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Reinforcements are being depleted! [Solved]

Posted: Mon Oct 11, 2010 12:22 am
by Havoc 526
Yeah, um, as soon as I spawn into the battle of one of my maps, the voiceover says that our reinforcements are being depleted. I look, and sure enough, the numbers are falling. And yet, this is as soon as the battle begins, and no matter how many more cps are under my side's control compared to the enemy, the numbers are STILL falling. WHAT IS GOING ON?!?!? :runaway:

Re: Reinforcements are being depleted! (Already?)

Posted: Mon Oct 11, 2010 12:49 am
by Press_Tilty
It's still going down when you have the same amount of cps as the enemy?

Re: Reinforcements are being depleted! (Already?)

Posted: Mon Oct 11, 2010 12:57 am
by Havoc 526
Yes, no matter how many cps I have, it still keeps going down! It just won't stop!

Re: Reinforcements are being depleted! (Already?)

Posted: Mon Oct 11, 2010 1:47 am
by AceMastermind
I guess the next logical question would be, what did you edit before this started happening?
Then you must ask yourself, can I undo this change and live with it like it was before?

Re: Reinforcements are being depleted! (Already?)

Posted: Mon Oct 11, 2010 2:12 am
by Havoc 526
Well, I can remember this. I changed some of the sound stats of the lua file. Thats when it started going off with the reinforcements. I changed it back, but it still goes. I mean, sure, I guess I could live with how it was before, but thats the thing. I'm trying to change it back, and I did, but it still wont behave as good. It just keeps cutting down the reinforcements!

Re: Reinforcements are being depleted! (Already?)

Posted: Mon Oct 11, 2010 2:21 am
by Maveritchell
How many CPs do you have? Please post your .lua.

Re: Reinforcements are being depleted! (Already?)

Posted: Mon Oct 11, 2010 2:43 am
by Havoc 526
Here ya go.
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

-- Empire Attacking (attacker is always #1)
REP = ATT
CIS = DEF

---------------------------------------------------------------------------
-- 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("death")
AddDeathRegion("death1")
AddDeathRegion("death2")
AddDeathRegion("death3")
AddDeathRegion("death4")




SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)


SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)



EnableSPHeroRules()

SetClassProperty ("rep_hero_keeda","MaxHealth",500)
SetClassProperty ("rep_hero_keeda","AddHealth",125)
SetClassProperty ("rep_hero_maloc","MaxHealth",500)
SetClassProperty ("rep_hero_maloc","AddHealth",125)
SetClassProperty ("rep_hero_menvar","MaxHealth",500)
SetClassProperty ("rep_hero_menvar","AddHealth",125)
SetClassProperty ("rep_hero_menvar","FleeLikeAHero",1)

DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")


--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()

end


function ScriptInit()
-- Designers, these two lines *MUST* be first.

SetPS2ModelMemory(4056000)

SetMapNorthAngle(180, 1)
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
AISnipeSuitabilityDist(30)



SetMemoryPoolSize("Music", 33)

SetUberMode(1);
ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:ingame.lvl")

SetMemoryPoolSize ("ClothData",40)
SetMemoryPoolSize ("Combo",100) -- should be ~ 2x number of CISi classes
SetMemoryPoolSize ("Combo::State",1300) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",1300) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",1300) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",1100) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",15000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",200) -- should be ~1x #combo


ReadDataFile("sound\\cor.lvl;cor1cw")
ReadDataFile("dc:sound\\ABC.lvl;ABCcw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_commando",
"rep_inf_ep3_recon",
"rep_inf_ep3_commander",
"rep_hero_cloakedanakin",
"rep_hero_keeda",
"rep_hero_maloc",
"rep_hero_menvar",
"rep_hero_drallig")

ReadDataFile("dc:SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04",
"jed_knight_05",
"jed_knight_06")

ReadDataFile("dc:SIDE\\501.lvl",
"rep_inf_501_rifleman",
"rep_inf_501_rocketeer",
"rep_inf_501_sniper",
"rep_inf_501_officer",
"rep_inf_501_engineer",
"rep_inf_501_jettrooper",
"rep_inf_501_commander")

SetupTeams{
rep = {
team = REP,
units = 44,
reinforcements = 600,
soldier = { "rep_inf_501_rifleman",20,50},
assault = { "rep_inf_501_rocketeer",5,9},
engineer = { "rep_inf_501_engineer",5,9},
sniper = { "rep_inf_501_sniper",5,9},
officer = {"rep_inf_501_officer",10,15},
special = { "rep_inf_ep3_jettrooper",5,9},

},
jedi = {
team = CIS,
units = 44,
reinforcements = 600,
soldier = { "jed_knight_01",20,50},
assault = { "jed_knight_02",10,15},
engineer = { "jed_knight_03",5,9},
sniper = { "jed_knight_04",5,9},
officer = { "jed_knight_05",5,9},
special = { "jed_knight_06",5,9},
}
}

AddUnitClass(REP,"rep_inf_ep3_recon",5,10)
AddUnitClass(REP,"rep_inf_commando",5,10)
AddUnitClass(REP,"rep_inf_501_commander",0,1)
AddUnitClass(CIS,"rep_hero_keeda",0,1)
AddUnitClass(CIS,"rep_hero_menvar",0,1)
AddUnitClass(CIS,"rep_hero_maloc",0,1)

SetHeroClass(REP, "rep_hero_cloakedanakin")
SetHeroClass(CIS, "rep_hero_drallig")



-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 210
SetMemoryPoolSize("Aimer", 22)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntitySoundStream", 10)
SetMemoryPoolSize("EntitySoundStatic", 0)
SetMemoryPoolSize("MountedTurret",12)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 375)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 140)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")

-- Sound Stats

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\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_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)

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(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_cor_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_cor_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_cor_amb_end", 2,1)

SetVictoryMusic(REP, "rep_cor_amb_victory")
SetDefeatMusic (REP, "rep_cor_amb_defeat")
SetVictoryMusic(CIS, "cis_cor_amb_victory")
SetDefeatMusic (CIS, "cis_cor_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
--Tat 1 - Dune Sea
AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);

end

Okay, I seem to have solved it. Apparently the CIS does not like to be affiliated with Jedi, because if you look at the name of the side CIS, that was the problem. Something was wrong with the name "jedi", and cis and jedi conflicted, thus resulting in a glitch. I don't know the mechanics behind it, but...I fixed it.