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Locals not spawning [Solved]

Posted: Sat Dec 19, 2009 6:12 am
by sampip
I had this problem before and now it's happenning all over again. Basically, I'm using some Bothans as locals and they aren't spawning. Everything else is, but they're not :(
My lua:
Hidden/Spoiler:
--
-- 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(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 ("SoldierAnimation", 800)
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\\wok.lvl",
"wok_inf_basic")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_327th_trooper_1",
"rep_inf_ep3_rocketeer",
"rep_inf_327th_trooper_2",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
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 = 32,
reinforcements = 150,
soldier = { "rep_inf_327th_trooper_1",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_327th_trooper_2",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 = 32,
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")

SetTeamName (3, "wookiees")
AddUnitClass (3, "all_inf_officer", 20)
SetUnitCount (20, 25)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)

-- 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:BHW\\BHW.lvl", "BHW_conquest")
ReadDataFile("dc:BHW\\BHW.lvl", "BHW_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
Please note that cp5 is the local command post.
Here is my error log:
Hidden/Spoiler:
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\Graphics\PC\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedStencilShadow.cpp(892)
No shadow data!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier cis_inf_caped_magnaguard has geometry collision
uf_updateClassIndex(): Added class: rep_inf_327th_trooper_1
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_327th_trooper_2
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_rocketeer
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: cis_inf_officer
uf_updateClassIndex(): Added class: cis_inf_droideka
uf_updateClassIndex(): Added class: cis_hero_darthmaul
uf_updateClassIndex(): Added class: rep_hero_anakin
uf_updateClassIndex(): Added class: all_inf_officer

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'fountain_halo' not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'fountain_halo' not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'fountain_halo' not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'fountain_halo' not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'nab_sfx_fountain' not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(684)
Aimer "nab_hover_gianspeeder BODY WEAPON1" mount node "gun_left" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(711)
Aimer "nab_hover_gianspeeder BODY WEAPON1" barrel node "barrel_left" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(753)
Aimer "nab_hover_gianspeeder BODY WEAPON1" fire node "hp_fire_2" is not a child of aimer node

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(684)
Aimer "(null)" mount node "gun_right" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(711)
Aimer "(null)" barrel node "barrel_right" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(753)
Aimer "(null)" fire node "hp_fire_3" is not a child of aimer node

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1641)
Mounted turret "nab_hover_gianspeeder TURRET1" node "turret_body" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(684)
Aimer "(null)" mount node "turret_aimer" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(711)
Aimer "(null)" barrel node "turret_barrel" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(753)
Aimer "(null)" fire node "hp_fire_1" is not a child of aimer node

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=e725af0b: trying to replace "bes2_bldg_skyway_ramp" with "bes2_bldg_skyway_ramp2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4a310290: trying to replace "bes2_bldg_c_mid1" with "bes2_bldg_c_mid11"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=e625ad78: trying to replace "bes2_bldg_skyway_ramp" with "bes2_bldg_skyway_ramp3"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=56648359: trying to replace "bes2_bldg_clock_tower" with "bes2_bldg_clock_tower1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=f166220c: trying to replace "bes2_bldg_skywaysupport" with "bes2_bldg_skywaysupport1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d791e47a: trying to replace "yav_prop_leaftree2" with "yav_prop_leaftree22"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4d310749: trying to replace "bes2_bldg_c_mid1" with "bes2_bldg_c_mid12"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4f310a6f: trying to replace "bes2_bldg_c_mid1" with "bes2_bldg_c_mid14"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=12b33cd2: trying to replace "bes2_bldg_16m_outerwall" with "bes2_bldg_16m_outerwall2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=98f61c8a: trying to replace "bes2_bldg_large_tower" with "bes2_bldg_large_tower1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d691e2e7: trying to replace "yav_prop_leaftree2" with "yav_prop_leaftree21"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=2b124dfb: trying to replace "yav_bldg_stairway" with "yav_bldg_stairway1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=97f61af7: trying to replace "bes2_bldg_large_tower" with "bes2_bldg_large_tower2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d591e154: trying to replace "yav_prop_leaftree2" with "yav_prop_leaftree20"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4b310423: trying to replace "bes2_bldg_c_mid1" with "bes2_bldg_c_mid10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4c3105b6: trying to replace "bes2_bldg_c_mid1" with "bes2_bldg_c_mid13"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d891e60d: trying to replace "yav_prop_leaftree2" with "yav_prop_leaftree23"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=db94295d: trying to replace "yav_prop_leaftree3" with "yav_prop_leaftree30"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=e725af0b: trying to replace "bes2_bldg_skyway_ramp" with "bes2_bldg_skyway_ramp2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=55e3845b: trying to replace "bes2_bldg_street_lamp" with "bes2_bldg_street_lamp1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=b00fb14d: trying to replace "nab2_prop_l_planter" with "nab2_prop_l_planter1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=11b33b3f: trying to replace "bes2_bldg_16m_outerwall" with "bes2_bldg_16m_outerwall1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(439)
level.BHW.locals not localized
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter: The award settings file does not exist

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "EntityCloth" is full; raise count to at least 33

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "EntityCloth" is full; raise count to at least 34

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "EntityCloth" is full; raise count to at least 35

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "EntityCloth" is full; raise count to at least 36

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "EntityCloth" is full; raise count to at least 37

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "EntityCloth" is full; raise count to at least 38

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "EntityCloth" is full; raise count to at least 39

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "EntityCloth" is full; raise count to at least 40

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "EntityCloth" is full; raise count to at least 41

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "EntityCloth" is full; raise count to at least 42

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "EntityCloth" is full; raise count to at least 43
I can't see what's going on here. Yes, all_inf_officer is in the file wok_inf_basic, so theres nothing wrong there.
Any help would be appreciated.

Re: Locals not spawning

Posted: Sat Dec 19, 2009 6:27 am
by CodaRez
Well, since u set up the bothan to be named "wok_inf_basic"......

Shouldn't you call THAT name here instead? Like so:
AddUnitClass (3, "wok_inf_basic", 20)
On another note its basically useless to call the "all_inf_officer" anyway mainly cus you didn't even load the all.lvl

Re: Locals not spawning

Posted: Sat Dec 19, 2009 7:22 am
by sampip
wok_inf_basic isn't a unit it's a req file that calls up several odfs in one file (although I'm not sure why it's used). If you take a look at the default Kashyyyk lua it loads up the "wok_inf_basic" req in the lua and adds three different unit classes from it (rocketeer, medic and normal wookiee). I just edited it so it only contains all_inf_officer.
CodaRez wrote:On another note its basically useless to call the "all_inf_officer" anyway mainly cus you didn't even load the all.lvl
You don't need to load all.lvl to have that paticular unit on your side. I copied all the files it uses across to the wok sides (mainly because it makes things more simple). Should have explained myself more clearly on that one :?

Re: Locals not spawning

Posted: Sat Dec 19, 2009 8:30 am
by CodaRez
Well, if its just one local, what's the special treatment for?

Just make another .req file and rename it to this new class (all_inf_officer) Why take an existing one named something completely ELSE (wok_inf_basic) and insert ur unit name hoping it would work?

On another note, that may not be ur problem. Another problem would be the fact ur custom local is named the same way as a stock (yes, the stock has the same name, which u probably copied from).

Honestly that has given me probs in the past, cus the .LUA automatically assumes ur calling a stock unit over a custom, and with a whacky setup like *wok_inf_basic* as the callsign, the LUAs gonna get confused, and is probably looking for the stock from the all.lvl to call (which is of course, non-existent in ur .odf)

My only advice to u is to rename ur custom side unit (something different, even just *bothan* would be fine) rename a completely different .req for it to reference individually, and see how it works. I doubt there will be a problem then

*and btw, calling from a different side.lvl is a far easier way to summon a stock unit rather than copying ALL the sides into ur folders THEN typing dc:side blabla and at worst just to get the problem u have, if ur just calling a stock unit, you should just call the all.lvl and put the * "all_inf_officer") * part beneath. If u want to change its weapons though, guess side changings the only way, but as mentioned above, use different names*

Re: Locals not spawning

Posted: Sat Dec 19, 2009 9:07 am
by AceMastermind
The name doesn't matter since he's loading it from a custom side, the dc changes the path where the game loads the unit from, if it were names causing the problem then his republic side would be screwed up as well.

@sampip
In your LUA change this:

Code: Select all

SetUnitCount (20, 25)
to this:

Code: Select all

SetUnitCount(3, 25) --SetUnitCount(team, count)
and remove the space before the first parenthesis in the other lines in that section for good measure then double check your side for any other mistakes and go through this tutorial as a refresher:
http://www.gametoast.com/forums/viewtop ... =27&t=6088

Re: Locals not spawning

Posted: Sun Dec 20, 2009 4:13 pm
by sampip
Ok thanks I'll try them :)

Re: Locals not spawning

Posted: Sun Dec 20, 2009 10:48 pm
by CodaRez
Well you seem to want about say 20 or more bothans on field at once.

That can be accomplished by reading this topic on getting more units on the field (more than 3)

http://www.gametoast.com/forums/viewtop ... 27&t=12147

(you can ignore the part where it says increase ur playable units too)
(but does it do that automatically? can someone verify this?)

Re: Locals not spawning

Posted: Wed Dec 23, 2009 7:32 am
by sampip
I already have that in my .lua :)
Anyway, thanks to you both, it's working now :runaway: