Bit of a dilemma

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danrosen

Bit of a dilemma

Post by danrosen »

You see, I've basically transferred the Geonosis Conquest to a moddable map, with the same terrain, world, sky and all that jazz. I've got all that set up, as well as the mini-map and such. I can spawn fine, the local Geonosians can spawn fine but the Republic and CIS bots DON'T. I'm also using the Mission LUA from Geonosis conquest, and I've done all the
ReadDataFile("dc:EE4\\EE4.lvl", "EE4_conquest")
stuff as well. I just don't understand what the problem is. I've made sure all the right stuff is in the conquest layer and I even re-placed all the CPs. I tried replacing the spawn path of cp1 to see if that would work but no. Any help?
fat_walrus

RE: Bit of a dilemma

Post by fat_walrus »

post your LUA, I need to see it thanks
danrosen

Post by danrosen »

Fair enough, bit long though. Hope you can pick out the important bits.

Code: Select all

--
-- 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("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("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  = { "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 = 28,
            reinforcements = 150,
            soldier  = { "cis_inf_rifleman",10, 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(REP, "rep_hero_macewindu")
    SetHeroClass(CIS, "cis_hero_countdooku")


    --  Attacker Stats
    
    SetTeamAsEnemy(ATT,3)
    SetTeamAsEnemy(3,ATT)

    --  Defender Stats
    
    SetTeamAsFriend(DEF,3)

    --  Local Stats
    SetTeamName(3, "locals")
    SetUnitCount(3, 7)
    AddUnitClass(3, "geo_inf_geonosian", 7)    
    SetTeamAsFriend(3, DEF)

    ReadDataFile("dc:EE4\\EE4.lvl", "EE4_conquest")

    SetDenseEnvironment("false")
    SetMinFlyHeight(-65)
    SetMaxFlyHeight(50)
    SetMaxPlayerFlyHeight(50)

    --  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\\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("SpawnDisplayUnitChange",       "shell_select_unit")
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter")
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit")


    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)
end

fat_walrus

Post by fat_walrus »

So you if you have already copied all the files and odfs, I don't know what is wrong. Did you add something to a file?
PvtParts
Jedi
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Post by PvtParts »

Something is wrong with the base maps being converted. Try manually doing it instead of just copying assets over. I too had a problem with that.
danrosen

Post by danrosen »

Hmm I didn't just rename all the files, a lot of them though, I really don't have a clue what the problem is. Perhaps PAN prevented the base maps from being converted properly 'coz they're evil :evil: lol seriously though I'm stumped
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Post by Qdin »

what did you rename? if you renamed the units, then the .LUA calls for .odf's which aren't there - considered that? :o
fat_walrus

Post by fat_walrus »

Just edit all those files to match them up with other files. Also edit the reqs (that will take a very long time)
danrosen

Post by danrosen »

I've found another bug, reinforcement count doesn't decrease when I die. And no I haven't renamed the units, just files in the world1 folder.
dreadlordnyax

Post by dreadlordnyax »

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"}
you should make these lower case, it may fix the spawning problem
PvtParts
Jedi
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Posts: 1001
Joined: Mon Apr 03, 2006 9:12 pm
Projects :: No Mod project currently.
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Location: plundering yer booty

Post by PvtParts »

Renaming is much more tricky than you suspect, which its why its smarter (though takes a lot longer) to do it manually.

Not only must you rename the individual map files, but also whereever they may be called. This can take a lot of time, but if you just copy things over it gets real messy, and will probably end in failure. I know this because I planned to make a map based of the base Geonosis world, and it was a disaster.

Though you can get custom sides working, and keep the base map the same, if you call for Geo.lvl from the DATA folder of BF2 (no dc:)
danrosen

Post by danrosen »

dreadlordnyax,
Those two command posts are actually in caps in zero editor, although I'm not sure why, but changing them to lower case still didn't make a difference.

PvtParts,
I tried calling for Geo.lvl like you said but still no change. I even took the geo1c_con mission lua from the assets folder and renamed it to EE4c_con but still no difference. This is getting slightly too odd, I may just decide to do it manually as you suggested. Thanks.
danrosen

Post by danrosen »

Argh! I made a new map and used the terrain and sky from Geonosis, got that working. Then I went and moved some CPs around and stuff and boom! Now after its loaded it shows the side select screen for about a second, then crashes to the desktop!
dreadlordnyax

Post by dreadlordnyax »

in that case you may need to change this part to reflect that (if your still working on this version):
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
either that or rename them in zeroed (to lower case).

from what i can remember from past examples, when the ai doesn't spawn its usually an issue with misnamed cps.
danrosen

Post by danrosen »

This isn't the problem any more,
danrosen wrote:I made a new map and used the terrain and sky from Geonosis, got that working. Then I went and moved some CPs around and stuff and boom! Now after its loaded it shows the side select screen for about a second, then crashes to the desktop!
I decided to scrap the old map
fat_walrus

Post by fat_walrus »

What does your new map lua say? (this happens a lot to me while I do many other things)
danrosen

Post by danrosen »

My new map lua. Oh and before you point it out, cp3 is for the geonosians.

Code: Select all

--
-- 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"}
    
    
    --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: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("dc:SIDE\\rep.lvl",
                             "rep_inf_ep3_marine",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_jettrooper",
                             "rep_hover_fightertank",
                             "rep_hero_macewindu",
                             "rep_hero_aalya",
                             "jed_sith_01")
    ReadDataFile("dc:SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_engineer",
                             "cis_inf_droideka",
                             "cis_hover_aat")
                             
    ReadDataFile("SIDE\\geo.lvl",
                             "gen_inf_geonosian")
                             
    ReadDataFile("SIDE\\tur.lvl", 
    			"tur_bldg_laser",
    			"tur_bldg_tower")          
                             
	SetupTeams{
	    rep = {
        	team = REP,
            	units = 28,
            	reinforcements = 150,
                soldier  = { "rep_inf_ep3_marine",8, 23},
                assault  = { "rep_inf_ep3_engineer",8, 23},
                engineer = { "rep_inf_ep3_jettrooper",6, 18},
                sniper   = { "rep_hero_aalya",0, 0},
                officer = {"rep_hero_macewindu",0, 0},
                special = { "",0, 0},
            
            },
            cis = {
                team = CIS,
                units = 28,
                reinforcements = 150,
                soldier  = { "cis_inf_engineer",10, 25},
                assault  = { "cis_inf_rifleman",10, 25},
                engineer = { "cis_inf_droideka",1, 4},
                sniper   = { "jed_sith_01",1, 1},
                officer = {"",0, 0},
                special = { "",0, 0},
            }
        }
   
    --  Local Stats
    SetTeamName(3, "locals")
    AddUnitClass(3, "geo_inf_geonosian", 7)
    SetUnitCount(3, 7)
    AddAIGoal(3, "Deathmatch", 100)
    SetTeamAsFriend(3, DEF)
    SetTeamAsEnemy(ATT,3)    
    SetTeamAsEnemy(3,ATT)
    SetTeamAsFriend(DEF,3)

    --  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 = 1024
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    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:EE4\\EE4.lvl", "EE4_conquest")
    ReadDataFile("dc:EE4\\EE4.lvl", "EE4_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

danrosen

Post by danrosen »

Hmm, could I send my map to somebody who can get the bfront2.log to work, I just can't get it to work, the little white box just closes while it says loading and no bfront2 file is made. Is there anybody who would be willing to use the debug with my (early) map? Thanks.
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[RDH]Zerted
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Projects :: Bos Wars AI - a RTS game
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Post by [RDH]Zerted »

In your SetupTeams section, there are three places you used empty units (officer = {"",0, 0},). Delete those lines.
danrosen

Post by danrosen »

Nope, that hasn't solved it. Didn't think it would, as I have some of those empty lines in one of my working maps.
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