Sides help thread...

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MercuryNoodles
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Post by MercuryNoodles »

ruasoh:

When you hex edit a model, don't add or remove spaces/datablocks for any reason. It screws up the file, and causes a crash upon loading. Just overwrite the name that already exists, keeping to the exact same character length. You're doing a string replacement, nothing more.
Bac-Talan
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Post by Bac-Talan »

Ok, I have a problem.
I want to create a clone side with moded textures. Easy enough.
However, I also want to make the regular clones play against them in the same map. So I rename the stuff and put it in my KIF/sides/arp
(arp is the side abreviated)
I am pretty sure my lua is correct, with the dc:SIDE//arp.lvl and all, but the map crashes when I try to select that side on the side select menu, the map works fine if I select the regular republic.
In the KIF/sides/arp, I have an msh folder, an odf folder, a req folder, a .req file and an (empty) effects folder. I am only includeing the stuff I changed, so in msh I have the *.msh files (hex-edited to accept the new texture) *.msh.option *lowrez(or whatever).msh, *lowrez.msh, and the *.tga files.
In odf, I have only the unit odfs
In req, I have the ones for each unit, calling the odf files.
In effects, there is nothing.
In the main *.req (arp.req) there is a bunch of gibberish that essentially calls the *.req files for each unit.
That's all that's in there. I'm pretty sure the names are consistent (I.E. the texture name is the same as what's in the *.msh, stuff like that) although the *.msh, *.odf, *.req and *.tga files all have different names (I.E. the odf might be antirep_inf_rifleman.odf and the tga is rant_inf_rifleman.tga)
I'm pretty sure the lua is fine.
Yet when I get the the screen that has the options: "Select side" Republic, CIS, Auto Assign; I hover over "CIS" and the game crashes!
No errors or anything.
What's wrong? anyone know? (the common folder is in KIF/sides/ )


PS. Congrats if you just read that whole thing and are still breathing
:lol:
Penguin
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Post by Penguin »

you need the odfs for the weapons they use, the animations they use in the munged folder, you need the msh's for the weapons and the units.

say if you make just 1 modifed clone trooper but only with a modifed texture, no new weapons or anything, you would still have to add the weapons and every thing that is needed for it.
-_-
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Post by -_- »

Bac-Talan wrote:Ok, I have a problem.
I want to create a clone side with moded textures. Easy enough.
However, I also want to make the regular clones play against them in the same map. So I rename the stuff and put it in my KIF/sides/arp
(arp is the side abreviated)
I am pretty sure my lua is correct, with the dc:SIDE//arp.lvl and all, but the map crashes when I try to select that side on the side select menu, the map works fine if I select the regular republic.
In the KIF/sides/arp, I have an msh folder, an odf folder, a req folder, a .req file and an (empty) effects folder. I am only includeing the stuff I changed, so in msh I have the *.msh files (hex-edited to accept the new texture) *.msh.option *lowrez(or whatever).msh, *lowrez.msh, and the *.tga files.
In odf, I have only the unit odfs
In req, I have the ones for each unit, calling the odf files.
In effects, there is nothing.
In the main *.req (arp.req) there is a bunch of gibberish that essentially calls the *.req files for each unit.
That's all that's in there. I'm pretty sure the names are consistent (I.E. the texture name is the same as what's in the *.msh, stuff like that) although the *.msh, *.odf, *.req and *.tga files all have different names (I.E. the odf might be antirep_inf_rifleman.odf and the tga is rant_inf_rifleman.tga)
I'm pretty sure the lua is fine.
Yet when I get the the screen that has the options: "Select side" Republic, CIS, Auto Assign; I hover over "CIS" and the game crashes!
No errors or anything.
What's wrong? anyone know? (the common folder is in KIF/sides/ )


PS. Congrats if you just read that whole thing and are still breathing
:lol:
you need all the odfs and mshs in their folders. I'm thinking you missing some weapon odfs casuing it to crash.
Bac-Talan
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Post by Bac-Talan »

Really? See, I thought that if you were already calling the regular Rep side and yours had the same weapons and such, you wouldn't need to include it in the mod folder... Atleast, that's what I got from Saturn_V's tutorial on sides. Has it really changed from BF1?
-_-
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Post by -_- »

It's different from swbf1. Because swbf2 loads the troopers using a different system.
Bac-Talan
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Post by Bac-Talan »

oooooooohhhhhhh.
That makes no sense to me, but I'll try it anyway...
Thanks, it'll probably work now...
*sigh*
PvtParts
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Post by PvtParts »

Okay heres my current lua (still under work but all the sides stuff is set up)

--
-- 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"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp9 = CommandPost:New{name = "cp10"}
cp9 = CommandPost:New{name = "cp11"}
cp9 = CommandPost:New{name = "cp12"}



--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:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:AddCommandPost(cp12)

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(1800)
SetMaxPlayerFlyHeight (1800)

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

SetMemoryPoolSize ("Music", 200)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("sound\\kas.lvl;kas2cw")
ReadDataFile("dc:sound\\gel.lvl;gelcw")
ReadDataFile("sound\\spa.lvl;spa2cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_bldg_forwardcenter",
"rep_fly_gunship_dome",
"rep_fly_assault_dome",
"rep_hover_fightertank",
"rep_hero_macewindu",
"rep_hover_barcspeeder",
"rep_walk_atte",
"rep_fly_gunship_sc",
"rep_fly_gunship")

ReadDataFile("dc:SIDE\\fst.lvl",
"fst_ep2",
"fst_ep2cap",
"fst_ep2cmd",
"fst_ep2jet",
"fst_ep2lat",
"fst_ep2marine",
"fst_ep2med",
"fst_ep2pilot",
"fst_ep2sgt")

ReadDataFile("dc:SIDE\\drd.lvl",
"drd_battledroid_geo",
"drd_battledroid_geoass",
"drd_battledroid_geocmd",
"drd_battledroid_geoeng",
"drd_battledroid_sb",
"drd_battledroid_geosniper",
"drd_droideka",
"drd_geonosian",
"drd_ig88")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_hero_countdookue",
"cis_fly_droidfighter_dome",
"cis_hover_aat",
"cis_hover_stap",
"cis_fly_droidstarfighter_sc",
"cis_walk_spider",
"cis_tread_hailfire")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_chaingun_roof",
"tur_bldg_geoturret")

ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")


SetupTeams{

rep = {
team = REP,
units = 400,
reinforcements = -1,
soldier = { "fst_ep2",9, 60},
assault = { "fst_ep2sgt",1, 50},
engineer = { "fst_ep2lat",1, 50},
sniper = { "fst_ep2cap",1, 50},
officer = { "fst_ep2cmd",1, 50},
special = { "fst_ep2med",1, 50},

},
}

AddUnitClass(REP, "fst_ep2marine",1, 50)
AddUnitClass(REP, "fst_ep2pilot",1, 50)
AddUnitClass(REP, "fst_ep2jet",1, 50)

SetupTeams{
cis = {
team = CIS,
units = 400,
reinforcements = -1,
soldier = { "drd_battledroid_geo",9, 60},
assault = { "drd_battledroid_sb",1, 50},
engineer = { "drd_battledroid_geoass",1, 50},
sniper = { "drd_battledroid_geoeng",1, 50},
officer = { "drd_battledroid_geosniper",1, 50},
special = { "drd_battledroid_geocmd",1, 50},
},
}

AddUnitClass(CIS, "drd_ig88",1, 50)
AddUnitClass(CIS, "drd_geonosian",1, 50)
AddUnitClass(CIS, "drd_droideka",1, 50)


SetHeroClass(CIS, "cis_hero_countdooku")
SetHeroClass(REP, "rep_hero_macewindu")

-- Geonosians
SetTeamName (3, "locals")
AddUnitClass (3, "gen_inf_geonosian", 100)
SetUnitCount (3, 100)
AddAIGoal(3, "Deathmatch", 1000)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(ATT,3)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)



-- Level Stats
ClearWalkers()
AddWalkerType(0, 10) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 8) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 8) -- 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:GEL\\GEL.lvl", "GEL_conquest")
ReadDataFile("dc:GEL\\GEL.lvl", "GEL_conquest")
SetDenseEnvironment("false")




-- 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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
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("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
--Republic Venator Destroyer
AddCameraShot(0.897058, -0.103776, -0.426709, -0.049364, -1624.903198, 336.975311, -1536.692993);
--Desert Spires
AddCameraShot(0.543200, -0.089811, -0.823605, -0.136172, -796.205994, 117.825867, -1338.574219);


end




And here is my munge log. I know that most if not all of the sound stuff is total crap, but I am worried about the Errors at the top - I normally dont get those, and any insight on how to fix them may help solve the greater problem.



..\..\common\shaders\PC\specularlighting_shader.xml(3) : error X1507: failed to open source file: 'lighting_specular.h'
ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings

soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\all_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\all_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\cis_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\cis_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\cor_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\cw_music.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\dea_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\des_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\fel_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\gam_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\gcw_music.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\geo_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\global_vo_quick.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\global_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\gun_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\hot_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\imp_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\imp_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\kam_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\KAS_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\mus_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\myg_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\nab_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\pol_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\rep_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\rep_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\spa1_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\tan_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\uta_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\wok_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\wok_vo_quick.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav - while munging C:\BF2_ModTools\data_GEL\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\global\yav_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_GEL\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\shell\shell_music.stm - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\shell\shell_vo.stm - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\shell\shell_ui.st4 - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_GEL\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_GEL\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_GEL\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_GEL\Sound\shell\shell.sfx


Any help is much appreciated, and if i can get this fixed I will release a beta and or sneak preview video.
Last edited by PvtParts on Tue Apr 18, 2006 8:04 pm, edited 1 time in total.
Bac-Talan
Captain
Captain
Posts: 487
Joined: Wed Nov 30, 2005 8:14 pm

Post by Bac-Talan »

PvtParts- I think you specifically need to tell it in the lua the min and the max of each unit. The maxs must all add up to 50. I don't think there's a way to tell it too have one max for all the units so you could have 50 riflemen and nothing else, I think you have to tell it, there can be 1- 20 riflemen, 1-10 snipers, 1-10 antiarmor and so on but it has to add to your max units for the Rep side.
Hope that helps.

My map is still crashing on the CIS selection side. I put all the weapon stuff from the Rep folder into my folder (arp) but it still does the same thing.
EVERY TIME!!!
I understood the part about the weapons, but now the CIS, with my skins crashes the game.
I don't know what I did wrong...
-_-
Gametoast Staff
Gametoast Staff
Posts: 2678
Joined: Sat May 07, 2005 1:22 pm

Post by -_- »

PvtParts wrote: --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"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp9 = CommandPost:New{name = "cp10"}
cp9 = CommandPost:New{name = "cp11"}
cp9 = CommandPost:New{name = "cp12"}
There ya go

:wink:
PvtParts
Jedi
Jedi
Posts: 1001
Joined: Mon Apr 03, 2006 9:12 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set
Location: plundering yer booty

Post by PvtParts »

Bac - Talon: testing it right now. if your right....


Also, post your Lua and stuff, even though im having my share of problems (which were due to misleading info hopefully) Im pretty good with scripts, and it sometimes helps to have others proof read it, as simple '.' instead of ',' can throw your side right down the toilet.


-_-: my bizzle.



Edit:....your right.

I crown myself king of the dumb***es.


But now I still have the old problem - Although both the CIS side and the REP side spawn, I can only play on the REP side...




And thanks man,


Parts



P.S. the Mission Lua is very decieving. If any of you read it carefully you might see what I mean.
PvtParts
Jedi
Jedi
Posts: 1001
Joined: Mon Apr 03, 2006 9:12 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set
Location: plundering yer booty

Post by PvtParts »

----sorry for double, once again trying to spread out my crap.----

Could it have anything to do with this?

And if so how do i fix it?


Message Severity: 2
c:\battlefront2\main\battlefront2\source\ListPool.h(92)
List pool is full; raise count from 60 to at least 2058


or this:

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f83941d9]


And before you ask im using no custom models, I simply edited existing ones odf's and skins and stuff/


or this:

Message Severity: 2
.\Source\EntityDroideka.cpp(3689)
Unable to build EntityDroideka--increase memory pool size in lua script

Message Severity: 2
.\Source\Character.cpp(1247)
Memory pool for "drd_droideka" full, changing to default


(i have a max of 50 droidekas, i just edited the walker section of my lua to this
AddWalkerType(0, 50) -- special -> droidekas
-_-
Gametoast Staff
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Posts: 2678
Joined: Sat May 07, 2005 1:22 pm

Post by -_- »

--
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")
I'm guessing you are trying to load geo_inf_geonosian?
Message Severity: 2
.\Source\EntityDroideka.cpp(3689)
Unable to build EntityDroideka--increase memory pool size in lua script
To fix this, simply make a new memory pool like this and add it to your memory pools.
SetMemoryPoolSize ("EntityDroideka",50)
Bac-Talan
Captain
Captain
Posts: 487
Joined: Wed Nov 30, 2005 8:14 pm

Post by Bac-Talan »

ok, thanks here's my lua.
--
-- 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"}
cp6 = CommandPost:New{name = "cp6"}


--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:AddCommandPost(cp6)

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_hover_barcspeeder")

ReadDataFile("dc:SIDE\\arp.lvl",
"antirep_inf_rifleman",
"antirep_inf_rocketeer",
"antirep_inf_engineer",
"antirep_inf_sniper",
"antirep_inf_officer",
"antirep_inf_jettrooper")

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 = { "antirep_inf_rifleman",9, 25},
assault = { "antirep_inf_rocketeer",1, 4},
engineer = { "antirep_inf_engineer",1, 4},
sniper = { "antirep_inf_sniper",1, 4},
officer = {"antirep_inf_officer",1, 4},
special = { "antirep_inf_jettrooper",1, 4},
}
}

-- 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:KIF\\KIF.lvl", "KIF_conquest")
ReadDataFile("dc:KIF\\KIF.lvl", "KIF_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
I don't think there's anything wrong with it though.
PvtParts
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Post by PvtParts »

Whether or not its geo_inf_geonosian or gen_inf_geonosian. Its hard to simply interchange to test this, as no ai spawned previously.

But in my, unedited, practically untouched (had to copy over a few files, but no edits) geo side, the geo.req lists it at gen_inf_geonosian, and the geonosians req is titled gen_inf_geonosian, but it references the geo_inf_geonosian in it.

Aside from this, the geo1 script uses gen_inf_geonosian.


Which leads me to believe it is infact an 'n' not an 'o'.

I mean has anyone tested this?


Im working on some changes right now, had a typo for dooku (named him dooki..poor guy)

and just editing some memory pools that needed changes.

ill edit with the results.

im also localizing.
-_-
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Post by -_- »

Okay, my bad if I'm wrong, becuz I never checked :P

Bac-Talan, nothing is wrong with your lua. Could be something else.
Bac-Talan
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Posts: 487
Joined: Wed Nov 30, 2005 8:14 pm

Post by Bac-Talan »

Ok, thanks for conformation.
I really don't know then.
I'm getting these errors from mungeing
ERROR[localizemunge Italian.cfg]:Text file syntax error. (No matching bracket)ERROR[localizemunge Italian.cfg]:Text file syntax error. (No matching bracket) [continuing]
2 Errors 0 Warnings

WARNING[PC_modelmunge COR\MSH\Cor1_bldg_Youngling_Room_inside.msh]:Cor1_bldg_Youngling_Room_inside has 2109 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge COR\MSH\Cor1_bldg_Youngling_Room_outside.msh]:Cor1_bldg_Youngling_Room_outside has 1383 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge COR\MSH\Cor_jedi_temple.msh]:Cor_jedi_temple has 3264 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge RhenVar\MSH\rhn1_bldg_citadel_00.msh]:rhn1_bldg_citadel_00 has 1199 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge RhenVar\MSH\rhn1_bldg_common.msh]:rhn1_bldg_common has 1685 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
ERROR[PC_modelmunge RhenVar\MSH\Rhn_bldg_ruin_Cathedral_entrence.msh]:AddSegment(Rhn_bldg_ruin_Cathedral_entrence:shadowvolume14): shadow mesh edge 178 / 314 is invalid (edge next == twin == 179)
WARNING[PC_modelmunge UTA\msh\uta1_bldg_rep_ground.msh]:uta1_bldg_rep_ground has 1064 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
1 Errors 6 Warnings
now I don't know if this has anything to do with the sides, but what's that one on the top?
-_-
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Post by -_- »

Did you do some localizing work?
PvtParts
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Post by PvtParts »

Yeah it looks as if something is invalid/corrupt/nonexistant for the Italian localization.

Did you delete anything or edit the Italian language in editlocalize.bat?
PvtParts
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Post by PvtParts »

Heres my new lua, the game launches and stuff, and you fight cis ai (it is gen_inf_geonosian, i know as i added them to the cis side, and they appear in the menu spawn screen) but you cannot spawn as them (when you click the thing to switch, it goes to the cis team, but you still spawn from rep spawns and as a republic soldier, ill post some screens.


Anyhow, ill post/send you anything you want, i just need some help here, as i want to be able to use my custom side.

perhaps redoing it is the only answer...


--
-- 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
AddAIGoal(3, "Deathmatch", 100)
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"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}
cp12 = CommandPost:New{name = "cp12"}



--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:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:AddCommandPost(cp12)

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(1800)
SetMaxPlayerFlyHeight(1800)

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

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize ("Music", 200)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("sound\\kas.lvl;kas2cw")
ReadDataFile("sound\\spa.lvl;spa2cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_bldg_forwardcenter",
"rep_fly_gunship_dome",
"rep_fly_assault_dome",
"rep_hover_fightertank",
"rep_hero_macewindu",
"rep_hover_barcspeeder",
"rep_walk_atte",
"rep_fly_gunship_sc",
"rep_fly_gunship")

ReadDataFile("dc:SIDE\\fst.lvl",
"fst_ep2",
"fst_ep2cap",
"fst_ep2cmd",
"fst_ep2jet",
"fst_ep2lat",
"fst_ep2marine",
"fst_ep2med",
"fst_ep2pilot",
"fst_ep2sgt")

ReadDataFile("dc:SIDE\\drd.lvl",
"drd_battledroid_geo",
"drd_battledroid_geoass",
"drd_battledroid_geocmd",
"drd_battledroid_geoeng",
"drd_battledroid_sb",
"drd_battledroid_geosniper",
"drd_droideka",
"drd_geonosian")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_hero_countdooku",
"cis_fly_droidfighter_dome",
"cis_hover_aat",
"cis_hover_stap",
"cis_fly_droidstarfighter_sc",
"cis_walk_spider",
"cis_tread_hailfire")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_chaingun_roof",
"tur_bldg_geoturret")

ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")


SetupTeams{

rep = {
team = REP,
units = 400,
reinforcements = -1,
soldier = { "fst_ep2",35, 50},
assault = { "fst_ep2sgt",20, 50},
engineer = { "fst_ep2lat",20, 50},
sniper = { "fst_ep2cap",20, 50},
officer = { "fst_ep2cmd",20, 50},
special = { "fst_ep2med",20, 50},

},
cis = {
team = CIS,
units = 400,
reinforcements = -1,
soldier = { "drd_battledroid_geo",35, 50},
assault = { "drd_battledroid_sb",20, 50},
engineer = { "drd_battledroid_geoass",20, 50},
sniper = { "drd_battledroid_geoeng",20, 50},
officer = { "drd_battledroid_geosniper",20, 50},
special = { "drd_battledroid_geocmd",10, 50},
}
}


AddUnitClass(CIS, "drd_geonosian",20, 50)
AddUnitClass(CIS, "drd_droideka",20, 50)
AddUnitClass(REP, "fst_ep2marine",20, 25)
AddUnitClass(REP, "fst_ep2pilot",20, 50)
AddUnitClass(REP, "fst_ep2jet",20, 25)


SetHeroClass(CIS, "cis_hero_countdooku")
SetHeroClass(REP, "rep_hero_macewindu")

-- Geonosians
SetTeamName (3, "locals")
AddUnitClass (3, "gen_inf_geonosian", 100)
SetUnitCount (3, 100)
AddAIGoal(3, "Deathmatch", 1000)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(ATT,3)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)



-- Level Stats
ClearWalkers()
AddWalkerType(0, 50) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 8) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 8) -- 3x2 (3 pairs of legs)
local weaponCnt = 1864
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityDroideka",50)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 69)
SetMemoryPoolSize("MountedTurret", 225)
SetMemoryPoolSize("Navigator", 200)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("PassengerSlot", 72)
SetMemoryPoolSize("SoldierAnimation", 292)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 331)
SetMemoryPoolSize("UnitController", 353)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("RedOmniLight", 155)


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




-- 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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
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("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
--Republic Venator Destroyer
AddCameraShot(0.897058, -0.103776, -0.426709, -0.049364, -1624.903198, 336.975311, -1536.692993);
--Desert Spires
AddCameraShot(0.543200, -0.089811, -0.823605, -0.136172, -796.205994, 117.825867, -1338.574219);


end

Also, anyone know what the deal is here:
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk cis_fly_droidstarfighter_sc in D:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\GEL\Data\_lvl_pc\SIDE\cis.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\cis.lvl
Last edited by PvtParts on Tue Apr 18, 2006 10:19 pm, edited 1 time in total.
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