Mygeeto Problems
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OOM-9
Mygeeto Problems
Ok I am using this ONE topic to debug my map instead of making multiples.
For somereason my CPs will not be capturable... I am a veteran modder for both SWBF1 and SWBF2, and I have setup the CPs propperly, added the spawn path and cpature region, double checked thier names, etc.
What am I forgetting? They are ignoring thier regions, it's annoying.
Also my AI are no longer spawning... I had fixed it for a couple munges by doing a clean munge, but that doesn't work now.
~OOM-9
For somereason my CPs will not be capturable... I am a veteran modder for both SWBF1 and SWBF2, and I have setup the CPs propperly, added the spawn path and cpature region, double checked thier names, etc.
What am I forgetting? They are ignoring thier regions, it's annoying.
Also my AI are no longer spawning... I had fixed it for a couple munges by doing a clean munge, but that doesn't work now.
~OOM-9
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OOM-9
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- Gametoast Staff

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Big_rich
--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"}
--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:Start()
that stuff in your lua needs to be right, the part with "adds CPS to the objective" needs to be correct also. That parts makes the AI see the cps as things that need to be captured. If you've added more than the standard 4 cps you need to add them to the lua in the same format.
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--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:Start()
that stuff in your lua needs to be right, the part with "adds CPS to the objective" needs to be correct also. That parts makes the AI see the cps as things that need to be captured. If you've added more than the standard 4 cps you need to add them to the lua in the same format.
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Squirrel7Hunter
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theguarder
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Big_rich
theguarder then what else could it be? The lua controls everything about the cp's . if the regions are correct then why wont AI go for the cps? But Nig_RIch is a classic.
OOM: Try deleting all regions associated with the cps, saving the map in ZE, then remaking the regions. I,once had a correpted .rgn file, with the same results as you have. Also try deleting the .rgn file associated with that layer and load up ZE, you'll get errors. But, correct me if I'm wrong, ZE will rebuild the file.(Try it's been awhile since I've hurt my regions). Another obvious thing, check your req file make sure the layer is loading. Check To make sure the regions are in the same layer as the cps. On the conquest layer. I relize these are obvious things, but all could cause this problem.
Have you done any custom scripting in the lua interfering with the conquest objective? And lastly what does your bf2modtools log say?
Also, do you have any ZE barriers up preventing the ai from reaching the goal? Which, in this case would be a cp.
OOM: Try deleting all regions associated with the cps, saving the map in ZE, then remaking the regions. I,once had a correpted .rgn file, with the same results as you have. Also try deleting the .rgn file associated with that layer and load up ZE, you'll get errors. But, correct me if I'm wrong, ZE will rebuild the file.(Try it's been awhile since I've hurt my regions). Another obvious thing, check your req file make sure the layer is loading. Check To make sure the regions are in the same layer as the cps. On the conquest layer. I relize these are obvious things, but all could cause this problem.
Have you done any custom scripting in the lua interfering with the conquest objective? And lastly what does your bf2modtools log say?
Also, do you have any ZE barriers up preventing the ai from reaching the goal? Which, in this case would be a cp.
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OOM-9
Big_rich wrote:theguarder then what else could it be? The lua controls everything about the cp's . if the regions are correct then why wont AI go for the cps? But Nig_RIch is a classic.
OOM: Try deleting all regions associated with the cps, saving the map in ZE, then remaking the regions. I,once had a correpted .rgn file, with the same results as you have. Also try deleting the .rgn file associated with that layer and load up ZE, you'll get errors. But, correct me if I'm wrong, ZE will rebuild the file.(Try it's been awhile since I've hurt my regions). Another obvious thing, check your req file make sure the layer is loading. Check To make sure the regions are in the same layer as the cps. On the conquest layer. I relize these are obvious things, but all could cause this problem.
Have you done any custom scripting in the lua interfering with the conquest objective? And lastly what does your bf2modtools log say?
Also, do you have any ZE barriers up preventing the ai from reaching the goal? Which, in this case would be a cp.
Hrm, well no to the barrier question, I have triple checked my regions AND recreated the regions.
However... everything is in my [base] layer, CPs, Regions, Objects... etc.
Do the CPs/Regions have to be on the conquest layer? I though layers were to simply add more levels and game types...
ANd if that is the issue, why are the CPs working at all then? Plus the droids all run to the nuetral CP and hover there, AI use the snipe nodes, but the clones all run back thier primary spawn and huddle.... it's annoying
~OOM-9
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OOM-9
P.S. here is my LUA
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"}
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()
SetUberMode(1);
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(100)
SetMaxPlayerFlyHeight (100)
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\\myg1.lvl;myg1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_fly_assault_dome",
"rep_inf_myg_rifleman",
"rep_inf_myg_rocketeer",
"rep_inf_myg_engineer",
"rep_inf_myg_jettrooper",
"rep_inf_myg_sniper",
"rep_inf_myg_officer",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_hero_kiyadimundi")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_aat",
"cis_fly_gunship_dome",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous")
ReadDataFile("dc:SIDE\\atxt.lvl",
"rep_walk_atxt")
ReadDataFile("SIDE\\Imp.lvl",
"Imp_walk_atst")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_recoilless_lg")
SetupTeams{
rep={
team = REP,
units = 100,
reinforcements = 200,
soldier = {"rep_inf_myg_rifleman", 9, 25},
assault = {"rep_inf_myg_rocketeer", 1, 4},
engineer = {"rep_inf_myg_engineer", 1, 4},
sniper = {"rep_inf_myg_sniper", 1, 4},
officer = {"rep_inf_myg_officer", 1, 4},
special = {"rep_inf_myg_jettrooper", 1, 4},
},
cis={
team = CIS,
units = 100,
reinforcements = 200,
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},
}
}
-- Hero Setup Section --
SetHeroClass(REP, "rep_hero_kiyadimundi")
SetHeroClass(CIS, "cis_hero_grievous")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 4) -- 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:MYG\\MYG.lvl", "MYG_conquest")
ReadDataFile("dc:MYG\\MYG.lvl", "MYG_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\\myg1.lvl", "myg1")
OpenAudioStream("sound\\myg1.lvl", "myg1")
OpenAudioStream("sound\\myg1.lvl", "myg1_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
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Big_rich
well, I'm not 100% sure if the cp's need to be in that conquest layer. I've never taken them out of it. I beleive that might be something you should revert back to though, just for testing. Also, try commenting out the cp5. Again, correct me if I'm wrong, but if the cp isn't localized it will cause havok with the map.
Try something simpe first though. In ZE hit gamemode, then update req. then munge and try. The more I think about it the more it seems to me that you are going to need to put the cp's back into the conquest layer. The shipped worlds have everything in the layers, such as cp's in conquest, flags in ctf.. etc..etc. Again, have you run a bf2modtools log yet. It might explain itself in the log file.
Try something simpe first though. In ZE hit gamemode, then update req. then munge and try. The more I think about it the more it seems to me that you are going to need to put the cp's back into the conquest layer. The shipped worlds have everything in the layers, such as cp's in conquest, flags in ctf.. etc..etc. Again, have you run a bf2modtools log yet. It might explain itself in the log file.
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^_^face
- [RDH]Zerted
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It doesn't matter what layer the CPs are in as long as their regions are in the same layer and that layer is included in the game mode or common to all game modes.
"CP4 = CommandPost:New{name = "CP4"}" and "conquest:AddCommandPost(CP4)" only setup ticket bleeds. That is why they are used. If you don't want the CP to have a ticket bleed, don't put it in the Lua.
Try setting the Clone's AI goal to attacking.
"CP4 = CommandPost:New{name = "CP4"}" and "conquest:AddCommandPost(CP4)" only setup ticket bleeds. That is why they are used. If you don't want the CP to have a ticket bleed, don't put it in the Lua.
Try setting the Clone's AI goal to attacking.
