Page 1 of 1

Map disappears [Solved]

Posted: Thu Oct 22, 2009 11:06 am
by boyohboyohboy
I've looked through the forums but no one seems to have answered this question.
When I start the game th unit classes are all along the side of the screen but there are no command posts, so I can't spawn in. I tried remaking the map but the same thing happened.
Here is my Lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)

conquest:Start()

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(80)
SetMaxPlayerFlyHeight (80)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_cloakedanakin",
"rep_hover_barcspeeder",
"rep_walk_oneman_atst",
"rep_walk_atte",
"rep_fly_gunship")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_walk_spider",
"cis_tread_snailtank",
"cis_fly_gunship_dome",
"cis_hover_stap")

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 = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_cloakedanakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 7) -- 1x2 (1 pair of legs)atst
AddWalkerType(2, 2) -- 2x2 (2 pairs of legs)atte, spider walker
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)
SetMemoryPoolSize(Commandwalker, 20)
SetMemoryPoolSize(Commandfly, 20)

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




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
Please help :(

Re: Map disappears

Posted: Thu Oct 22, 2009 11:52 am
by eliminator
please post an error log...

Re: Map disappears

Posted: Thu Oct 22, 2009 12:34 pm
by boyohboyohboy
There isn't one except for warnings about the characters

Re: Map disappears

Posted: Thu Oct 22, 2009 12:44 pm
by Acklay of Chaos
I've had this same problem, but I've been helped through it or found my own way around it several times since. I assume you know to have the BF2_modtools file in your GameData file, yes? Well, run SWBF2 through that and look at the BFront2 log after you've started your map and then quit. It SHOULD show you have a Severity: 3 error that needs to be fixed.

I'm just a novice to modding myself, so I'm sorry if this doesn't help you ^^;

Good luck.

Re: Map disappears

Posted: Thu Oct 22, 2009 12:47 pm
by boyohboyohboy
what do mean in my GameData folder? I have under my C drive.

Re: Map disappears

Posted: Thu Oct 22, 2009 12:59 pm
by Acklay of Chaos
So, you have your modtools here, right?

C:\BF2_ModTools

Open them up and there's all your files for any maps you're working on and things like documentation etc. You should see a clone trooper helmet icon named BF2_modtools copy that and place it here:

C:\Program Files\LucasArts\Star Wars Battlefront II\GameData

Then, once you've placed this here, double click it, it will bring up safe mode of BF2 in a smaller window. Try to play your map and then quit. Go back to C:\Program Files\LucasArts\Star Wars Battlefront II\GameData and read through the BFront2 file, this is your error log. Here there will likely be a ton of Severity: 2's, ignore these. Hit Ctrl+F and search "Severity: 3".

If there is any, fix it or post it here if you don't know what to do and I'm sure someone here, maybe me, can help you out.

Re: Map disappears

Posted: Thu Oct 22, 2009 1:59 pm
by boyohboyohboy
nevermind, I figured it out. I'll post back if I can't fix the error.

EDIT
Ok, here are 2 errors I don't know how to fix. Any Help?

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\IDK\data\_LVL_PC\core.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit


and

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #1 to `SetMemoryPoolSize' (string expected, got nil)
stack traceback:
[C]: in function `SetMemoryPoolSize'
(none): in function `ScriptInit'

Re: Map disappears

Posted: Thu Oct 22, 2009 2:36 pm
by Aman/Pinguin
boyohboyohboy wrote:
SetMemoryPoolSize(Commandwalker, 20)
SetMemoryPoolSize(Commandfly, 20)

Re: Map disappears

Posted: Thu Oct 22, 2009 3:22 pm
by boyohboyohboy
so should I get rid of that?

Re: Map disappears

Posted: Thu Oct 22, 2009 5:17 pm
by Aman/Pinguin
Nope, you just made a mistake there.

Code: Select all

SetMemoryPoolSize(Commandwalker, 20)
SetMemoryPoolSize(Commandfly, 20)
Image

Code: Select all

SetMemoryPoolSize("CommandWalker", 20)
SetMemoryPoolSize("CommandFlyer", 20)


That will fix this error:
boyohboyohboy wrote:Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #1 to `SetMemoryPoolSize' (string expected, got nil)
stack traceback:
[C]: in function `SetMemoryPoolSize'
(none): in function `ScriptInit'

Re: Map disappears

Posted: Thu Oct 22, 2009 7:48 pm
by boyohboyohboy
Thanks. :D Anyone know how to fix the other error?

Re: Map disappears

Posted: Thu Oct 22, 2009 8:58 pm
by AQT
You can safely ignore that other error.

Re: Map disappears

Posted: Thu Oct 22, 2009 9:00 pm
by 501st_commander
Aman/Pinguin wrote:
boyohboyohboy wrote:
SetMemoryPoolSize(Commandwalker, 20)
SetMemoryPoolSize(Commandfly, 20)
Wont 40 command vehicles max the cp limit?

Re: Map disappears

Posted: Thu Oct 22, 2009 9:18 pm
by Fiodis
Yep. Max is 16 spawnable locations, cps and commands together.

Re: Map disappears

Posted: Fri Oct 23, 2009 5:26 pm
by boyohboyohboy
So what does that number by "Commandfly" and "Commandwalk" mean? I thought it meant the reinforcement count.

Re: Map disappears

Posted: Fri Oct 23, 2009 5:32 pm
by Frisbeetarian
It means the size of the memory pool specified. In this case "CommandFlyer" or "CommandWalker" with the size of each pool equal to the number of command fliers or command walkers you have in the map respectively.

Re: Map disappears

Posted: Fri Oct 23, 2009 5:35 pm
by boyohboyohboy
I changed it and it worked! :D Thanks a bunch you guys!

Re: Map disappears

Posted: Fri Oct 23, 2009 5:38 pm
by AQT
To change the reinforcement count(s), look for the line(s):

Code: Select all

reinforcements = [insert-positive-number-here],
Pretty self-explanatory if you think about it.