A few questions about modifications and their effects.

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agzilla123
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A few questions about modifications and their effects.

Post by agzilla123 »

I just tried out my current work in progress, the first time I had tried it since I had downloaded the Conversion pack 2.0 and Battlefront Extreme 2.2. I immediately noticed that one of my skins had been replaced and that all of my custom units were now carrying different weapons. I realize that this is so to the side modifying data being exhibited on these files. However, I still have a few questions.

1. Is there anyway to prevent these unwanted changes from happening besides by uninstalling the side modifications?

2. Does this mean that other people will have similar problems when I release my modded map even if is not dependent on any of the features that the two modification i have induced upon it?

3. How are other mods not affected by this, because addon maps i have downloaded, the same kind of addition i am making, do not have this same problem?

Any help would be appreciated.
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Maveritchell
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Re: A few questions about modifications and their effects.

Post by Maveritchell »

Those mods shouldn't affect your custom sides at all. No mod should affect custom sides, although some could affect them if you load sides through the .lua incorrectly. However, the abovementioned won't even do that, since they don't modify stock game files. (The Conversion Pack will give you the 1.3 visual upgrade, but that won't affect your sides any more than the stock sides would.)

You're going to have to clarify what exactly you mean, because right now your post says nothing, other than "I have a problem, how can I fix it?"
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Re: A few questions about modifications and their effects.

Post by RogueKnight »

My best guess is that either,

A) You just happened to accidentally reference one of the sides in a LUA

B) You made some changes that you forgot you made.
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Re: A few questions about modifications and their effects.

Post by agzilla123 »

To Maveritchell: after rereading my message I realize now that you are right. Here is a more detailed explanation of my problems:

Things I expected to happen because similar things were changed in my map when I had BFX 1.0 installed.

-Special smoke and scorch effects that are applied to scenery when blaster fire hit them is now gone. I never actually put these in, when the first version of BFX i had was put in, this effect which I really liked, continuously occurred.
-Similar to the previous one, my blaster bolt textures are now changed, and this problem is under the same circumstances as the first as well.
-A blue hologram-like background now is behind where basic weapon information is shown and behind the reinforcement count.

I expected these things (or things similar to this) to happen only becasue these minor things were mysteriously tweaked when i had BFX 1.0 installed.

These next two things were a complete surprise:

-All DC-15 rifles i had now look smaller (a lot like the Dc-15 blaster carbine)
-my Episode 2 Clone commander looks nothing like how he should, and now look like the 501 commander, Appo.

I would like these things to be fixed but part of the purpose of this thread was to learn the answer to the question, "i these things happen to my map becasue of certain downloads, that how can I (A.) give my map to other people and expect them to all e playing the same thing and (B.) How are other people's maps that I download not affected by this?

To DarthRogueKnight:

A. I might have.

B. Positive I didn't

To both of you: Here are the only 2 .lua files I have modified:

AGEc_con:
Hidden/Spoiler:
--
-- 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()
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")

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

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:sound\\age.lvl;agecw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_engineer",
"rep_hero_macewindu",
"rep_walk_atte")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
--"cis_hover_stap",
"cis_walk_spider")

ReadDataFile("dc:SIDE\\cge.lvl",
"cge_inf_battledroid",
"cge_inf_pilotdroid",
"cge_inf_securitydroid",
"cge_inf_commanddroid",
"cge_inf_clonetrooper",
"cge_inf_clonesergant",
"cge_inf_clonelieutenant",
"cge_inf_clonecaptain",
"cge_inf_clonecommander",
"cge_inf_clonepilot",
"cge_inf_clonecommando",
"cge_inf_arcprudii")

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

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

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 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", 9)
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{

rep = {
team = REP,
units = 28,
reinforcements = 150,
soldier = { "cge_inf_clonetrooper",10, 25},
assault = { "cge_inf_clonesergant",1, 4},
engineer = { "cge_inf_clonelieutenant",1, 4},
sniper = { "cge_inf_clonecaptain",1, 4},
officer = {"cge_inf_clonecommander",1, 4},
special = { "cge_inf_clonepilot",1, 4},
commando = { "cge_inf_clonecommando",1, 4},
arctrooper = { "cge_inf_arcprutii",1, 4}

},
cis = {
team = CIS,
units = 28,
reinforcements = 150,
soldier = { "cge_inf_battledroid",10, 25},
assault = { "cge_inf_pilotdroid",1, 4},
engineer = { "cge_inf_securitydroid",1, 4},
sniper = { "cge_inf_commanddroid",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},

}
}

AddUnitClass(REP,"cge_inf_arcprudii",1,4)


SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")


-- 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
SetTeamName(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
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("dc:AGE\\geo1.lvl", "geo1_conquest")

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", "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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

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_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_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
setup_teams:
Hidden/Spoiler:
function SetupTeams(sides)
-- HACKish: load the turret .odf here (this is the easiest place to put it where it will
-- be executed in every level
--ReadDataFile("SIDE\\tur.lvl", --disabled for now until we settle on where exactly the .odf will end up
-- "tur_bldg_defensegridturret")

-- list of types
local typeList = { "soldier", "pilot", "assault", "sniper", "marine", "engineer", "officer", "special", "commando", "arctrooper" }

-- items for each team code
local teamItems = nil
if ScriptCB_IsMissionSetupSaved() then
local missionSetup = ScriptCB_LoadMissionSetup()
teamItems = missionSetup.units
end

-- for each specified side...
for name, side in pairs(sides) do
local team = side.team

-- set team properties
local name = string.lower(name)
SetTeamName(team, name)
SetTeamIcon(team, name .. "_icon", "hud_reinforcement_icon", "flag_icon")
SetUnitCount(team, side.units)
SetReinforcementCount(team, side.reinforcements)

-- add unit classes in type order
for _, type in ipairs(typeList) do
if side[type] and (not teamItems or not teamItems[name] or teamItems[name][type]) then
AddUnitClass(team, side[type][1], side[type][2], side[type][3])
end
end
Any help would be appreciated.
AQT
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Re: A few questions about modifications and their effects.

Post by AQT »

I don't understand what your problem is. Are your sides using stock weapons? Is this the reason why you are loading the stock REP side in your .lua file? Did you do a clean installation of the game after you uninstalled BFX 1.0?

The "blue hologram thing," the Blaster Carbines, and the new Clone Commander are part of the 1.3 patch which was included in the Conversion Pack 2.0. Having BFX 2.2 doesn't affect anything since it has its own eras.

All these things shouldn't affect your sides unless you are using stock weapons. So what exactly is the problem?
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agzilla123
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Re: A few questions about modifications and their effects.

Post by agzilla123 »

My problem is that there are changes that I did not make appearing on my map, and these changes appear after I have modified Battlefront 2 with some large modification, such as BFX 1.0 or the Conversion Pack 2.0 My sides are using stock weapons if weapons from the assets which have slight modifications 9such as amount of ammo) are considered stock weapons. I am loading the stock REP side in my .lua file becasue that is what the, "Jedi Creation," document said to do and I was not aware that this was a problem. I did not do a clean installation of the game after I uninstalled BFX 1.0.

True, BFX 2.2 will not cause the problem based on what you said, or at least, it will not cause it directly. However, since BFX 2.2 needs the Conversion Pack to run, both are intertwined, and from the point of view of someone who installed them both in the same half hour, and than a day later went to try his map only to find that it was different than when he had left it, it appears that BFX 2.2 and or the Conversion Pack might be the problem.

We now know that the Conversion Pack must be causing this.

This problem is very irratating to me because I am apparently the only one who has experienced it (not postive of this, but based on the comments of this thread) and this should not be the case, as I know I am not the only one who downloaded the Conversion Pack, enjoys it (a lot :D ), and also makes mods. Also, i am curious as to know why something like this was not said in the, "Jedi Creation documentation."

Apparently, stock weapons are bad. I would now like to know:

A. Why would stock weapons cause this problem

B. What can I do to fix this (Munging again is not working for me.)

Any help would be appreciated.
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Maveritchell
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Re: A few questions about modifications and their effects.

Post by Maveritchell »

What exactly is the problem? You still haven't said.

You know, I'm sure - because I'm sure you took the time to read what you were installing - that the 1.3 patch (which comes with the Conversion Pack) makes visual changes (and visual changes only) to the stock sides.

Anything that uses stock sides will look a little different than normal, which is of course described in the mods' documentation. Please make sure you read it through.
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agzilla123
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Re: A few questions about modifications and their effects.

Post by agzilla123 »

I did know this Maveritchell, but I never made the connection that because I referenced the stock sides in the .lua file, it would cause the visual changes on my modded map. I thank everyone who has responded on this thread and who has helped me out with this problem.

I still have a few question, however.

1. Is there any other way, besides uninstalling the patch, that will allow me to continue modding my map efficiently, so that the changes I see are really the changes that are there?

2. Will other people have the exact same Issues I do if they had the 1.3 patch and my map installed in Battlefront 2?

Any help would be appreciated.
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Re: A few questions about modifications and their effects.

Post by AQT »

I'm not sure, but since Mace Windu the only unit from the stock REP side being used (according to your .lua file), try deleting these lines

Code: Select all

"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_engineer",
to see if it makes a difference.
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Maveritchell
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Re: A few questions about modifications and their effects.

Post by Maveritchell »

agzilla123 wrote:1. Is there any other way, besides uninstalling the patch, that will allow me to continue modding my map efficiently, so that the changes I see are really the changes that are there?

2. Will other people have the exact same Issues I do if they had the 1.3 patch and my map installed in Battlefront 2?

Any help would be appreciated.
Any changes you make will be the changes that are there. It's that simple. The reason you see "changes" is because your stock sides are different. Any time you reference the stock sides, they will always be the stock sides.

If I made my stock sides have a droideka as the clone rifleman, anytime a map uses a clone rifleman, whether it's a mod map, a stock map, or anything else, I'll see a droideka. That's how a sides mod works. It replaces stock sides.
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Re: A few questions about modifications and their effects.

Post by ThePanda »

There isn't any sort of mysterious behavior with your sides, it's because you're referencing the stock sides, of which have had a 'visual upgrade' through the conv. pack or BFX (whichever).

If you want normal sides back, go through the process of creating custom sides for your map, and in the lua reference them as

Code: Select all

ReadDataFile("dc:SIDE\\rep.lvl"
and

Code: Select all

ReadDataFile("dc:SIDE\\cis.lvl"
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agzilla123
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Re: A few questions about modifications and their effects.

Post by agzilla123 »

I am sorry about this late reply and I am also sorry to say that I am a bit confused. I looked at the Custom Sides: How To in the Everything you need to know thread, and I followed what it said to do, or at least I think I did, and changed the information in my .lua file. I am afraid that I do not understand what you mean ThePanda, as the only place I can see to put that in is where the game loads the stock sides, and since I am trying to change my map so that it does not load stock sides, this does not make a lot of sense to me. I am not really sure where I went wrong.

Here si my current .lua file:
Hidden/Spoiler:
--
-- 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()
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")

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

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:sound\\age.lvl;agecw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_engineer",
"rep_hero_macewindu",
"rep_walk_atte")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
--"cis_hover_stap",
"cis_walk_spider")

ReadDataFile("dc:SIDE\\cge.lvl",
"cge_inf_battledroid",
"cge_inf_pilotdroid",
"cge_inf_securitydroid",
"cge_inf_commanddroid",
"cge_inf_clonetrooper",
"cge_inf_clonesergant",
"cge_inf_clonelieutenant",
"cge_inf_clonecaptain",
"cge_inf_clonecommander",
"cge_inf_clonepilot",
"cge_inf_clonecommando",
"cge_inf_arcprudii")

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

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

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 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", 9)
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{

rep = {
team = REP,
units = 56,
reinforcements = 150,
soldier = { "cge_inf_clonetrooper",10, 25},
assault = { "cge_inf_clonesergant",1, 4},
engineer = { "cge_inf_clonelieutenant",1, 4},
sniper = { "cge_inf_clonecaptain",1, 4},
officer = {"cge_inf_clonecommander",1, 4},
special = { "cge_inf_clonepilot",1, 4},
commando = { "cge_inf_clonecommando",1, 4},
arctrooper = { "cge_inf_arcprutii",1, 4}

},
cis = {
team = CIS,
units = 56,
reinforcements = 150,
soldier = { "cge_inf_battledroid",10, 25},
assault = { "cge_inf_pilotdroid",1, 4},
engineer = { "cge_inf_securitydroid",1, 4},
sniper = { "cge_inf_commanddroid",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},

}
}

AddUnitClass(REP,"cge_inf_clonetrooper",10, 25)
AddUnitClass(REP,"cge_inf_clonesergant",1, 4)
AddUnitClass(REP,"cge_inf_clonelieutenant",1, 4)
AddUnitClass(REP,"cge_inf_clonecaptain",1, 4)
AddUnitClass(REP,"cge_inf_clonecommander",1, 4)
AddUnitClass(REP,"cge_inf_clonepilot",1, 4)
AddUnitClass(REP,"cge_inf_clonecommando",1, 4)
AddUnitClass(REP,"cge_inf_arcprudii",1, 4)


SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")


-- 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
SetTeamName(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
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("dc:AGE\\geo1.lvl", "geo1_conquest")

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", "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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

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_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_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


I apologize for my lack of knowledge in terms of how these files work.

Any help would be appreciated.
User avatar
Maveritchell
Jedi Admin
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Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: A few questions about modifications and their effects.

Post by Maveritchell »

So what are you trying to do? Tell us exactly. Are you making a new side, and you think files are getting overwritten? Are you still just confused about what the 1.3 patch does?
User avatar
[RDH]Zerted
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Re: A few questions about modifications and their effects.

Post by [RDH]Zerted »

agzilla123 wrote:-A blue hologram-like background now is behind where basic weapon information is shown and behind the reinforcement count.
That is the new HUD (from v1.2). The menu.bat from v1.3 has an option to remove it. You can use the menu to remove the side changes as well.
User avatar
agzilla123
First Lance Corporal
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Posts: 135
Joined: Sun Aug 03, 2008 11:20 am

Re: A few questions about modifications and their effects.

Post by agzilla123 »

Once again, I am sorry for the late reply.

To Maveritchell: Well, I am no longer confused about what the 1.3 patch does. What I am confused about is how to change my .lua file to make it a custom side instead of just replacing the stock sides. ThePanda gave some instructions but I do not understand exactly why you would do that becasue the only place you can do that is when the game is loading the stock sides, and these are the sides that I do not want to appear. I looked at the, "Custom Sides: How To," thread in the FAQ section of the forums and did what it said. However, I got no changes. I guess it comes down to the fact that I need more instructions on how to change my .lua file to make it load custom sides into the game, as my confusion is leading me to get poor results and I can not figure out what I am doing wrong.

My current .lua file is in my last post if that helps to figure out what I am doing wrong.

To [RDH]Zerted: Thank you for telling me this, as I was wondering if there was a way to get rid of the HUD. (although now, I kind of like it :D )

Any help would be appreciated, and happy holidays :D .
User avatar
agzilla123
First Lance Corporal
First Lance Corporal
Posts: 135
Joined: Sun Aug 03, 2008 11:20 am

Side problems

Post by agzilla123 »

There isn't any sort of mysterious behavior with your sides, it's because you're referencing the stock sides, of which have had a 'visual upgrade' through the conv. pack or BFX (whichever).

If you want normal sides back, go through the process of creating custom sides for your map, and in the lua reference them as
Code:
ReadDataFile("dc:SIDE\\rep.lvl"
and
Code:
ReadDataFile("dc:SIDE\\cis.lvl"
This was quoted from ThePanda.

Basically, after downloading the Conversion Pack 2.0, I found out that the 1.3 patch that was installed with the Conversion pack caused, "visual changes," to be implemented in my map, changes that I never made. This is what the problem is. According to the message above as well as a bunch of other peoples messages, by making a custom side, these changes will disappear and my map's units will look like they should. I followed the, "custom Sides: How To," guide in the FAQ section, but I got no results at all. Here is my .lua file:
Hidden/Spoiler:
--
-- 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()
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")

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

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:sound\\age.lvl;agecw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_engineer",
"rep_hero_macewindu",
"rep_walk_atte")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
--"cis_hover_stap",
"cis_walk_spider")

ReadDataFile("dc:SIDE\\cge.lvl",
"cge_inf_battledroid",
"cge_inf_pilotdroid",
"cge_inf_securitydroid",
"cge_inf_commanddroid",
"cge_inf_clonetrooper",
"cge_inf_clonesergant",
"cge_inf_clonelieutenant",
"cge_inf_clonecaptain",
"cge_inf_clonecommander",
"cge_inf_clonepilot",
"cge_inf_clonecommando",
"cge_inf_arcprudii")

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

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

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 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", 9)
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{

rep = {
team = REP,
units = 56,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",10, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 56,
reinforcements = 150,
soldier = { "cge_inf_battledroid",10, 25},
assault = { "cge_inf_pilotdroid",1, 4},
engineer = { "cge_inf_securitydroid",1, 4},
sniper = { "cge_inf_commanddroid",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},

}
}

AddUnitClass(REP,"cge_inf_clonetrooper",10, 25)
AddUnitClass(REP,"cge_inf_clonesergant",1, 4)
AddUnitClass(REP,"cge_inf_clonelieutenant",1, 4)
AddUnitClass(REP,"cge_inf_clonecaptain",1, 4)
AddUnitClass(REP,"cge_inf_clonecommander",1, 4)
AddUnitClass(REP,"cge_inf_clonepilot",1, 4)
AddUnitClass(REP,"cge_inf_clonecommando",1, 4)
AddUnitClass(REP,"cge_inf_arcprudii",1, 4)



SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")


-- 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
SetTeamName(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
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("dc:AGE\\geo1.lvl", "geo1_conquest")

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", "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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

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_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_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
After I got information on this topic in another forum thread and P.M.s as well, I thought I could get it running the right way. Apparently, I was wrong.

Any help would be appreciated.

Topics merged -Staff
YaNkFaN
Field Commander
Field Commander
Posts: 943
Joined: Sat Dec 13, 2008 8:17 am

Re: Side problems

Post by YaNkFaN »

ReadDataFile("SIDE\\rep.lvl",

ReadDataFile("SIDE\\cis.lvl",

needs to be changed to

ReadDataFile("dc:SIDE\\rep.lvl",


ReadDataFile("dc:SIDE\\cis.lvl",

try that and see if it works
User avatar
agzilla123
First Lance Corporal
First Lance Corporal
Posts: 135
Joined: Sun Aug 03, 2008 11:20 am

Re: A few questions about modifications and their effects.

Post by agzilla123 »

I now have an immediate crash to desktop. Here is my error log:
Hidden/Spoiler:
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:sound\age.lvl;agecw

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\rep.lvl

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\cis.lvl

Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "cis_inf_droid_exp" missing effect "cis_sfx_droid_explosion"

Message Severity: 3
.\Source\EntitySoldier.cpp(10505)
EntitySoldier "cge_inf_battledroid" missing animation bank "bdroid"

Message Severity: 3
.\Source\EntitySoldier.cpp(10536)
EntitySoldier "cge_inf_battledroid" missing lowres animation bank "bdroidlz"

Message Severity: 3
.\Source\EntityGeometry.cpp(666)
Entity "cge_inf_battledroid" missing chunk geometry "bdroid_chunk1"
Also, here is my current .lua file:
Hidden/Spoiler:
--
-- 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()
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")

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

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:sound\\age.lvl;agecw")
ReadDataFile("dc:SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_engineer",
"rep_hero_macewindu",
"rep_walk_atte")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
--"cis_hover_stap",
"cis_walk_spider")

ReadDataFile("dc:SIDE\\cge.lvl",
"cge_inf_battledroid",
"cge_inf_pilotdroid",
"cge_inf_securitydroid",
"cge_inf_commanddroid",
"cge_inf_clonetrooper",
"cge_inf_clonesergant",
"cge_inf_clonelieutenant",
"cge_inf_clonecaptain",
"cge_inf_clonecommander",
"cge_inf_clonepilot",
"cge_inf_clonecommando",
"cge_inf_arcprudii")

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

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

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 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", 9)
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{

rep = {
team = REP,
units = 56,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",10, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 56,
reinforcements = 150,
soldier = { "cge_inf_battledroid",10, 25},
assault = { "cge_inf_pilotdroid",1, 4},
engineer = { "cge_inf_securitydroid",1, 4},
sniper = { "cge_inf_commanddroid",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},

}
}

AddUnitClass(REP,"cge_inf_clonetrooper",10, 25)
AddUnitClass(REP,"cge_inf_clonesergant",1, 4)
AddUnitClass(REP,"cge_inf_clonelieutenant",1, 4)
AddUnitClass(REP,"cge_inf_clonecaptain",1, 4)
AddUnitClass(REP,"cge_inf_clonecommander",1, 4)
AddUnitClass(REP,"cge_inf_clonepilot",1, 4)
AddUnitClass(REP,"cge_inf_clonecommando",1, 4)
AddUnitClass(REP,"cge_inf_arcprudii",1, 4)



SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")


-- 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
SetTeamName(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
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("dc:AGE\\geo1.lvl", "geo1_conquest")

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", "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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

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_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_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
Did I put the, "dc's," is right? I am pretty sure I did, but still........If I did, I do not know why I am getting the errors I am getting.

Any help would be appreciated.
fiddler_on_the_roof
1st Lieutenant
1st Lieutenant
Posts: 460
Joined: Wed Nov 12, 2008 5:28 pm
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Re: A few questions about modifications and their effects.

Post by fiddler_on_the_roof »

I could be wrong, but isn't there a limit for number of teams? I thought there was, and it was like 3-4 or something.

Or is there no limit?
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: A few questions about modifications and their effects.

Post by Maveritchell »

fiddler_on_the_roof wrote:I could be wrong, but isn't there a limit for number of teams? I thought there was, and it was like 3-4 or something.

Or is there no limit?
The limit is 8 or 9 or 10, can't remember. But that's not the problem, the problem is that his custom sides don't exist, according to the game. You've got to check to make sure you know how to create custom sides, and make sure that they're being munged (should have the side .lvls in your map's addon folder\data\_lvl_pc\side).
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