I just added a ninth unit to the republic side, and now the units aren't spawning for either team, nor the two teams of locals. The locals I'm not too worried about, I haven't gotten them to spawn before, but the rep and cis have spawned before adding the ninth unit to the roster. I can still spawn, but the ai don't. Could someone please help me figure out why no units spawn, and help me fix it?
Thanks in advance!
Posted: Tue Jul 10, 2007 5:49 pm
by FOOLIS
have you cleaned?
Posted: Tue Jul 10, 2007 7:09 pm
by Commander_Cody771
What does cleaning do?
Posted: Wed Jul 11, 2007 1:05 am
by MercuryNoodles
How did you add this ninth unit in? It might help to see the lua, in this case. It could be as simple as a syntax error.
Posted: Wed Jul 11, 2007 1:22 am
by VF501
Check the amunt of each unit spawning and compare it to the max number of units per team. This also affects spawning.
Posted: Wed Jul 11, 2007 8:16 am
by Master Fionwë
Okay, here is the lua:
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.
---------------------------------------------------------------------------
--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(cp0)
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
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
Since I'm posting this, after finding out why the units aren't spawning, could you please help me with another problem. The jedi seem to be hostile to the republic, their cp is red.
EDIT: I have no idea why that smiley showed up. It's not in the script, there is an 8 and a ) there.
Oh, that's why.
EDIT2: I tried a clean, nothing. And now, not only does the ai still not spawn, but now the vehicles are decaying again, inside the correct control region.
Posted: Wed Jul 11, 2007 9:42 am
by Teancum
Make sure the actual name of a CP is cp0 in ZeroEdit and not CP0. Whatever is in quotes when defining CPs must be exactly how it's typed in Zero. Also, the REP are the attacking team, and you set team 3, the Jedi as enemies.
Posted: Wed Jul 11, 2007 10:56 am
by Master Fionwë
Okay, I'll check that. How do set the jedi as friendly to the rep, and the geonosians as enemies to them?
Posted: Wed Jul 11, 2007 1:48 pm
by Challenger33
Master Fionwë wrote:Okay, I'll check that. How do set the jedi as friendly to the rep, and the geonosians as enemies to them?
I have an idea, but I need to verify it (can someone verify that this is what needs to be changed). I think you need to add more SetTeamAsFriend Lines (and enemy) under the Locals Section and the Defender Section. I don't know if that is the problem, I have never done stuff like that before .
-:royal:
Posted: Wed Jul 11, 2007 4:12 pm
by Master Fionwë
Okay, the jedi cp is blue now. Thanks Challenger! But the ai still doesn't spawn. I can, though. @Teancum. It is cp0. Though cp2 and 8 are CP2 and CP8 in the ZE, but it won't let me change that. Could it be that? Or the way I added the ninth unit?
EDIT: I removed the ninth unit, and that was not the problem. I am getting a bit frustrated with this. I can not find anything that is wrong. I did a clean of the map and the common, but nothing works. I'm going to try a full clean, scripts, map, sides. Maybe that will fix the problem.
It's the same exact thing that happened in Bespin: Cloud City, in the conversion pack 1.75. Anyone know how that was fixed?
Posted: Wed Jul 11, 2007 6:12 pm
by Teancum
Yes, whatever your CPs are named in ZE, that's what you need to put in the quotations in your LUA. Basically the lua can't find CP2 or CP8 because it's looking for cp2 and cp8. If it can't find all the CPs no AI will spawn.
Posted: Wed Jul 11, 2007 6:39 pm
by Master Fionwë
Okay. I get it.
I did a complete clean, everything was done. Then I remunged it all. I go into the game, and no ai spawn again, even though I fixed the cp thing. So I just started messing around on the map, and tampering with the fake console. I hit the AI Clear Goal Conquest thing, and after about five seconds my atte started moving, and my ships taking off. I got in one and found the ai had spawned, but then it crashed. This was about ten minutes after starting the battle.
Could that be related at all to hitting that command in the console? Or was it just some freaky thing the game did, or related to the script?
Posted: Wed Jul 11, 2007 6:46 pm
by Teancum
Post your bfront2.log, but before you do put this at the bottom of your SetMemoryPool section of your lua. Otherwise it'll get flooded with messages
SetMemoryPoolSize("SoldierAnimation", 1500)
Posted: Wed Jul 11, 2007 8:32 pm
by Challenger33
Master Fionwë wrote:Okay, the jedi cp is blue now. Thanks Challenger!
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "TreeGridStack" is full; raise count to at least 369
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "TreeGridStack" is full; raise count to at least 370
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "PassengerSlot" is full; raise count to at least 1
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "PassengerSlot" is full; raise count to at least 2
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "PassengerSlot" is full; raise count to at least 3
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "PassengerSlot" is full; raise count to at least 4
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [HUGE] radius [6.03] in node [Hub52]
I've excluded a lot of the error log, it would take up way too much space. How much? This is hardly a dent in the whole thing.
I found out that the ai spawning was due to my activating the command AI Goal Conquest in the fake console. Could someone please tell me what this is, and how it works? Why would it have any effect on spawning?
Also, I found out that the crash was probably due to lag. I was experienceing some pretty bad lag when I made them spawn. I think 600 is a bit too much, though I'm not even sure if that's how many were on the field, since I can't even play the cis. This has been an issue since I put my custom rep in, but I've forgotten about it every time I have gotten on here. Doesn't bother me too much, since I never play as them, but it's probably something important to other people.
How to search your BFront2.log for severity 3 messages
Posted: Wed Jul 11, 2007 10:57 pm
by AceMastermind
Just ctrl+f in your BFront2.log and search for:
Message Severity 3
I see you have many of them in your log, have a look at those first and fix them, most of them are self explanatory as to what's wrong.
Posted: Wed Jul 11, 2007 11:01 pm
by Master Fionwë
Oky, sorry. Some of them are an issue though. I don't know why it can't find some of those animations, I think from the shaakti.combo and luminara.combo. But the combos are in the side, aayl, kiyadimundi, and anakin are also in the side, all the files, reqs, they are called for in the lua and in the rep.req, so there is no obvious reason why they should be an issue. Others I think I can fix, though. I'll try again. Be right back.
Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedSegment.cpp(338)
pcShaderSegment: shader Normal [0xe68b9c52] doesn't support vertexformat [0000]!
What does all this mean? sorry for the double post, but I need help with this.
It crashes on me now, while loading the map.
Posted: Thu Jul 12, 2007 1:33 pm
by MercuryNoodles
You can ignore basically all but the last error in the preceding post. It's a leftover from development. The final error, however, I've not seen before.