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Custom Era not appearing?

Posted: Fri Dec 14, 2012 1:40 am
by Nullen
I recently followed the custom era tutorial and the addme completed with no errors, but when I go ingame the era isn't appearing on the maps I added the era to. Any attempt at helping me with this issue would be appreciated regardless of how small it is. And if this is any help, I have the script files here.

kas2w_con.lua
Hidden/Spoiler:
[code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2

WookieTeam= 3

---------------------------------------------------------------------------
-- 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()

AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")

EnableSPHeroRules()

--CP SETUP for CONQUEST

cp1 = CommandPost:New{name = "CP1CON"}
cp3 = CommandPost:New{name = "CP3CON"}
cp4 = CommandPost:New{name = "CP4CON"}
cp5 = CommandPost:New{name = "CP5CON"}

conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)

conquest.OnStart = function(self)
conquest.goal1 = AddAIGoal(REP, "Defend", 30, "gatepanel")
conquest.goal2 = AddAIGoal(CIS, "Destroy", 30, "gatepanel")
conquest.goal3 = AddAIGoal(CIS, "Destroy", 10, "woodl")
conquest.goal4 = AddAIGoal(CIS, "Destroy", 10, "woodc")
conquest.goal5 = AddAIGoal(CIS, "Destroy", 10, "woodr")
conquest.goal6 = AddAIGoal(REP, "Defend", 10, "woodl")
conquest.goal7 = AddAIGoal(REP, "Defend", 10, "woodc")
conquest.goal8 = AddAIGoal(REP, "Defend", 10, "woodr")
end

conquest:Start()

--Gate Stuff --
BlockPlanningGraphArcs("seawall1")
BlockPlanningGraphArcs("woodl")
BlockPlanningGraphArcs("woodc")
BlockPlanningGraphArcs("woodr")
DisableBarriers("disableme");

SetProperty("woodl", "MaxHealth", 15000)
SetProperty("woodl", "CurHealth", 15000)
SetProperty("woodr", "MaxHealth", 15000)
SetProperty("woodr", "CurHealth", 15000)
SetProperty("woodc", "MaxHealth", 15000)
SetProperty("woodc", "CurHealth", 15000)
SetProperty("gatepanel", "MaxHealth", 1000)
SetProperty("gatepanel", "CurHealth", 1000)


OnObjectKillName(PlayAnimDown, "gatepanel");
OnObjectRespawnName(PlayAnimUp, "gatepanel");
OnObjectKillName(woodl, "woodl");
OnObjectKillName(woodc, "woodc");
OnObjectKillName(woodr, "woodr");
OnObjectRespawnName(woodlr, "woodl");
OnObjectRespawnName(woodcr, "woodc");
OnObjectRespawnName(woodrr, "woodr");
end

function PlayAnimDown()
PauseAnimation("thegateup");
RewindAnimation("thegatedown");
PlayAnimation("thegatedown");
ShowMessageText("level.kas2.objectives.gateopen",1)
ScriptCB_SndPlaySound("KAS_obj_13")
SetProperty("gatepanel", "MaxHealth", 2200)
-- SetProperty("gatepanel", "CurHealth", 50000)
-- PlayAnimation("gatepanel");
--SetProperty("gatepanel", "MaxHealth", 1e+37)
--SetProperty("gatepanel", "CurHealth", 1e+37)


-- Allowing AI to run under gate
UnblockPlanningGraphArcs("seawall1");
DisableBarriers("seawalldoor1");
DisableBarriers("vehicleblocker");

end

function PlayAnimUp()
PauseAnimation("thegatedown");
RewindAnimation("thegateup");
PlayAnimation("thegateup");


-- Allowing AI to run under gate
BlockPlanningGraphArcs("seawall1");
EnableBarriers("seawalldoor1");
EnableBarriers("vehicleblocker");
SetProperty("gatepanel", "MaxHealth", 1000)
SetProperty("gatepanel", "CurHealth", 1000)

end

function woodl()
UnblockPlanningGraphArcs("woodl");
DisableBarriers("woodl");
SetProperty("woodl", "MaxHealth", 1800)
-- SetProperty("woodl", "CurHealth", 15)
end

function woodc()
UnblockPlanningGraphArcs("woodc");
DisableBarriers("woodc");
SetProperty("woodc", "MaxHealth", 1800)
-- SetProperty("woodc", "CurHealth", 15)
end

function woodr()
UnblockPlanningGraphArcs("woodr");
DisableBarriers("woodr");
SetProperty("woodr", "MaxHealth", 1800)
-- SetProperty("woodr", "CurHealth", 15)
end

function woodlr()
BlockPlanningGraphArcs("woodl")
EnableBarriers("woodl")
SetProperty("woodl", "MaxHealth", 15000)
SetProperty("woodl", "CurHealth", 15000)
end

function woodcr()
BlockPlanningGraphArcs("woodc")
EnableBarriers("woodc")
SetProperty("woodc", "MaxHealth", 15000)
SetProperty("woodc", "CurHealth", 15000)
end

function woodrr()
BlockPlanningGraphArcs("woodr")
EnableBarriers("woodr")
SetProperty("woodr", "MaxHealth", 15000)
SetProperty("woodr", "CurHealth", 15000)
end

function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(800 * 1024)
SetPS2ModelMemory(3535000)
ReadDataFile("ingame.lvl")


SetMaxFlyHeight(70)

ReadDataFile("sound\\kas.lvl;kas2cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_engineer")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_jettrooper_rifleman",
"rep_inf_ep3_jettrooper_sniper",
"rep_inf_ep3_rocketeer_chaingun",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_engineer")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_swamptrooper")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_beam",
"tur_bldg_recoilless_kas")

SetupTeams{

rep={
team = REP,
units = 32,
reinforcements = 175,
soldier = { "rep_inf_ep2_jettrooper_rifleman",15, 30},
assault = { "rep_inf_ep2_rocketeer_chaingun",2,8},
engineer = { "rep_inf_ep2_engineer",2,8},
sniper = { "rep_inf_ep2_jettrooper_sniper",2,8},
officer = { "rep_inf_ep2_rocketeer_chaingun",2,8},
special = { "rep_inf_ep2_jettrooper",2,8},


},

cis={
team = CIS,
units = 32,
reinforcements = 175,
soldier = { "rep_inf_ep3_jettrooper_rifleman",15, 30},
assault = { "rep_inf_ep3_rocketeer_chaingun",4,8},
engineer = { "rep_inf_ep3_engineer",4,8},
sniper = { "rep_inf_ep3_jettrooper_sniper",4,8},
officer = { "rep_inf_ep3_rocketeer_chaingun",4,8},
special = { "rep_inf_ep3_jettrooper",4,8},
}
}

SetHeroClass(REP, "imp_hero_bobafett")

SetHeroClass(CIS, "cis_hero_jangofett")

SetTeamName(3, "locals")
SetTeamIcon(3, "all_icon")
AddUnitClass(3, "imp_inf_swamptrooper",2)
AddUnitClass(3, "imp_inf_swamptrooper",2)
AddUnitClass(3, "imp_inf_swamptrooper",1)


SetUnitCount(3, 5)
AddAIGoal(WookieTeam, "Deathmatch", 100)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 6) -- 4 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
-- AddWalkerType(2, 2) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 230
SetMemoryPoolSize("Aimer", 70)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 220)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityHover", 11)
SetMemoryPoolSize("EntityLight", 40)
SetMemoryPoolSize("EntityCloth", 58)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntitySoundStream", 3)
SetMemoryPoolSize("EntitySoundStatic", 120)
SetMemoryPoolSize("MountedTurret", 15)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 300)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("TentacleSimulator", 8)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("KAS\\kas2.lvl", "kas2_con")
SetDenseEnvironment("false")

SetMaxFlyHeight(65)
SetMaxPlayerFlyHeight(65)

-- Birdies
SetNumBirdTypes(1)
SetBirdType(0,1.0,"bird")

-- Fishies
SetNumFishTypes(1)
SetFishType(0,0.8,"fish")

-- Local Stats
--SetTeamName(3, "locals")
--SetTeamIcon(3, "all_icon")
--AddUnitClass(3, "wok_inf_warrior", 3)
--AddUnitClass(3, "wok_inf_rocketeer", 2)
--AddUnitClass(3, "wok_inf_mechanic", 2)
--SetUnitCount(3, 7)
--SetTeamAsEnemy(3,DEF)
--SetTeamAsFriend(3,ATT)

-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "wok_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)
AudioStreamAppendSegments("sound\\global.lvl", "wok_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\\kas.lvl", "kas")
OpenAudioStream("sound\\kas.lvl", "kas")

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)

SetAmbientMusic(REP, 1.0, "rep_kas_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_kas_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_kas_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_kas_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_kas_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_kas_amb_end", 2,1)

SetVictoryMusic(REP, "rep_kas_amb_victory")
SetDefeatMusic (REP, "rep_kas_amb_defeat")
SetVictoryMusic(CIS, "cis_kas_amb_victory")
SetDefeatMusic (CIS, "cis_kas_amb_defeat")

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

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)


--Kas2 Docks
--Wide beach shot
AddCameraShot(0.977642, -0.052163, -0.203414, -0.010853, 66.539520, 21.864969, 168.598495);
AddCameraShot(0.969455, -0.011915, 0.244960, 0.003011, 219.552948, 21.864969, 177.675674);
AddCameraShot(0.995040, -0.013447, 0.098558, 0.001332, 133.571289, 16.216759, 121.571236);
AddCameraShot(0.350433, -0.049725, -0.925991, -0.131394, 30.085188, 32.105236, -105.325264);



-- GOOD SHOTS --
-- Gate to Right


--Kinda Cool --

AddCameraShot(0.163369, -0.029669, -0.970249, -0.176203, 85.474831, 47.313362, -156.345627);
AddCameraShot(0.091112, -0.011521, -0.987907, -0.124920, 97.554062, 53.690968, -179.347076);
AddCameraShot(0.964953, -0.059962, 0.254988, 0.015845, 246.471008, 20.362143, 153.701050);

-- OLD --

-- AddCameraShot(0.993669, -0.099610, -0.051708, -0.005183, 109.473549, 34.506077, 272.889221);
-- AddCameraShot(0.940831, -0.108255, -0.319013, -0.036707, -65.793930, 66.455177, 289.432678);


end
[/code]
tat2w_con.lua
Hidden/Spoiler:
[code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

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"}

cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}


--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(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)


conquest:Start()
AddAIGoal(1, "conquest", 1000)
AddAIGoal(2, "conquest", 1000)
AddAIGoal(3, "conquest", 1000)
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()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(256*1024)
SetPS2ModelMemory(2097152 + 65536 * 10)
ReadDataFile("ingame.lvl")

-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
DES = 3
-- These variables do not change
ATT = 1
DEF = 2



SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_engineer")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_jettrooper_rifleman",
"rep_inf_ep3_jettrooper_sniper",
"rep_inf_ep3_rocketeer_chaingun",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_engineer")

ReadDataFile("dc:SIDE\\des.lvl",
"tat_inf_marine")

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

SetAttackingTeam(ATT)

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 175,
soldier = { "rep_inf_ep2_jettrooper_rifleman",15, 30},
assault = { "rep_inf_ep2_rocketeer_chaingun",2,8},
engineer = { "rep_inf_ep2_engineer",2,8},
sniper = { "rep_inf_ep2_jettrooper_sniper",2,8},
officer = { "rep_inf_ep2_rocketeer_chaingun",2,8},
special = { "rep_inf_ep2_jettrooper",2,8},

},
cis = {
team = CIS,
units = 32,
reinforcements = 175,
soldier = { "rep_inf_ep3_jettrooper_rifleman",15, 30},
assault = { "rep_inf_ep3_rocketeer_chaingun",4,8},
engineer = { "rep_inf_ep3_engineer",4,8},
sniper = { "rep_inf_ep3_jettrooper_sniper",4,8},
officer = { "rep_inf_ep3_rocketeer_chaingun",4,8},
special = { "rep_inf_ep3_jettrooper",4,8},
}
}

-- Jawas (replaced with space gangbangers who don't play favorites, they will kill anyone but each other.)--------------------------
SetTeamName (3, "locals")
AddUnitClass (3, "tat_inf_marine", 7)
SetUnitCount (3, 7)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(3,DEF)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(DEF,3)
-----------------------------------

SetHeroClass(CIS, "cis_hero_jangofett")
SetHeroClass(REP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 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 = 230
SetMemoryPoolSize("Aimer", 23)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 325)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityHover", 1)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 43)
SetMemoryPoolSize("MountedTurret", 15)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TreeGridStack", 325)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat2.lvl", "tat2_con")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_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\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")

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_tat_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_tat_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_tat_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_tat_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tat_amb_victory")
SetDefeatMusic (REP, "rep_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_tat_amb_victory")
SetDefeatMusic (CIS, "cis_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]
geo1w_con.lua
Hidden/Spoiler:
[code]--
-- 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()

ReadDataFile("dc:SIDE\\geo1.lvl", "geo1g_con")

AddAIGoal(3, "Deathmatch", 100)
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}

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

conquest:Start()

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")

-- IMP Attacking (attacker is always #1)
local IMP = 1
local ALL = 2
-- These variables do not change
local ATT = 1
local DEF = 2

SetTeamAggressiveness(ALL, 1.0)
SetTeamAggressiveness(IMP, 1.0)

SetMemoryPoolSize("Music", 40)


ReadDataFile("dc:sound\\bf2.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_engineer")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_jettrooper_rifleman",
"rep_inf_ep3_jettrooper_sniper",
"rep_inf_ep3_rocketeer_chaingun",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_engineer")

ReadDataFile("SIDE\\cis.lvl",
"cis_walk_spider",
"cis_fly_droidfighter_DOME")

ReadDataFile("dc:SIDE\\gar.lvl",
"gar_inf_merc",
"gar_inf_pilot")

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

ReadDataFile("dc:SIDE\\bf2.lvl",
"all_fly_snowspeeder_dome",
"all_fly_xwing_dome",
"imp_fly_tiefighter_dome")

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 2)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponcnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{
all = {
team = REP,
units = 32,
reinforcements = 175,
soldier = { "rep_inf_ep2_jettrooper_rifleman",15, 30},
assault = { "rep_inf_ep2_rocketeer_chaingun",2,8},
engineer = { "rep_inf_ep2_engineer",2,8},
sniper = { "rep_inf_ep2_jettrooper_sniper",2,8},
officer = { "rep_inf_ep2_rocketeer_chaingun",2,8},
special = { "rep_inf_ep2_jettrooper",2,8},

},
imp = {
team = REP,
units = 32,
reinforcements = 175,
soldier = { "rep_inf_ep3_jettrooper_rifleman",15, 30},
assault = { "rep_inf_ep3_rocketeer_chaingun",4,8},
engineer = { "rep_inf_ep3_engineer",4,8},
sniper = { "rep_inf_ep3_jettrooper_sniper",4,8},
officer = { "rep_inf_ep3_rocketeer_chaingun",4,8},
special = { "rep_inf_ep3_jettrooper",4,8},
},
}

SetHeroClass(ALL, "cis_hero_jangofett")
SetHeroClass(IMP, "imp_hero_bobafett")


-- 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 (nullen's note: geonosians replaced with mercenaries hired by the ep2 antis)
SetTeamName(3, "locals")
SetUnitCount(8, 12)
AddUnitClass(8, "gar_inf_merc", 12)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "rep_inf_jedimale",1)
--AddUnitClass(4, "rep_inf_jedimaleb",1)
--AddUnitClass(4, "rep_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)

ReadDataFile("GEO\\geo1.lvl", "geo1_conquest")
ReadDataFile("dc:bf2\\sky.lvl", "geo_sky1")
ReadDataFile("dc:bf2\\geo.lvl", "geo_gcw")

SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)



-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)

-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_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", "rep_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_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(ALL, ALL, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "rep_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "rep_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_geo_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_geo_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_geo_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_geo_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_geo_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_geo_amb_end", 2,1)

SetVictoryMusic(ALL, "all_geo_amb_victory")
SetDefeatMusic (ALL, "all_geo_amb_defeat")
SetVictoryMusic(IMP, "imp_geo_amb_victory")
SetDefeatMusic (IMP, "imp_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

[/code]

Re: Custom Era not appearing?

Posted: Fri Dec 14, 2012 1:56 am
by Dreadnot9
1. Do you have the v1.3 unofficial patch
2. Can we see your error log?

Re: Custom Era not appearing?

Posted: Fri Dec 14, 2012 9:51 am
by Nullen
1. Yes, I've made sure of it.
2. Here you go.
Hidden/Spoiler:
[code]
Opened logfile BFront2.log 2012-12-14 0649
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

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\BDT\data\_LVL_PC\dtshell.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\VBM\data\_LVL_PC\core.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\***\data\_LVL_PC\core.lvl
Tatooine: Tuskencamp - Found rvs.lvl - Adding KotOR era and modes
Tatooine: Tuskencamp - Found 212.lvl - Adding BFX era and mode

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\BDT\data\_LVL_PC\dtshell.lvl
Cannot find ..\..\addon\BFX\data\_LVL_PC\mission.lvl. Skipping BFX's extra missions
Cannot find ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Skipping DT's extra missions
MAP: Tatooine: Outpost (TJW): Searching for 153rd Legion and Extension (153, X15)
MAP: Tatooine: Outpost (TJW): Cannot find 153rd Legion (153) installed on this system.
MAP: Tatooine: Outpost (TJW): Searching for Star Wars: The Clone Wars and Extension (TCW)
MAP: Tatooine: Outpost (TJW): Cannot find Star Wars: The Clone Wars (TCW) installed on this system.
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

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
(none): in function `ifs_login_EnterInterface'
(none): in function <(none):598>

ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
(none): in function `ifs_login_EnterInterface'
(none): in function <(none):598>

ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Closed any open movie
ifs_missionselect_pcMulti_ChangeMovieFile(): Opening movie: MOVIES\pre-movie.mvs
ifs_missionselect_pcMulti_ChangeMovieFile(): Finished opening movie
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Same as last movie
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Same as last movie
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Same as last movie
[/code]

Re: Custom Era not appearing?

Posted: Fri Dec 14, 2012 10:22 am
by Loopy53
I have an entire custom era made so here are all of the necessary files. Enjoy!

EAVu_con.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}



--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()

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(40)
SetMaxPlayerFlyHeight(40)


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
SetMemoryPoolSize ("Soldier::Animation",200)
SetMemoryPoolSize("SoldierAnimation", 269)

ReadDataFile("dc:sound\\tss.lvl;tssgcw")
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\usa.lvl",
"usa_inf_rifleman",
"usa_inf_engineer",
"usa_inf_rocketeer",
"usa_inf_sniper")

ReadDataFile("dc:SIDE\\ter.lvl",
"ter_inf_rifleman",
"ter_inf_rocketeer",
"ter_inf_sniper",
"ter_inf_engineer")

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "usa_inf_rifleman",9, 25},
assault = { "usa_inf_rocketeer",1,4},
engineer = { "usa_inf_engineer",1,4},
sniper = { "usa_inf_sniper",1,4},
},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "ter_inf_rifleman",9, 25},
assault = { "ter_inf_rocketeer",1,4},
engineer = { "ter_inf_engineer",1,4},
sniper = { "ter_inf_sniper",1,4},
},
}

-- 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 = 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("SoldierAnimation", 230)
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:EAV\\EAV.lvl", "EAV_conquest")
SetDenseEnvironment("false")


-- Sound Stats

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

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "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")

-- Camera Stats
AddCameraShot(0.317816, -0.084117, -0.912977, -0.241641, -264.893219, 39.473141, -5.881043);
end
Mission.req
Hidden/Spoiler:
ucft
{
REQN
{
"config"
"ingame_movies"
}

REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
}

REQN
{
"lvl"
"EAVg_con"
"EAVc_con"
"EAVu_con"
}
}
Addme.lua:
Hidden/Spoiler:
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { era_g = 1, era_c = 1, era_u = 1, mode_con_u = 1, mode_con_g = 1, mode_con_c = 1,
isModLevel = 1,
mapluafile = "EAV%s_%s",
era_u = 1,
mode_con_u = 1,
change = {
era_u = { name="Terrorists vs USA", icon2="era_icon_tvu" },
},
}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("EAV","EAVg_con",4)
AddDownloadableContent("EAV","EAVc_con",4)
AddDownloadableContent("EAV","EAVu_con",4)
-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\EAV\\data\\_LVL_PC\\core.lvl")
ReadDataFile("..\\..\\addon\\EAV\\data\\_LVL_PC\\shell.lvl")
Hidden/Spoiler:
EAV.req:
ucft
{
REQN
{
"config"
}

REQN
{
"texture"
"EAV_map"
}
REQN
{
"path"
"EAV"
}
REQN
{
"congraph"
"EAV"
}
REQN
{
"envfx"
"EAV"
}
REQN
{
"world"
"EAV"
}
REQN
{
"prop"
"EAV"
}
REQN
{
"class"
"bluelight"
"redlight"
"greenlight"
"whitelight"
}
REQN
{
"config"
"flyerspray"
"walkerstomp"
"hailfire_wake"
}
REQN
{
"lvl"
"EAV_conquest"
}
REQN
{
"boundary"
"EAV"
}
}
eavu_con.req
Hidden/Spoiler:
ucft
{
REQN
{

"config"
"cor_movies"

}

REQN
{
"script"
"EAVu_con"
}
}
Should be all. Let me know if it works! feel free to copy n paste it, but if you do, please credit me. Thanks! Here is a good link if your trying to do this on stock maps: http://www.gametoast.com/forums/viewtop ... ilit=addme

Re: Custom Era not appearing?

Posted: Fri Dec 14, 2012 3:45 pm
by Marth8880
Please post your mission.req and addme.lua. Also, did you create a new REQ file for each of your mission scripts in data_Q5Q\Common\mission\ and list them in mission.req?

Re: Custom Era not appearing?

Posted: Fri Dec 14, 2012 9:54 pm
by Nullen
As told, here they are.
addme.lua (using that template in the tutorial thread)
Hidden/Spoiler:
[code]
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)

--add my modes to the singleplayer map selection screen (Nullen's note: I'm gonna have to ask if these are necessary eventually.)

AddNewGameModes( sp_missionselect_listbox_contents, "tat2w_con", {era_w = 1, mode_con_w = 1,} )

AddNewGameModes( mp_missionselect_listbox_contents, "geo1w_con", {era_w = 1, mode_con_w = 1,} )

AddNewGameModes( mp_missionselect_listbox_contents, "kas2w_con", {era_w = 1, mode_con_w = 1,} )

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("tat2","tat2w_con",4)
AddDownloadableContent("geo1","geo1w_con",4)
AddDownloadableContent("kas2","kas2w_con",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\ERA\\data\\_LVL_PC\\core.lvl")
ReadDataFile("..\\..\\addon\\ERA\\data\\_LVL_PC\\shell.lvl")
[/code]

And here's my mission.REQ.

Code: Select all

[hide]ucft
{
    REQN
    {
        "config"
        "ingame_movies"	
    }

    REQN
    {
        "script"
        "setup_teams"
        "gametype_conquest"
        "gametype_capture"
        "Objective"
        "MultiObjectiveContainer"
        "ObjectiveCTF"
        "ObjectiveAssault"
        "ObjectiveSpaceAssault"
        "ObjectiveConquest" 
        "ObjectiveTDM"
        "ObjectiveOneFlagCTF"
	"SoundEvent_ctf"
        "ObjectiveGoto"        
        "LinkedShields"
        "LinkedDestroyables"
        "LinkedTurrets"
        "Ambush"
        "PlayMovieWithTransition"
    }

    REQN
    {
        "lvl"
        "ERAg_con"
        "ERAc_con"
		"geo1w_con"
		"kas2w_con"
		"tat2w_con"
		
		
    }
}
[/hide]

Re: Custom Era not appearing?

Posted: Fri Dec 14, 2012 10:16 pm
by Marth8880
Your map LUA codes have to stay in this format: cor1%s_%s. For example:

Code: Select all

AddNewGameModes( 
	sp_missionselect_listbox_contents, 
	"cor1%s_%s", 
	{
		era_n = 1, 
		mode_con_n = 1, 
		change = { 
		era_n = { name="Mass Effect", icon2="era_icon_n7" },
		
		},
	}	
)

Re: Custom Era not appearing?

Posted: Fri Dec 14, 2012 10:35 pm
by Nullen
Alright, thanks. I apologize for my ignorance on this, but did I correctly modify that coding you posted?
Hidden/Spoiler:
[code]--add my modes to the singleplayer map selection screen

AddNewGameModes(
sp_missionselect_listbox_contents,
"tat2%s_%s",
{
era_w = 1,
mode_con_w = 1,
change = {
era_w = { name="Test Mode", icon2="era_icon_w" },

},
}
)

AddNewGameModes(
sp_missionselect_listbox_contents,
"geo1%s_%s",
{
era_w = 1,
mode_con_w = 1,
change = {
era_w = { name="Test Mode", icon2="era_icon_w" },

},
}
)

AddNewGameModes(
sp_missionselect_listbox_contents,
"kas2%s_%s",
{
era_w = 1,
mode_con_w = 1,
change = {
era_w = { name="Test Mode", icon2="era_icon_w" },

},
}
)[/code]

Re: Custom Era not appearing?

Posted: Sat Dec 15, 2012 1:29 am
by Marth8880
Yep.

Re: Custom Era not appearing?

Posted: Thu Dec 20, 2012 9:55 pm
by Nullen
(First and foremost I apologize for the bump, but my power supply has been broken and I couldn't get back to this sooner.)

Whelp, now I've been plagued with errors involving brackets in Mos Eisley's script's .req file. I checked the .req but I don't see anything out of place in it.
Hidden/Spoiler:
[code]ucft
{
REQN
{
"script"
"tat2c_con"
}
}
[/code]
And here's the munge log. I doubt that the sound errors have anything to do with it, but I could be wrong.
Hidden/Spoiler:
[code]
ERROR[levelpack mission\tat2w_con.req]:Expecting bracket, but none was found.
File : munged\pc\tat2w_con.script.req(0)...
<--
ERROR[levelpack mission\tat2w_con.req]:Expecting bracket, but none was found.
File : munged\pc\tat2w_con.script.req(0)...
<--

2 Errors 0 Warnings

ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings

soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav - while munging F:\RileysStuff\BF2_modtools\data_ERA\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav, format may be invalid - while munging F:\RileysStuff\BF2_modtools\data_ERA\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list F:\RileysStuff\BF2_modtools\data_ERA\Sound\shell\shell.sfx - while munging F:\RileysStuff\BF2_modtools\data_ERA\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file F:\RileysStuff\BF2_modtools\data_ERA\Sound\shell\effects\whooshl3.wav - while munging F:\RileysStuff\BF2_modtools\data_ERA\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file F:\RileysStuff\BF2_modtools\data_ERA\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging F:\RileysStuff\BF2_modtools\data_ERA\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list F:\RileysStuff\BF2_modtools\data_ERA\Sound\shell\shell.sfx - while munging F:\RileysStuff\BF2_modtools\data_ERA\Sound\shell\shell.sfx

[/code]
Here's the new script file.
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

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"}

cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}


--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(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)


conquest:Start()
AddAIGoal(1, "conquest", 1000)
AddAIGoal(2, "conquest", 1000)
AddAIGoal(3, "conquest", 1000)
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()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(256*1024)
SetPS2ModelMemory(2097152 + 65536 * 10)
ReadDataFile("ingame.lvl")

-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
DES = 3
-- These variables do not change
ATT = 1
DEF = 2



SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2cw")
ReadDataFile("dc:SIDE\\bf2.lvl", --Using +123's all-purpose side file this time.
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper"
"rep_inf_ep2_engineer")

ReadDataFile("dc:SIDE\\bf2.lvl",
"rep_inf_ep3_jettrooper_rifleman",
"rep_inf_ep3_jettrooper_sniper",
"rep_inf_ep3_rocketeer_chaingun",
"rep_inf_ep3_jettrooper"
"rep_inf_ep3_engineer")

ReadDataFile("dc:SIDE\\des.lvl",
"tat_inf_marine")

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

SetAttackingTeam(ATT)

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 175,
soldier = { "rep_inf_ep2_jettrooper_rifleman",15, 30},
assault = { "rep_inf_ep2_rocketeer_chaingun",4,8},
engineer = { "rep_inf_ep2_jettrooper",4,8},
sniper = { "rep_inf_ep2_jettrooper_sniper",4,8},
officer = { "rep_inf_ep2_rocketeer_chaingun",4,8},
special = { "rep_inf_ep2_engineer",4,8},

},
cis = {
team = CIS,
units = 32,
reinforcements = 175,
soldier = { "rep_inf_ep3_jettrooper_rifleman",15, 30},
assault = { "rep_inf_ep3_rocketeer_chaingun",4,8},
engineer = { "rep_inf_ep3_jettrooper",4,8},
sniper = { "rep_inf_ep3_jettrooper_sniper",4,8},
officer = { "rep_inf_ep3_rocketeer_chaingun",4,8},
special = { "rep_inf_ep3_engineer",4,8},
}
}

-- Jawas --------------------------
SetTeamName (3, "locals")
AddUnitClass (3, "tat_inf_marine", 7)
SetUnitCount (3, 7)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(3,DEF)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(DEF,3)
-----------------------------------

SetHeroClass(CIS, "rep_hero_del38")
SetHeroClass(REP, "rep_hero_evil38")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 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 = 230
SetMemoryPoolSize("Aimer", 23)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 325)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityHover", 1)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 43)
SetMemoryPoolSize("SoldierAnimation", 500)
SetMemoryPoolSize("MountedTurret", 15)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TreeGridStack", 325)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat2.lvl", "tat2_con")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_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\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "rep_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, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "rep_off_victory_im", .1, 1)

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

SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_tat_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_tat_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_tat_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tat_amb_victory")
SetDefeatMusic (REP, "rep_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_tat_amb_victory")
SetDefeatMusic (CIS, "cis_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]

Re: Custom Era not appearing?

Posted: Fri Dec 21, 2012 4:10 am
by Marth8880
Nullen wrote:ReadDataFile("dc:SIDE\\bf2.lvl", --Using +123's all-purpose side file this time.
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_engineer")

ReadDataFile("dc:SIDE\\bf2.lvl",
"rep_inf_ep3_jettrooper_rifleman",
"rep_inf_ep3_jettrooper_sniper",
"rep_inf_ep3_rocketeer_chaingun",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_engineer")
Never forget about the commas, yo. :o

Re: Custom Era not appearing?

Posted: Fri Dec 21, 2012 9:54 am
by Nullen
Alright, now the bf2.lvl side isn't munging for some odd reason, it's like the munge process ignores it.

I had a look at the output and this is the error I get when I try munging it, and it doesn't do this with any other side.

Code: Select all

"Error (Invalid Parameter): bf2
"
"Usage: munge [PC|PS2|XBOX] [<side1> <side2> ...]

Re: Custom Era not appearing?

Posted: Fri Dec 21, 2012 6:04 pm
by Nedarb7
Did you create a munger for your side?:

Code: Select all

Go to "Data_***/_BUILD/Sides" and make a folder called bf2.

After that go into "Data_***/_BUILD/Sides/ALL" and copy a munge.bat
and clean.bat and paste them into "Data_***/_BUILD/Sides/bf2"
Also if your era's letter is w shouldn't:

Code: Select all

ucft
{
   REQN
   {
      "script"
      "tat2c_con"
   }
}
Be:

Code: Select all

ucft
{
   REQN
   {
      "script"
      "tat2w_con"
   }
}

Re: Custom Era not appearing?

Posted: Fri Dec 21, 2012 7:30 pm
by Nullen
Alright, the bf2 side munge after using your solution was a success! I'll report back when I test the era out. :D

edit: Okay, so I have a few missing model errors that prevent it from running, I'll just add the models to the side and report back once I've done that.

edit(2): And there are more obstacles to overcome. I tried adding the missing items but the errors persist.
Hidden/Spoiler:
[code]
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep2_jettrooper_rifleman in F:\RileysStuff\Games\Installed\swbf2\GameData\AddOn\ERA\Data\_lvl_pc\SIDE\bf2.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep2_jettrooper_sniper in F:\RileysStuff\Games\Installed\swbf2\GameData\AddOn\ERA\Data\_lvl_pc\SIDE\bf2.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep2_rocketeer_chaingun in F:\RileysStuff\Games\Installed\swbf2\GameData\AddOn\ERA\Data\_lvl_pc\SIDE\bf2.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep2_jettrooper in F:\RileysStuff\Games\Installed\swbf2\GameData\AddOn\ERA\Data\_lvl_pc\SIDE\bf2.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep2_engineer in F:\RileysStuff\Games\Installed\swbf2\GameData\AddOn\ERA\Data\_lvl_pc\SIDE\bf2.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\bf2.lvl


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

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "rep_weap_inf_fusioncutter" missing high res geometry "rep_1st_weap_inf_fusioncutter"

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

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "rep_weap_award_rifle" missing high res geometry "rep_1st_weap_inf_rifle"

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

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "rep_weap_award_pistol" missing high res geometry "rep_1st_weap_inf_pistol"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Entity.cpp(218)
Entity base class "rep_inf_default_jettrooper" not found
[/code]
edit 3: Alright, I got that problem fixed which, in turn, led to even more problems. Good God, what a mess.
Hidden/Spoiler:
[code]
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: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier modelo2 has geometry collision

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"
uf_updateClassIndex(): Added class: rep_inf_ep2_jettrooper_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep2_rocketeer_chaingun
uf_updateClassIndex(): Added class: rep_inf_ep2_jettrooper_sniper
uf_updateClassIndex(): Added class: rep_inf_ep2_jettrooper
uf_updateClassIndex(): Already know class: rep_inf_ep2_rocketeer_chaingun
uf_updateClassIndex(): Added class: rep_inf_ep2_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer_chaingun
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Already know class: rep_inf_ep3_rocketeer_chaingun
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: tat_inf_marine
uf_updateClassIndex(): Added class: rep_hero_obiwan

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "rep_hero_obiwan" not found for team 2 (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(658)
Team missing hero class "0x745b6ac4" (check the side's .req file)
uf_updateClassIndex(): Added class: rep_hero_yoda

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "rep_hero_yoda" not found for team 1 (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(658)
Team missing hero class "0x30f6e029" (check the side's .req file)
utility_functions2: ReadDataFile(): This map's code, mode: tat tat2_con

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0977d4d9: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=cffa5490: trying to replace "tat2_bldg_wall01" with "tat2_bldg_wall010"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=6f7eb1dd: trying to replace "tat2_bldg_wall_4m" with "tat2_bldg_wall_4m0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0a36a4c9: trying to replace "tat2_bldg_dome1" with "tat2_bldg_dome10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d0fa5623: trying to replace "tat2_bldg_wall01" with "tat2_bldg_wall011"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4c27f1cc: trying to replace "tat2_bldg_small2" with "tat2_bldg_small20"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0777d1b3: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium12"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0677d020: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium13"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=de2f9367: trying to replace "tat2_bldg_small1" with "tat2_bldg_small10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0bf28273: trying to replace "tat2_bldg_large1" with "tat2_bldg_large10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=dd2f91d4: trying to replace "tat2_bldg_small1" with "tat2_bldg_small11"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=e02f968d: trying to replace "tat2_bldg_small1" with "tat2_bldg_small12"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=9c8cb29f: trying to replace "tat2_bldg_tent1" with "tat2_bldg_tent10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=163b34db: trying to replace "tat2_bldg_dome3" with "tat2_bldg_dome30"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=df2f94fa: trying to replace "tat2_bldg_small1" with "tat2_bldg_small13"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4e27f4f2: trying to replace "tat2_bldg_small2" with "tat2_bldg_small22"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=6ce7b7d5: trying to replace "tat2_bldg_tower1" with "tat2_bldg_tower10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4f27f685: trying to replace "tat2_bldg_small2" with "tat2_bldg_small23"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0d77db25: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium14"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=1038ecd2: trying to replace "tat2_bldg_dome2" with "tat2_bldg_dome20"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=89238ffa: trying to replace "tat2_bldg_arch1" with "tat2_bldg_arch10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d1a3657d: trying to replace "tat2_bldg_wall_40m" with "tat2_bldg_wall_40m0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=8a23918d: trying to replace "tat2_bldg_arch1" with "tat2_bldg_arch11"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=da2f8d1b: trying to replace "tat2_bldg_small1" with "tat2_bldg_small14"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=1138ee65: trying to replace "tat2_bldg_dome2" with "tat2_bldg_dome21"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d0a363ea: trying to replace "tat2_bldg_wall_40m" with "tat2_bldg_wall_40m1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=9b8cb10c: trying to replace "tat2_bldg_tent1" with "tat2_bldg_tent11"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=87238cd4: trying to replace "tat2_bldg_arch1" with "tat2_bldg_arch12"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0cf759f8: trying to replace "tat2_bldg_gate" with "tat2_bldg_gate0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d92f8b88: trying to replace "tat2_bldg_small1" with "tat2_bldg_small15"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=9e8cb5c5: trying to replace "tat2_bldg_tent1" with "tat2_bldg_tent12"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=88238e67: trying to replace "tat2_bldg_arch1" with "tat2_bldg_arch13"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=dc2f9041: trying to replace "tat2_bldg_small1" with "tat2_bldg_small16"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=db2f8eae: trying to replace "tat2_bldg_small1" with "tat2_bldg_small17"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d62f86cf: trying to replace "tat2_bldg_small1" with "tat2_bldg_small18"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=9d8cb432: trying to replace "tat2_bldg_tent1" with "tat2_bldg_tent13"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=edcf7762: trying to replace "tat2_bldg_shop1" with "tat2_bldg_shop10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4e0d396c: trying to replace "com_item_weaponrecharge" with "com_item_weaponrecharge0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d9fee2d6: trying to replace "com_item_healthrecharge" with "com_item_healthrecharge0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\CommandPost.cpp(476)
Label "level.tat2.jawa_cp" not localized

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=6ad74c06: trying to replace "com_inv_col_64" with "com_inv_col_640"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=63b23c7d: trying to replace "com_inv_col_16" with "com_inv_col_160"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=221dd893: trying to replace "com_inv_col_32" with "com_inv_col_320"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(140)
Vehicle spawn outside command post "CP7" control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_aat"
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist
[/code]
Should I just scrap it and restart?

Re: Custom Era not appearing?

Posted: Sat Dec 22, 2012 12:16 pm
by Nedarb7
I'd suggest posting your sides req:

Code: Select all

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "rep_hero_obiwan" not found for team 2 (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(658)
Team missing hero class "0x745b6ac4" (check the side's .req file)
uf_updateClassIndex(): Added class:    rep_hero_yoda

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "rep_hero_yoda" not found for team 1 (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(658)
Team missing hero class "0x30f6e029" (check the side's .req file)
utility_functions2: ReadDataFile(): This map's code, mode:     tat    tat2_con

Re: Custom Era not appearing?

Posted: Sun Dec 23, 2012 11:31 am
by Nullen
Sure thing. It's strange that I have those errors since I included the heroes in the .req file.
Hidden/Spoiler:
[code]ucft
{
REQN
{
"lvl"
"all_droid_r2d2"
"all_fly_awing"
"all_fly_correlian_dome"
"all_fly_gunship_sc"
"all_fly_snowspeeder_dome"
"all_fly_xwing_dome"
"all_hero_luke_tat"
"all_hover_combatspeeder"
"all_inf_bothan"
"all_inf_engineer_pilot"
"all_inf_infiltrator"
"all_inf_lukeskywalker"
"all_inf_lukeskywalkersnow"
"all_inf_rocketeer_urban"
"all_inf_sniper_desert"
"all_inf_sniper_urban"
"cis_fly_ep1_droidstarfighter_texture"
"cis_fly_fedcoreship_dome"
"cis_fly_geofighter"
"cis_fly_techounion_dome"
"cis_fly_tridroidfighter"
"cis_hover_aat"
"cis_inf_battledroid_inf"
"cis_inf_ep1_rifleman"
"cis_inf_grievousguard"
"cis_inf_officer_droid"
"cis_inf_officer_ig88"
"cis_lander"
"fix_all_hero_hansolo_storm"
"fix_all_hero_hansolo_tat"
"fix_all_hero_luke_storm"
"fix_all_inf_rocketeer_jungle"
"fix_cis_inf_rifleman"
"fix_ewk_inf_repair"
"fix_gar_inf_naboo_queen"
"fix_gar_inf_soldier"
"fix_gar_inf_temple_soldier"
"fix_gar_inf_temple_vanguard"
"fix_gar_inf_vanguard"
"fix_rep_inf_ep2_jettrooper_rifleman"
"fix_rep_inf_ep2_jettrooper_sniper"
"fix_rep_inf_ep2_rocketeer_chaingun"
"fix_wok_inf_rocketeer"
"gar_hover_combatspeeder"
"gar_inf_pilot"
"gun_walk_kaadu"
"imp_droid_probe"
"imp_fly_tiefighter_dome"
"imp_fly_trooptrans"
"imp_inf_dark_trooper_p3"
"imp_inf_engineer_atst"
"imp_inf_engineer_pilot"
"imp_inf_officer_gray"
"imp_inf_trooper_saber"
"jed_dark_01"
"jed_dark_02"
"jed_dark_03"
"jed_dark_04"
"jed_dark_master_01"
"jed_dark_master_02"
"jed_dark_basic"
"jed_sith_02"
"jed_sith_basic"
"jub_inf_basic"
"nab_bldg_fambaa_shield"
"nab_hover_gianspeeder"
"pir_inf_basic"
"pir_inf_rifleman"
"pir_inf_rocketeer"
"pir_inf_engineer"
"pir_inf_sniper"
"rep_fly_anakinstarfighter_red_texture"
"rep_fly_anakinstarfighter_sc"
"rep_fly_gunship_sc"
"rep_hero_obiwan_old"
"rep_hover_swampspeeder"
"rep_inf_ep2_arctrooper_red"
"rep_inf_ep2_officer"
"rep_inf_ep3_engineer"
"rep_inf_ep2_engineer"
"rep_inf_ep2_officer_training"
"rep_inf_ep3_jettrooper_rifleman"
"rep_inf_ep2_jettrooper_rifleman"
"rep_inf_ep3_jettrooper_sniper"
"rep_inf_ep2_jettrooper_sniper"
"rep_inf_ep3_jettrooper"
"rep_inf_ep2_jettrooper"
"rep_inf_ep3_rifleman_fel"
"rep_inf_ep3_rifleman_kas"
"rep_inf_ep3_rifleman_myg"
"rep_inf_ep3_rifleman_uta"
"rep_hero_yoda"
"rep_hero_obiwan"
"rep_inf_ep3_rocketeer_chaingun"
"rep_inf_ep2_rocketeer_chaingun"
"rep_inf_ep3cloakedanakin_skirt"
"rep_walk_atxt"
"tat_hover_landspeeder"
"tat_hover_skiff"
}
}[/code]

Re: Custom Era not appearing?

Posted: Sun Dec 23, 2012 2:07 pm
by Nedarb7
From what I've seen (your LUAs) you are forgetting this step:
what your LUA looks like (geo for example but this goes for all of them):
Hidden/Spoiler:
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_engineer")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_jettrooper_rifleman",
"rep_inf_ep3_jettrooper_sniper",
"rep_inf_ep3_rocketeer_chaingun",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_engineer")

ReadDataFile("SIDE\\cis.lvl",
"cis_walk_spider",
"cis_fly_droidfighter_DOME")

ReadDataFile("dc:SIDE\\gar.lvl",
"gar_inf_merc",
"gar_inf_pilot")

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

ReadDataFile("dc:SIDE\\bf2.lvl",
"all_fly_snowspeeder_dome",
"all_fly_xwing_dome",
"imp_fly_tiefighter_dome")
The heroes are not there but the SetHeroClass is using them:

Code: Select all

    SetHeroClass(ALL, "cis_hero_jangofett")
    SetHeroClass(IMP, "imp_hero_bobafett")
you should have these lines in your LUA:

Code: Select all

 ReadDataFile("dc:SIDE\\bf2.lvl",
                             "cis_hero_jangofett",
                             "imp_hero_bobafett")
or if your using the stock heroes:

Code: Select all

ReadDataFile("SIDE\\cis.lvl",
                             "cis_hero_jangofett")

and

ReadDataFile("SIDE\\imp.lvl",
                             "imp_hero_bobafett")

Re: Custom Era not appearing?

Posted: Sun Dec 23, 2012 4:57 pm
by Nullen
Okay, that fixed the missing heroes issue. So on the positive side all of the problems relating to the sides have been eliminated. However, I still get this huge truckload of errors that seem to relate to the Mos Eisley map (which is currently the only supported map for testing purposes) itself.
Hidden/Spoiler:
[code]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: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier modelo2 has geometry collision

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: 2
C:\Battlefront2\main\Battlefront2\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"
uf_updateClassIndex(): Added class: rep_inf_ep2_jettrooper_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep2_rocketeer_chaingun
uf_updateClassIndex(): Added class: rep_inf_ep2_jettrooper_sniper
uf_updateClassIndex(): Added class: rep_inf_ep2_jettrooper
uf_updateClassIndex(): Already know class: rep_inf_ep2_rocketeer_chaingun
uf_updateClassIndex(): Added class: rep_inf_ep2_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer_chaingun
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Already know class: rep_inf_ep3_rocketeer_chaingun
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: tat_inf_marine
uf_updateClassIndex(): Added class: rep_hero_yoda
uf_updateClassIndex(): Added class: rep_hero_obiwan
utility_functions2: ReadDataFile(): This map's code, mode: tat tat2_con

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0977d4d9: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=cffa5490: trying to replace "tat2_bldg_wall01" with "tat2_bldg_wall010"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=6f7eb1dd: trying to replace "tat2_bldg_wall_4m" with "tat2_bldg_wall_4m0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0a36a4c9: trying to replace "tat2_bldg_dome1" with "tat2_bldg_dome10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d0fa5623: trying to replace "tat2_bldg_wall01" with "tat2_bldg_wall011"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4c27f1cc: trying to replace "tat2_bldg_small2" with "tat2_bldg_small20"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0777d1b3: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium12"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0677d020: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium13"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=de2f9367: trying to replace "tat2_bldg_small1" with "tat2_bldg_small10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0bf28273: trying to replace "tat2_bldg_large1" with "tat2_bldg_large10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=dd2f91d4: trying to replace "tat2_bldg_small1" with "tat2_bldg_small11"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=e02f968d: trying to replace "tat2_bldg_small1" with "tat2_bldg_small12"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=9c8cb29f: trying to replace "tat2_bldg_tent1" with "tat2_bldg_tent10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=163b34db: trying to replace "tat2_bldg_dome3" with "tat2_bldg_dome30"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=df2f94fa: trying to replace "tat2_bldg_small1" with "tat2_bldg_small13"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4e27f4f2: trying to replace "tat2_bldg_small2" with "tat2_bldg_small22"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=6ce7b7d5: trying to replace "tat2_bldg_tower1" with "tat2_bldg_tower10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4f27f685: trying to replace "tat2_bldg_small2" with "tat2_bldg_small23"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0d77db25: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium14"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=1038ecd2: trying to replace "tat2_bldg_dome2" with "tat2_bldg_dome20"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=89238ffa: trying to replace "tat2_bldg_arch1" with "tat2_bldg_arch10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d1a3657d: trying to replace "tat2_bldg_wall_40m" with "tat2_bldg_wall_40m0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=8a23918d: trying to replace "tat2_bldg_arch1" with "tat2_bldg_arch11"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=da2f8d1b: trying to replace "tat2_bldg_small1" with "tat2_bldg_small14"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=1138ee65: trying to replace "tat2_bldg_dome2" with "tat2_bldg_dome21"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d0a363ea: trying to replace "tat2_bldg_wall_40m" with "tat2_bldg_wall_40m1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=9b8cb10c: trying to replace "tat2_bldg_tent1" with "tat2_bldg_tent11"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=87238cd4: trying to replace "tat2_bldg_arch1" with "tat2_bldg_arch12"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0cf759f8: trying to replace "tat2_bldg_gate" with "tat2_bldg_gate0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d92f8b88: trying to replace "tat2_bldg_small1" with "tat2_bldg_small15"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=9e8cb5c5: trying to replace "tat2_bldg_tent1" with "tat2_bldg_tent12"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=88238e67: trying to replace "tat2_bldg_arch1" with "tat2_bldg_arch13"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=dc2f9041: trying to replace "tat2_bldg_small1" with "tat2_bldg_small16"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=db2f8eae: trying to replace "tat2_bldg_small1" with "tat2_bldg_small17"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d62f86cf: trying to replace "tat2_bldg_small1" with "tat2_bldg_small18"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=9d8cb432: trying to replace "tat2_bldg_tent1" with "tat2_bldg_tent13"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=edcf7762: trying to replace "tat2_bldg_shop1" with "tat2_bldg_shop10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4e0d396c: trying to replace "com_item_weaponrecharge" with "com_item_weaponrecharge0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d9fee2d6: trying to replace "com_item_healthrecharge" with "com_item_healthrecharge0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\CommandPost.cpp(476)
Label "level.tat2.jawa_cp" not localized

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=6ad74c06: trying to replace "com_inv_col_64" with "com_inv_col_640"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=63b23c7d: trying to replace "com_inv_col_16" with "com_inv_col_160"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=221dd893: trying to replace "com_inv_col_32" with "com_inv_col_320"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(140)
Vehicle spawn outside command post "CP7" control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_aat"
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist[/code]
Also, a little somewhat related question: Does an error's message severity determine whether or not it crashes the game?

Re: Custom Era not appearing?

Posted: Sun Dec 23, 2012 6:44 pm
by Loopy53
Nullen wrote: Also, a little somewhat related question: Does an error's message severity determine whether or not it crashes the game?
Yes. Severity 1 errors ( I got a severity 1 error once, forget what it was though) are absolutely uselss, do nothing. 99.53% of severity 2 errors mean "something is wrong, but not too important" Ie side req errors, localisation, and the collison p_sphere blah blah that are always there. 99.989% of severity 3 errors crash the game. Those are what you should post from a log. severity 4 errors I havent gotten. Severity 5 means "HELP! YOU MESSED UP THE MISSION.LVL AND LUA OR WORSE!!!!! WE CANT STAND ERRORS OF THIS MAGNITUDE!" and always crash the game and prevent a further log.


I strongly suggest you copy and paste and use my files! replace U with something else because U is my era and will be incompatible with your if you use U. Look at 1.3 to see whats supported/used. Probably all of the letters/numbers have been used at somepoint, but again, dont use U. I would re-do the LUA's and req's from scratch. Make sure everything is working and in order. There is a post I saw somewhere (I think it was made by someone named Tears2Roses?) That says how to make an era mod on stock maps. My files make an extra era on YOUR map. It seems like your trying to get an era on mos eisly, a STOCK map. happy modding and feel free to use my files posted above, just credit me as "reference for era mod setup" or something.

Re: Custom Era not appearing?

Posted: Sun Dec 23, 2012 8:37 pm
by Nedarb7
Does the the game crash or not I'm confused?
Loopy53 wrote:I strongly suggest you copy and paste and use my files! replace U with something else because U is my era and will be incompatible with your if you use U. Look at 1.3 to see whats supported/used. Probably all of the letters/numbers have been used at somepoint, but again, dont use U. I would re-do the LUA's and req's from scratch. Make sure everything is working and in order. There is a post I saw somewhere (I think it was made by someone named Tears2Roses?) That says how to make an era mod on stock maps. My files make an extra era on YOUR map. It seems like your trying to get an era on mos eisly, a STOCK map. happy modding and feel free to use my files posted above, just credit me as "reference for era mod setup" or something.
His era is not U it is W so I wouldn't worry about it messing up your era Loopy.