Page 4 of 7

Re: WIP: Deneba: Mount Meru

Posted: Fri Oct 01, 2010 7:17 pm
by darthtyren
Fiodis wrote:It will probably need a commandhover memorypool. Search it.
Alright, I'll get back to you all on that.

OK, well the walkers work, but the hovernaut is a custom-made vehicle, and the tutorial I looked at is for shipped vehicles. What do I do?

Re: WIP: Deneba: Mount Meru

Posted: Fri Oct 01, 2010 8:12 pm
by CressAlbane
Well, you could add it the same way as other vehicles but just load it from your custom side (the dc: in the lua)
Use a vehicle spawn and edit your memorypools!

Re: WIP: Deneba: Mount Meru

Posted: Fri Oct 01, 2010 9:15 pm
by darthtyren
CressAlbane wrote:Well, you could add it the same way as other vehicles but just load it from your custom side (the dc: in the lua)
Use a vehicle spawn and edit your memorypools!
You obviously don't think I am smart enough to figure that out. I know all that, but the hovernaut is a custom vehicle. I don't know how to load a custom vehicle.

Re: WIP: Deneba: Mount Meru

Posted: Fri Oct 01, 2010 9:48 pm
by CressAlbane
Eh?
I just explained the difference between a custom vehicle and stock vehicle.
Well, you could add it the same way as other vehicles but just load it from your custom side (the dc: in the lua)
Use a vehicle spawn and edit your memorypools!
This has worked multiple times for me, testing flyers of custom models in custom sides.

Code: Select all

ReadDataFile("dc:SIDE\\all.lvl",
"all_hover_hovernaut") or whatever the codename is
And put it in your vehicle spawn.

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 02, 2010 7:38 am
by darthtyren
CressAlbane wrote:Eh?
I just explained the difference between a custom vehicle and stock vehicle.
Well, you could add it the same way as other vehicles but just load it from your custom side (the dc: in the lua)
Use a vehicle spawn and edit your memorypools!
This has worked multiple times for me, testing flyers of custom models in custom sides.

Code: Select all

ReadDataFile("dc:SIDE\\all.lvl",
"all_hover_hovernaut") or whatever the codename is
And put it in your vehicle spawn.
I'm sorry, but why couldn't you say it like that in the first post? Also, where in the lua do I put it?

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 02, 2010 8:29 am
by acryptozoo
darthtyren wrote: I'm sorry, but why couldn't you say it like that in the first post? Also, where in the lua do I put it?
it goes in this part
Hidden/Spoiler:
eadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_pilot",
"all_hero_luke_pilot",
"all_hover_hovernaut"

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 02, 2010 9:02 am
by darthtyren
It already is there.

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 02, 2010 10:37 am
by THEWULFMAN
acryptozoo wrote: readDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_pilot",
"all_hero_luke_pilot",
"all_hover_hovernaut"
it should look like this, since the hovernaut is a custom vehicle, its not going to be in the stock sides, and this is written as a stock side configuration, it should look like this

Code: Select all

    ReadDataFile("SIDE\\all.lvl",
                    "all_inf_rifleman",
                    "all_inf_rocketeer",
                    "all_inf_sniper",
                    "all_inf_engineer",
                    "all_inf_officer",
                    "all_inf_pilot",
                    "all_hero_luke_pilot",  
    ReadDataFile("dc:SIDE\\all.lvl",
                    "all_hover_hovernaut"
because he needs to load it from his addon folder, maybe someone here should know a bit more about modding before haveing to ask us, check the FAQ often
http://www.gametoast.com/forums/viewtop ... 27&t=13806
especially this thread
on custom sides, remember to reference the hovernaut in your sides req
http://www.gametoast.com/forums/viewtop ... 27&t=12729

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 02, 2010 11:18 am
by darthtyren
It's still not loading. IDK what's going on at all.

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 02, 2010 11:22 am
by Fiodis
Post your lua and any severity: 3 errors you might be getting. If this problem persists much longer, you may want to just open a thread in the modding forum.

And for the record,
darthtyren wrote:I'm sorry, but why couldn't you say it like that in the first post?
To me that came off as a bit snappish. You ought to be thanking him for helping you at all, not complaining about his help. I've had many of my own errors go completely unaddressed - be thankful that someone at least replied to you.

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 02, 2010 11:31 am
by THEWULFMAN
darthtyren wrote:It's still not loading. IDK what's going on at all.
did you create a custom side for it, just wondering...... also remember if you did make a custom side, that ALL of the files need are in there respective folderrs, .msh and .option and .tga files go in the msh folder, odfs in the odf folder and reqs in the req folder, not trying to make you out to be a noob, but adding vehicles isnt something is that big, in my opion that is, but your new i think so its understandable.

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 02, 2010 12:20 pm
by darthtyren
This is my lua. And I didn't get any errors the last time I munged.
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


ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_luke_jedi")
ReadDataFile("dc:SIDE\\all.lvl",
"all_hover_hovernaut")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_fly_destroyer_dome",
"imp_walk_atst")

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

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "all_hero_luke_jedi")
SetHeroClass(IMP, "imp_hero_darthvader")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 1) -- 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("CommandHover", 1)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:DEN\\DEN.lvl", "DEN_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
--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

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 02, 2010 1:20 pm
by CressAlbane
did you create a custom side for it

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 02, 2010 3:10 pm
by THEWULFMAN
CressAlbane wrote:
did you create a custom side for it
Seriously? did you?

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 02, 2010 4:55 pm
by darthtyren
Yes, I did. That was the first thing to get done after I downloaded the vehicle. Should there be files in the 'munged' folder after I munge the side?

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 02, 2010 5:07 pm
by CressAlbane
Yes.
If you mean the MUNGED folder for that side.

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 02, 2010 5:31 pm
by darthtyren
Then I don't understand why there isn't any in there.

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 02, 2010 5:37 pm
by CressAlbane
Post the contents of your ALL side folder.

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 02, 2010 5:52 pm
by darthtyren
Inside a folder labeled 'all':
-A folder labeled 'msh'
->All tga's, msh's, and option's required
-A folder labeled 'munged'
->Absolutely nothing
-A folder labeled 'odf'
->All required odf's
-A folder labeled 'req'
->A folder labeled 'FPM'
-->Absolutely nothing
->A req file labeled 'all_hover_hovernaut'
-A req file labeled 'hovernaut'

Re: WIP: Deneba: Mount Meru

Posted: Sat Oct 02, 2010 6:07 pm
by CressAlbane
You need the Animations for the Hovernaut in the MUNGED folder. Sorry, my mistake earlier...
The all_hover_hovernaut.req should be in the REQ folder.
You should have an all.req file here in the main ALL folder that looks like this:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"lvl"
"all_hover_hovernaut"
}
}[/code]