Game crashes on my map when loaded!

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Pie015
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Game crashes on my map when loaded!

Post by Pie015 »

For some reason It crashes when ever I load up my level in BFII.

Please note that this is NOT a space map! It is a ground map.

I tested out by removing the assault ships and then it works! (I am using Thrawnhex's pre-made ships)

So right now I think its the CP's fault. The Command Posts and the CTF ones, which don't require a Control Zone or Spawn Path I think. The CP specs are:
Names: imp-cp1 and all-cp1
CaptureZone: Empty
ControlZone: imp-cp1con & all-cp1con
SpawnPath: imp-cp1spawn & all-cp1spawn

And also note that I haven't made any of these as they are not required (i think) :eek:

Another question: Do they CP's need a Control Zone & a Spawn Path? If so, how would I place the spawn-paths as the go right through the ship onto the terrain.
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Re: Game crashes on my map when loaded!

Post by THEWULFMAN »

Please post your Debugger Error Log here, in Hide tags. Also your Luas, again inside hide tags.
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Re: Game crashes on my map when loaded!

Post by Pie015 »

For some reason, my BF2_modtools.exe crashes when ever it is loaded up but I can post my LUA
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

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()

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")


SetGroundFlyerMap(1);
SetMaxFlyHeight(150)
SetMaxPlayerFlyHeight(150)


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\\hot.lvl;hot1gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_snow",
"all_inf_rocketeer_snow",
"all_inf_sniper_snow",
"all_inf_engineer_snow",
"all_inf_officer_snow",
"all_inf_wookiee_snow",
"all_hover_combatspeeder",
"all_walk_tauntaun",
"all_inf_pilot",
"all_fly_xwing_sc",
"all_fly_ywing_sc",
"all_fly_awing",
"all_fly_gunship_sc",
"all_veh_remote_terminal",
"all_fly_snowspeeder",
"all_hero_luke_pilot")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman_snow",
"imp_inf_rocketeer_snow",
"imp_inf_engineer_snow",
"imp_inf_sniper_snow",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_walk_atat",
"imp_walk_atst_snow",
"imp_inf_pilot",
"imp_fly_tiefighter_sc",
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_veh_remote_terminal",
"imp_hover_fightertank",
"imp_hover_speederbike",
"imp_fly_destroyer_dome" )

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

SetupTeams{
all = {
team = ALL,
units = 120,
reinforcements = 800,
soldier = { "all_inf_rifleman_snow",70, 110},
assault = { "all_inf_rocketeer_snow",10,18},
engineer = { "all_inf_engineer_snow",10,18},
sniper = { "all_inf_sniper_snow",10,18},
officer = { "all_inf_officer_snow",10,18},
special = { "all_inf_wookiee_snow",10,18},
pilot = { "all_inf_pilot",10,18},

},
imp = {
team = IMP,
units = 120,
reinforcements = 800,
soldier = { "imp_inf_rifleman_snow",70, 110},
assault = { "imp_inf_rocketeer_snow",10,18},
engineer = { "imp_inf_engineer_snow",10,18},
sniper = { "imp_inf_sniper_snow",10,18},
officer = { "imp_inf_officer",10,18},
special = { "imp_inf_dark_trooper",10,18},
pilot = { "imp_inf_pilot",10,18},
},
}

SetHeroClass(ALL, "all_hero_luke_pilot")
SetHeroClass(IMP, "imp_hero_darthvader")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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", 40)
SetMemoryPoolSize("CommandFlyer", 32)
SetMemoryPoolSize("EntityHover", 40)
SetMemoryPoolSize("CommandWalker", 10)
SetMemoryPoolSize("EntityWalker", 40)
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:HOI\\HOI.lvl", "HOI_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .75, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .5, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .25, 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_hot_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_hot_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_hot_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_hot_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_hot_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_hot_amb_end", 2,1)

SetVictoryMusic(ALL, "all_hot_amb_victory")
SetDefeatMusic (ALL, "all_hot_amb_defeat")
SetVictoryMusic(IMP, "imp_hot_amb_victory")
SetDefeatMusic (IMP, "imp_hot_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")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
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Re: Game crashes on my map when loaded!

Post by CressAlbane »

Pie015 wrote:For some reason, my BF2_modtools.exe crashes when ever it is loaded up
It's still generating a BF2log. Could you post it?
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Re: Game crashes on my map when loaded!

Post by Tears2Roses »

If something crashes the game the debugger 99.9% of the time will also crash. Starting the game creates a log, so there will be there. As CressAlbane already said, can you post it?
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Re: Game crashes on my map when loaded!

Post by THEWULFMAN »

To find the error log generated by the Debugger, it will be in one of two locations. Either,

A) C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\ BFront2.txt
or if you have Windows Vista or Windows 7 it will most like be in,
B) C:\Users\[user]\AppData\Local\VirtualStore\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\ BFront2.txt


Only if you have Windows Vista, Windows 7. If you have Windows XP it will just be \Program Files
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Re: Game crashes on my map when loaded!

Post by CressAlbane »

^ That should be right, but is it always in the same location as the debugger?
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Re: Game crashes on my map when loaded!

Post by THEWULFMAN »

CressAlbane wrote:^ That should be right, but is it always in the same location as the debugger?


Nope. I run Windows 7, 64-bit. My debugger is in C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData, however my error log is generated in C:\Users\THEWULFMAN\AppData\Local\VirtualStore\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData.
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Re: Game crashes on my map when loaded!

Post by Pie015 »

For some reason, my debugger stays empty?

It says one line, I think it says "Open Debugger BFfront2.log"


EDIT!: How do I make my Paths like these? Why try they just go through the ship onto the terrain.
Hidden/Spoiler:
Image

And:

Image
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Re: Game crashes on my map when loaded!

Post by THEWULFMAN »

Hold shift while selecting a spawn node to move it up and down.
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Assault Ship makes map crash

Post by Pie015 »

It doesn't go high enough as my ships height!

It just stops and some height! :oops:


EDIT
So this is a new fresh topic from my last one, (couldn't find it or maybe it was bombarded with other topics?). This time I know whats causing the crash, the Assault Ship.
It is from Thrax's Pre-Made Ships (the Star Destroyer in my case).

Read the following text carefully :yes:

I have deleted the Command Post and the regions, vehicle spawns and the spawn paths because I only want a ship up for display. But even though there is only objects left (no cps, regions etc) it still crashes! Only the ship and the interior. Scroll down for pics.

My LUA (Only GWC not Clone Wars)
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

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"}


--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: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")


SetGroundFlyerMap(1);
SetMaxFlyHeight(600)
SetMaxPlayerFlyHeight(600)


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\\hot.lvl;hot1gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_snow",
"all_inf_rocketeer_snow",
"all_inf_sniper_snow",
"all_inf_engineer_snow",
"all_inf_pilot",
"all_inf_officer_snow",
"all_inf_wookiee_snow",
"all_hover_combatspeeder",
"all_veh_remote_terminal",
"all_walk_tauntaun",
"all_fly_snowspeeder",
"all_hero_luke_pilot")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman_snow",
"imp_inf_rocketeer_snow",
"imp_inf_engineer_snow",
"imp_inf_sniper_snow",
"imp_inf_officer",
"imp_inf_pilot",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_walk_atat",
"imp_walk_atst_snow",
"imp_fly_tiefighter_sc",
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptans",
"imp_hover_fightertank",
"imp_hover_speederbike",
"imp_veh_remote_terminal",
"imp_fly_destroyer_dome" )

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

SetupTeams{
all = {
team = ALL,
units = 240,
reinforcements = 800,
soldier = { "all_inf_rifleman_snow",70, 110},
assault = { "all_inf_rocketeer_snow",70,110},
engineer = { "all_inf_engineer_snow",70,110},
sniper = { "all_inf_sniper_snow",50,110},
officer = { "all_inf_officer_snow",50,90},
special = { "all_inf_wookiee_snow",50,90},
pilot = { "all_inf_pilot",40,60},

},
imp = {
team = IMP,
units = 240,
reinforcements = 800,
soldier = { "imp_inf_rifleman_snow",70, 110},
assault = { "imp_inf_rocketeer_snow",70,110},
engineer = { "imp_inf_engineer_snow",70,110},
sniper = { "imp_inf_sniper_snow",50,110},
officer = { "imp_inf_officer",50,90},
special = { "imp_inf_dark_trooper",50,90},
pilot = { "imp_inf_pilot",40,60},
},
}


SetHeroClass(ALL, "all_hero_luke_pilot")
SetHeroClass(IMP, "imp_hero_darthvader")

ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--IMP turrets
turretLinkageIMP = LinkedTurrets:New{ team = IMP, mainframe = "imp-defense",
turrets = {"imp_turr_1", "imp_turr_2", "imp_turr_3", "imp_turr_4", "imp_turr_5", "imp_turr_6"} }
turretLinkageIMP:Init()
end

function ScriptPreInit()
SetWorldExtents(2650)
ScriptPreInit = nil
end
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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", 40)
SetMemoryPoolSize("CommandFlyer", 32)
SetMemoryPoolSize("EntityHover", 40)
SetMemoryPoolSize("CommandWalker", 10)
SetMemoryPoolSize("EntityWalker", 40)
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:HOI\\HOI.lvl", "HOI_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .75, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .5, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .25, 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_hot_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_hot_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_hot_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_hot_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_hot_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_hot_amb_end", 2,1)

SetVictoryMusic(ALL, "all_hot_amb_victory")
SetDefeatMusic (ALL, "all_hot_amb_defeat")
SetVictoryMusic(IMP, "imp_hot_amb_victory")
SetDefeatMusic (IMP, "imp_hot_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")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
Some Pics of the Assault Ship
Hidden/Spoiler:
Interior - As you can see, no Command Post on Vehicle Spawns.
Image

Exterior
Image

Turret Room
Image

Exterior - Could these be the problem? (PLEASE NOTE: The Rebel Ship is not actually a ship! It is just a prop! Only one piece

Image
There you have it folks, what can be the problem? BTW My debugger is cr*p and doesn't work.

EDIT
Can I have some help now?

Double posting is against the RULES; please EDIT your post instead -Staff

Warning issued for repeatedly not complying to verbal reminders pertaining the Site Rules. -Staff
User avatar
Locutus
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Posts: 420
Joined: Fri Jun 04, 2010 10:08 am
Projects :: Stargate Battlefront Pegasus
Location: Germany
Contact:

Re: Game crashes on my map when loaded!

Post by Locutus »

Get the debugger working...
When you can run the game the debugger will also run by a 99% chance.
Make sure to get the correct version. Use the DVD version when you have the DVD, CD version with CD. Check the FAQ...
Also, make sure it's placed in the correct location: Same where BattlefrontII.exe is.

When using Win7 or Vista (maybe only 64x, I don't know) there are two possible locations for your mungelog.
1) Same location where your exe is. If it is empty check 2) or run as administrator (in which case you'll need to copy your map in the standard addon folder)
2) Klick on compability files to get to the location Thewulfman described before and check the log there
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Pie015
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Re: Game crashes on my map when loaded!

Post by Pie015 »

Didn't work :(

Clicked on compatibility files and the same thing,
Opened logfile BFront2.log 2012-03-02 1444
Is the message I get.

How would you add Capital Ships into a map? I followed the readme's instructions aswell :oops:
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Teancum
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Location: Indiana

Re: Game crashes on my map when loaded!

Post by Teancum »

It might be that the game is trying to tie in your new ship turrets to the luas, which of course can't be done by default since it's set up for only one ship each. Try deleting all turrets and vital systems (shield generator, engine core, etc) then see if it runs.
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Pie015
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Posts: 21
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Games I'm Playing :: SWBF2 BF3 AC
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Re: Game crashes on my map when loaded!

Post by Pie015 »

Teancum wrote:It might be that the game is trying to tie in your new ship turrets to the luas, which of course can't be done by default since it's set up for only one ship each. Try deleting all turrets and vital systems (shield generator, engine core, etc) then see if it runs.
Ok, I will try that but for the map Capital Strike by DarthDaddy, he uses the turrets and vital systems etc and it is a land map?

EDIT
I got it to work! I had only copied the ODF's and the MSH's and not all the other important stuff like the effects etc. :D

But another problem, actually, 2 problems

[SOLVED]
1st Problem: The ship in invisible from ground view, you have to fly straight up to it too see it form into the ship! And when you leave one part of the ship, is fades out into an invisible object, how do I make the ships viewable from a far distance?
[SOLVED]

[NEED HELP]
2nd Problem: The turrets wont let me enter them? I filled out all the properties in the boxes aswell. Also the game freezes when I go near a turret seat?
[NEED HELP]

Code: Select all

RemoteGameObject = "imp_RTO#"
NextLinkedTerminal = "IMP_turrchair#"
PrevLinkedTerminal = "IMP_turrchair#"
(# means it's a number, so it would be like this):

Code: Select all

RemoteGameObject = "imp_RTO1"
NextLinkedTerminal = "IMP_turrchair2"
PrevLinkedTerminal = "IMP_turrchair6"
but I still can't enter them?

My New & Improved .LUA
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("AIHeroSupport")
ScriptCB_DoFile("LinkedTurrets")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

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"}


--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:Start()

SetUberMode(1);
EnableSPHeroRules()

herosupport = AIHeroSupport:New{AIATTHeroHealth = 2500, AIDEFHeroHealth = 2500, gameMode = "conquest",}
herosupport:SetHeroClass(ALL, "all_hero_luke_pilot")
herosupport:SetHeroClass(IMP, "imp_hero_darthvader")
herosupport:AddSpawnCP("cp1","cp1_spawn")
herosupport:AddSpawnCP("cp2","cp2_spawn")
herosupport:AddSpawnCP("cp3","cp3_spawn")
herosupport:AddSpawnCP("cp4","cp4_spawn")
herosupport:AddSpawnCP("cp5","cp5_spawn")
herosupport:AddSpawnCP("cp6","cp6_spawn")
herosupport:AddSpawnCP("cp7","cp7_spawn")
herosupport:AddSpawnCP("cp8","cp8_spawn")
herosupport:Start()

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")


SetGroundFlyerMap(1);
SetMaxFlyHeight(600)
SetMaxPlayerFlyHeight(600)

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\\hot.lvl;hot1gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_snow",
"all_inf_rocketeer_snow",
"all_inf_sniper_snow",
"all_inf_engineer_snow",
"all_inf_pilot",
"all_inf_officer_snow",
"all_inf_wookiee_snow",
"all_hover_combatspeeder",
"all_veh_remote_terminal",
"all_walk_tauntaun",
"all_fly_snowspeeder",
"all_hero_luke_pilot")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman_snow",
"imp_inf_rocketeer_snow",
"imp_inf_engineer_snow",
"imp_inf_sniper_snow",
"imp_inf_officer",
"imp_inf_pilot",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_walk_atat",
"imp_walk_atst_snow",
"imp_fly_tiefighter_sc",
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptans",
"imp_hover_fightertank",
"imp_hover_speederbike",
"imp_veh_remote_terminal",
"imp_fly_destroyer_dome" )

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_imp_beam",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_spa_imp_chaingun",
"tur_bldg_chaingun_roof")

SetupTeams{
all = {
team = ALL,
units = 240,
reinforcements = 800,
soldier = { "all_inf_rifleman_snow",70, 110},
assault = { "all_inf_rocketeer_snow",70,110},
engineer = { "all_inf_engineer_snow",70,110},
sniper = { "all_inf_sniper_snow",60,110},
officer = { "all_inf_officer_snow",70,90},
special = { "all_inf_wookiee_snow",60,90},
pilot = { "all_inf_pilot",40,60},

},
imp = {
team = IMP,
units = 240,
reinforcements = 800,
soldier = { "imp_inf_rifleman_snow",70, 110},
assault = { "imp_inf_rocketeer_snow",70,110},
engineer = { "imp_inf_engineer_snow",70,110},
sniper = { "imp_inf_sniper_snow",60,110},
officer = { "imp_inf_officer",70,90},
special = { "imp_inf_dark_trooper",60,90},
pilot = { "imp_inf_pilot",40,60},
},
}

function SetupTurrets()
--IMP turrets
turretLinkageIMP = LinkedTurrets:New{ team = IMP, mainframe = "imp-defense",
turrets = {"imp_turr_1", "imp_turr_2", "imp_turr_3", "imp_turr_4", "imp_turr_5", "imp_turr_6"} }
turretLinkageIMP:Init()
end

ReadDataFile("sound\\spa.lvl;spa1gcw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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", 40)
SetMemoryPoolSize("CommandFlyer", 32)
SetMemoryPoolSize("EntityHover", 40)
SetMemoryPoolSize("CommandWalker", 10)
SetMemoryPoolSize("EntityWalker", 40)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("EntityDefenseGridTurret", 20)
SetMemoryPoolSize("MountedTurret", 56)
SetMemoryPoolSize("Obstacle", 135)
SetMemoryPoolSize("EntityPortableTurret", 20)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
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:HOI\\HOI.lvl", "HOI_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\global.lvl", "global_vo_quick")
OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .75, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .5, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .25, 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_hot_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_hot_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_hot_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_hot_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_hot_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_hot_amb_end", 2,1)

SetVictoryMusic(ALL, "all_hot_amb_victory")
SetDefeatMusic (ALL, "all_hot_amb_defeat")
SetVictoryMusic(IMP, "imp_hot_amb_victory")
SetDefeatMusic (IMP, "imp_hot_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")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
Locked