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I'm alone...

Posted: Sat Jul 22, 2006 9:50 pm
by MartinK
This IS a modding question (maybe you didn't think so because of the title, hehe):

I'm making a map, and I deleted the CPs that came automatically, I added new ones and they work in-game, but there isn't any A.I unit on the map! Can somebody please help me?

Thanks in advance.

RE: I

Posted: Sun Jul 23, 2006 2:51 am
by Linus
I'm no master on modding, but I think that you have to fix something in the LUA... :?

- Linus

RE: I

Posted: Sun Jul 23, 2006 3:49 am
by [RDH]Zerted
Yes, post your map's Lua

RE: I

Posted: Sun Jul 23, 2006 9:49 am
by MartinK
If you meant the XXXc_con.lua, here it is:

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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


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"}


--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: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(30)
SetMaxPlayerFlyHeight (30)

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\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_walk_atte")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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 = 240
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 22)
SetMemoryPoolSize("EntityFlyer", 30)
SetMemoryPoolSize("EntityHover", 20)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 20)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("Navigator", 49)
SetMemoryPoolSize("Obstacle", 760)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("SoundSpaceRegion", 46)
SetMemoryPoolSize("TreeGridStack", 500)
SetMemoryPoolSize("UnitAgent", 49)
SetMemoryPoolSize("UnitController", 49)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:URD\\URD.lvl", "URD_conquest")
ReadDataFile("dc:URD\\URD.lvl", "URD_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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)

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

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end


Another question, where do I have to add the vehicles on that .lua?

RE: I

Posted: Sun Jul 23, 2006 9:58 am
by Hebes24
Under ReadDataFile("SIDE\\***.lvl")

Posted: Sun Jul 23, 2006 10:20 am
by Squirrel7Hunter
Do u have all 5 cps in ze?

also to get your atte to spawn

-- Level Stats
-- ClearWalkers() <--take out these (--) infront of clearwalkers
AddWalkerType(0, 4) -- 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) <-replace the 0 with a 1

Posted: Sun Jul 23, 2006 10:32 am
by Ipodzanyman
How did you delete the default cps? :?:

Posted: Sun Jul 23, 2006 10:37 am
by MartinK
I did what you said, but the vehicle doesn't spawn in-game, and I added the vehicle spawn in Z.E too, did I have to add "rep_walk_atte" under the ClassRepATK field??

Edit: change the layer from 'base' to [whatever your game mode is] (ex: conquest)

Posted: Sun Jul 23, 2006 10:47 am
by Hebes24
Ipodzanyman wrote:How did you delete the default cps? :?:
You go into the conquest layer, go into object editong mode, select the cp's and press the delete button. :?

Posted: Sun Jul 23, 2006 12:13 pm
by -_-
you didnt set a memorypool for commandwalker.

Posted: Sun Jul 23, 2006 5:01 pm
by Ipodzanyman
Oh, thanks I thought I could edit that in base...

Posted: Sun Jul 23, 2006 6:39 pm
by MartinK
-_- wrote:you didnt set a memorypool for commandwalker.

Could you please tell me what I have to do/add? I didn't see that on the Docs...

Posted: Sun Jul 23, 2006 10:30 pm
by -_-
Woot! posted the same thing twice in the same forum :D
SetMemoryPoolSize("CommandWalker", X)
X being the number of ATTEs/ATATs on ur map.

Posted: Sun Jul 23, 2006 10:47 pm
by MartinK
Thanks, -_-, Im trying it now... Hope it works...

A Semi-OffTopic question: When I modify the .lua file do I have to munge too?

Posted: Sun Jul 23, 2006 10:55 pm
by -_-
yes. After u edited ANYTHING, you need to re-munge for it to work.

Posted: Sun Jul 23, 2006 10:59 pm
by MartinK
Nope, I munged, and the AT-TE didn't show up, maybe I'm adding the 'SetMemoryPoolSize("CommandWalker", X)' on the wrong place?

I changed the X for a 1, btw..

Posted: Sun Jul 23, 2006 11:03 pm
by -_-
you didnt load rep_walk_atte in ur side loadout either..

Posted: Sun Jul 23, 2006 11:07 pm
by MartinK
and that means???

Sorry for all the question, but on the Docs, in the part about spawning vehicles I didn't see anythinkg about adding them to the .lua or in the SIDE folder, or whatever...-

Posted: Sun Jul 23, 2006 11:11 pm
by -_-
woops, nvm, my bad. You did load it.
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
this might be the problem. Afterall, if I remember right, 2nd number should be a 2.

Posted: Sun Jul 23, 2006 11:20 pm
by MartinK
Weird... Squirrel7Hunter told me to put a 1 there...