007 5:11 pm
by AceMastermind
The code below is what loads the geonosians

Code: Select all

ReadDataFile("SIDE\\geo.lvl",
                 "gen_inf_geonosian")
The name in the line below is the actual unit ODF name(unless you've renamed certain files)
AddUnitClass (4, "geo_inf_geonosian", 10,15)
Just remember that the ReadData area references class req names and SetupTeams references the ODF names of the units.

Posted: Sat Apr 07, 2007 8:28 pm
by EGG_GUTS
Ok thanks it's fixed