Ambushers refuse appear [Solved]

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bobfinkl
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Ambushers refuse appear [Solved]

Post by bobfinkl »

I have successfully done this before in two campaigns (one of which used about 3 ambush teams), but now I just can't get it to work at all. I have the ambush set to spawn the ambushers after 3 kills (just a test value), I also have an animation that plays and the animation runs just fine.

Here is my lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

ReinforcementTeam = 3


function ScriptPostLoad()

timeoutTimer = CreateTimer("timeout")
SetTimerValue(timeoutTimer, 360)
ShowTimer(timeoutTimer)
StartTimer("timeout")

OnTimerElapse(
function(timer)
MissionVictory(ATT)
ShowTimer(nil)
DestroyTimer(timer)
end,
timeoutTimer
)

ATT_Retreat = OnCharacterDeath(
function(player, killer)
--only care when dead player is on the ATT team
if GetCharacterTeam(player) ~= DEF then return end

if GetCommandPostTeam(cp1) == nil then
ClearAIGoals(1)
AddAIGoal(ATT, "Defend", 400, "cp3")
AddAIGoal(ATT, "Conquest", 50)
SetAIDifficulty(3, 1)
--stop watching this OnCharacterDeath so we don't waste game resources
ReleaseOnCharacterDeath(ATT_Retreat)
end
end
)

droid_count = 3
Reinforcekills = OnObjectKill(
function(object, killer)
if GetObjectTeam(object) == ATT then
droid_count = droid_count - 1
if droid_count > 0 then
end
if droid_count == 0 then
PlayAnimation("fliers1")
SetupAmbushTrigger("ambushregion", "ambushspawn", 50, 3)
ReleaseObjectKill(Reinforcekills)
end
end
end
)



--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()

OnTimerElapse( MissionVictory(teamATT))

AddAIGoal(ATT, "Defend", 300, "cp1")

AddAIGoal(ATT, "Defend", 300, "cp5")

AddAIGoal(ATT, "Defend", 100, "cp3")

AddAIGoal(DEF, "Deathmatch", 150)

SetAIDifficulty(-1, 4)

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(3000)
SetMaxPlayerFlyHeight (3000)

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_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_marine",
"uta_fly_ride_gunship")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_ep2_rifleman",
"cis_inf_ep2_rocketeer",
"cis_inf_ep2_engineer",
"cis_inf_ep2_sniper",
"cis_inf_ep2_officer",
"cis_inf_ep2_jettrooper",
"cis_inf_ep2_pilot",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 57,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",24, 55},
assault = { "rep_inf_ep3_rocketeer",1, 3},
engineer = { "rep_inf_ep3_engineer",1, 5},
sniper = { "rep_inf_ep3_sniper",1, 3},
officer = {"rep_inf_ep3_officer",1, 3},
special = { "rep_inf_ep3_jettrooper",1, 3},

},
cis = {
team = CIS,
units = 12,
reinforcements = -1,
soldier = { "cis_inf_ep2_rifleman",9, 25},
assault = { "cis_inf_ep2_rocketeer",1, 10},
engineer = { "cis_inf_ep2_engineer",1, 20},
sniper = { "cis_inf_ep2_sniper",1, 10},
officer = {"cis_inf_ep2_officer",1, 10},
special = { "cis_inf_ep2_jettrooper",1, 5},
}
}

SetHeroClass(CIS, "")
SetHeroClass(REP, "")

AddUnitClass(CIS, "cis_inf_ep2_pilot",3, 8)

SetTeamName(3, "cis")
AddUnitClass(3, "cis_inf_ep2_rifleman",20, 20)
AddUnitClass(3, "cis_inf_ep2_rocketeer",10, 10)
AddUnitClass(3, "cis_inf_ep2_officer",10, 10)
AddUnitClass(3, "cis_inf_ep2_engineer",10, 10)
SetUnitCount(3, 50)
SetReinforcementCount(3, -1)

SetTeamAsFriend(CIS, 3)
SetTeamAsFriend(3, CIS)
SetTeamAsEnemy(3, REP)
SetTeamAsEnemy(REP, 3)
ClearAIGoals(3)
AddAIGoal(3, "Deathmatch", 150)
AddAIGoal(3, "Conquest", 100)
And my error log (No sev3's that I could find in there):
Hidden/Spoiler:
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "rep_weap_inf_rifle" missing high res geometry "all_weap_1st_inf_rifle"

Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "rep_weap_inf_sniper_rifle" missing high res geometry "all_weap_1st_inf_sniperrifle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_rifle" missing high res geometry "all_weap_1st_inf_rifle"

Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_sniper_rifle" missing high res geometry "cis_weap_1st_inf_sniperrifle"

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "com_inv_mesh" already loaded in ather level file

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: e4e0b19e
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_ep2_rifleman
uf_updateClassIndex(): Added class: cis_inf_ep2_rocketeer
uf_updateClassIndex(): Added class: cis_inf_ep2_sniper
uf_updateClassIndex(): Added class: cis_inf_ep2_engineer
uf_updateClassIndex(): Added class: cis_inf_ep2_officer
uf_updateClassIndex(): Added class: cis_inf_ep2_jettrooper

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "" not found for team 2 (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(658)
Team missing hero class "0x0" (check the side's .req file)

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "" not found for team 1 (check the side's .req file)

Message Severity: 2
.\Source\Team.cpp(658)
Team missing hero class "0x0" (check the side's .req file)
uf_updateClassIndex(): Added class: cis_inf_ep2_pilot
uf_updateClassIndex(): Already know class: cis_inf_ep2_rifleman
uf_updateClassIndex(): Already know class: cis_inf_ep2_rocketeer
uf_updateClassIndex(): Already know class: cis_inf_ep2_officer
uf_updateClassIndex(): Already know class: cis_inf_ep2_engineer

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f5dd5c2f: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f0dd5450: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large4"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f6dd5dc2: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f7dd5f55: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large3"

Message Severity: 3
.\Source\VehicleSpawn.cpp(135)
Vehicle spawn missing command post "cp2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f1dd55e3: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large5"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=cf793c9d: trying to replace "hoth_prop_trench_short" with "hoth_prop_trench_short1"

Message Severity: 2
.\Source\VehicleSpawn.cpp(140)
Vehicle spawn outside command post "cp2" control region

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180
MissionVictory expects team number or list, got nilifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 17

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 18

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 19

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 20

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 21

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 22

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 23

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 24

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 25

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 26

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 27

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 28

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 29

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 30

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 31

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 32

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 33

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 34

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 35

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 36

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 37

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 38

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 39

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 40

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 41

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 42

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 43

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 44

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 45

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 46

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 47

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 48

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 49

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 50

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 51

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 52

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 53

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 54

Message Severity: 2
.\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [MEDIUM] radius [4.72] in node [Hub7]
Any help appreciated, thanks.
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Blade
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Re: Ambushers refuse appear

Post by Blade »

This will probably be of no help, but you do have a few sev3's (Not sure if they would cause your problem though)
Hidden/Spoiler:
[code]Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "rep_weap_inf_rifle" missing high res geometry "all_weap_1st_inf_rifle"

Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "rep_weap_inf_sniper_rifle" missing high res geometry "all_weap_1st_inf_sniperrifle"

Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_rifle" missing high res geometry "all_weap_1st_inf_rifle"

Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_sniper_rifle" missing high res geometry "cis_weap_1st_inf_sniperrifle"

Message Severity: 3
.\Source\VehicleSpawn.cpp(135)
Vehicle spawn missing command post "cp2"
[/code]
Like I said, I don't know if any of these have anything to do with your problem, unless the vehicle spawn has something to do with it, but I think they would cause overall problems that could lead to yours.
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Frisbeetarian
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Re: Ambushers refuse appear

Post by Frisbeetarian »

bobfinkl wrote:

Code: Select all

Message Severity: 2
.\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [MEDIUM] radius [4.72] in node [Hub7]
That could be your problem. It popped up in THIS topic, and it was solved by a manual clean.
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bobfinkl
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Re: Ambushers refuse appear

Post by bobfinkl »

Still didn't work, and I get the same error log.

Maybe it's to do with how many AI I have spawning?

EDIT:
It works now
I had to change this

Code: Select all

SetupAmbushTrigger("ambushregion", "ambushspawn", 50, 3)
to:

Code: Select all

Ambush("ambushspawn", 50, 3)
Also I'm 90% sure the error I had after the manual clean was an improperly setup trigger region.
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