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Locals not spawning [Solved]

Posted: Fri Jul 20, 2007 5:06 pm
by 1z2x3c
any one see any thing wrong with the local stuff?



Hidden/Spoiler:
--
-- 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()
AddAIGoal(3, "Deathmatch", 100)
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp6 = CommandPost:New{name = "local_cp"}



--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}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest: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(45)
SetMaxPlayerFlyHeight (45)

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:amageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo:eflect",100) -- should be ~1x #combo

ReadDataFile("sound\\end.lvl;end1gcw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_fly_gunship",
"rep_inf_ep3_officer",
"ewk_inf_trooper",
"rep_inf_ep3_jettrooper",
"rep_walk_atte",
"rep_hero_yoda",
"rep_hover_fightertank",
"rep_hover_barcspeeder")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_hover_aat",
"cis_hover_stap",
"cis_hero_darthmaul")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

ReadDataFile("SIDE\\ewk.lvl",
"ewk_inf_basic")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_jettrooper",15, 35},
assault = { "rep_inf_ep3_rocketeer",2, 8},
engineer = { "rep_inf_ep3_engineer",2, 8},
sniper = { "rep_inf_ep3_sniper",2, 8},
officer = {"rep_inf_ep3_officer",2, 8},
special = { "rep_inf_ep2_jettrooper_rifleman",3, 8},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",15, 40},
assault = { "cis_inf_rocketeer",2, 10},
engineer = { "cis_inf_engineer",2, 10},
sniper = { "cis_inf_sniper",2, 10},
officer = {"cis_inf_officer",2, 10},
special = { "cis_inf_droideka",6, 6},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_yoda")

---[[ Ewoks
SetTeamName(3, "locals")
AddUnitClass(3, "ewk_inf_trooper", 6)
AddUnitClass(3, "ewk_inf_repair", 6)
SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(3,DEF)
SetTeamAsFriend(ATT, 3)
SetTeamAsEnemy(DEF, 3)
--]]

-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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 = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
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("CommandFlyer", 3)
SetMemoryPoolSize("CommandWalker", 4)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:EDF\\EDF.lvl", "EDF_conquest")
ReadDataFile("dc:EDF\\EDF.lvl", "EDF_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

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)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot
AddCameraShot(85, 0.05, 33, 1, 0, 0, 0);
end



any one see any thing wrong with the local stuff?

Posted: Fri Jul 20, 2007 5:27 pm
by Maveritchell
For one, you haven't even loaded ewk_inf_repair into one of your sides.

Also, don't post it in someone else's thread if you've already made a topic of your own.

RE: locals not spawning.

Posted: Fri Jul 20, 2007 5:30 pm
by phazon_elite
I don't think you can assign one cp with two names (cp6 in this case). Just make a cp (maybe make it a hidden one) and name it local_cp1 or something.

- EP-782

Posted: Fri Jul 20, 2007 5:31 pm
by Maveritchell
Right. And that. Change that "CP6 =" to "CP7 ="

Posted: Fri Jul 20, 2007 9:56 pm
by Penguin
Mav, look in ewk_inf_basic.req, it loads both ewok .reqs :)

Posted: Fri Jul 20, 2007 10:31 pm
by Maveritchell
Whoopsie. My mistake, 1z2x3c.

Posted: Fri Jul 20, 2007 11:56 pm
by 1z2x3c
i dont get what you mean change cp6 to cp7? and i posted it in both because i didnt think it whent n all cuz i got this wierd mesage and all i had to do is refresh sorry.

You made a typo in your LUA

Posted: Sat Jul 21, 2007 12:09 am
by AceMastermind
1z2x3c wrote:i dont get what you mean change cp6 to cp7?
He means you made a typo in your LUA, you have 2 cp6 commandposts.
Change this:
cp6 = CommandPost:New{name = "local_cp"}

to this:
cp7 = CommandPost:New{name = "local_cp"}

Posted: Sat Jul 21, 2007 6:42 am
by 1z2x3c
It did work, all I had to do is recopy over the locals stuff for some reason. Now all I need is someone who knows hunt scripts!

Posted: Sat Jul 21, 2007 9:12 am
by Master Fionwë
Go here. index.php?name=PNphpBB2&file=viewtopic&t=3497&start=195

The 14th page, my post about halfway down, and Teancum's post a little below mine. They explain how to create a hunt mode.

Posted: Sat Jul 21, 2007 9:29 am
by 1z2x3c
i know how to add it i just need to script it thats all

Posted: Sat Jul 21, 2007 2:37 pm
by Maveritchell
Please don't post in all caps.