Getting a character to spawn at a specific cp

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Tourny
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Getting a character to spawn at a specific cp

Post by Tourny »

Hi.

How do I use "SpawnCharacter()"? I think that might help.
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[RDH]Zerted
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Re: Getting a character to spawn at a specific cp

Post by [RDH]Zerted »

SpawnCharacter( characterId, matrix )
characterId - The id of the character you want to spawn. In SP, the human player has an id of 0. Some event callbacks, such as OnCharacterSpawn(), give you the character id of the spawning player.
matrix - The location where you want the new unit to spawn. This is any place you can teleport to. If you want it to be at a certain spawn node, use GetPathPoint(pathName, nodeNumber)

If the character has selected a unit class which is full, the game will attempt to spawn the human as the first unit class on that team. If it is a bot, then I don't think it gets spawned. If the first unit class is full, then the character just won't spawn at all. If this is happening, you will see it in the debug log.
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Re: Getting a character to spawn at a specific cp

Post by Tourny »

How do I get it to find the character ID of the player in a function?

EDIT: Sorry about the duplicate topic, I honestly had no idea it had posted...
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Re: Getting a character to spawn at a specific cp

Post by bobfinkl »

You can use the OnCharacterSpawn function, if you need it written out for you tell me and I'll write it. Although there is one flaw with this method, you have to kill the person you want spawning at the specific cp.
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Re: Getting a character to spawn at a specific cp

Post by Tourny »

Well, I used Zerted's Table from the duplicate topic, but having the function to spawn it at the CP would be appreciated.
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Re: Getting a character to spawn at a specific cp

Post by bobfinkl »

I don't know how the SpawnCharacter works so I'll leave that blank for now:

Code: Select all

onspawn = OnCharacterSpawn(
    function(character)

           if IsCharacterHuman(character) then -- Makes sure the character is human
           KillObject(character) -- not sure if this should be a different function
           SpawnCharacter(character, matrix)
           ReleaseCharacterSpawn(onspawn)
           onfirstspawn = nil
	end
    end
)
That's the structure of the coding, but I'm not sure what KillObject should be or if it's correct, and the matrix you have to put in yourself since I don't know the cp you want.
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Re: Getting a character to spawn at a specific cp

Post by [RDH]Zerted »

What player are you trying to get? There are a few ways to do it...
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Re: Getting a character to spawn at a specific cp

Post by Tourny »

Well, I'm essentially aiming for any character that has been killed by the CIS.

Is there a way I can not spawn the character and instead use the data in the table for SpawnCharacter? Or does the unit have to spawn first? I know some form of this can be done because Repsharpshooter did it in Battle Arena 2.0. When you kill someone outside the arena in clan mode, it spawns you in prison.

EDIT: I decided to make a region that engulfs the entire map, and then have it teleport them when they spawn. It didn't work. Then I added MoveEntityToNode(blah blah blah) After the set properties in the functions Zerted wrote and put the Teleport code at the bottom of the script. They still won't teleport. They switch to team 3, though.
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Re: Getting a character to spawn at a specific cp

Post by [RDH]Zerted »

Then post your lua and the debug log.
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Re: Getting a character to spawn at a specific cp

Post by Tourny »

LUA:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveOneFlagCTF")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
-- These variables do not change
ATT = 1
DEF = 2

-- Alliance Attacking (attacker is always #1)
REP = ATT
CIS = DEF

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()

TrashStuff();
--lock the hangar doors

SetProperty("Dr-LeftMain", "IsLocked", 1)
SetProperty("dea1_prop_door_blast0", "IsLocked", 1)

SoundEvent_SetupTeams( REP, 'rep', CIS, 'cis' )

PlayAnimExtend();
PlayAnimTakExtend();

BlockPlanningGraphArcs("Connection41")
BlockPlanningGraphArcs("Connection115")
BlockPlanningGraphArcs("compactor")
OnObjectKillName(CompactorConnectionOn, "grate01")

DisableBarriers("start_room_barrier")
DisableBarriers("dr_left")
DisableBarriers("circle_bar1")
DisableBarriers("circle_bar2")

OnObjectRespawnName(PlayAnimExtend, "Panel-Chasm");
OnObjectKillName(PlayAnimRetract, "Panel-Chasm");

OnObjectRespawnName(PlayAnimTakExtend, "Panel-Tak");
OnObjectKillName(PlayAnimTakRetract, "Panel-Tak");

-- SetProperty("flag", "GeometryName", "com_icon_neutral_flag")
-- SetProperty("flag", "CarriedGeometryName", "com_icon_neutral_flag_carried")

TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)

EnableSPHeroRules()
end

function CompactorConnectionOn()
UnblockPlanningGraphArcs ("compactor")
end
--START BRIDGEWORK!

-- OPEN
function PlayAnimExtend()
PauseAnimation("bridgeclose");
RewindAnimation("bridgeopen");
PlayAnimation("bridgeopen");

-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection122");
DisableBarriers("BridgeBarrier");

end
-- CLOSE
function PlayAnimRetract()
PauseAnimation("bridgeopen");
RewindAnimation("bridgeclose");
PlayAnimation("bridgeclose");

-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection122");
EnableBarriers("BridgeBarrier");

end

--START BRIDGEWORK TAK!!!

-- OPEN
function PlayAnimTakExtend()
PauseAnimation("TakBridgeOpen");
RewindAnimation("TakBridgeClose");
PlayAnimation("TakBridgeClose");

-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection128");
DisableBarriers("Barrier222");

end
-- CLOSE
function PlayAnimTakRetract()
PauseAnimation("TakBridgeClose");
RewindAnimation("TakBridgeOpen");
PlayAnimation("TakBridgeOpen");

-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection128");
EnableBarriers("Barrier222");

end


function TrashStuff()

trash_open = 1
trash_closed = 0

trash_timer = CreateTimer("trash_timer")
SetTimerValue(trash_timer, 7)
StartTimer(trash_timer)
trash_death = OnTimerElapse(
function(timer)
if trash_open == 1 then
AddDeathRegion("deathregion")
SetTimerValue(trash_timer, 5)
StartTimer(trash_timer)
trash_closed = 1
trash_open = 0
print("death region added")

elseif trash_closed == 1 then
RemoveRegion("deathregion")
SetTimerValue(trash_timer, 15)
StartTimer(trash_timer)
print("death region removed")
trash_closed = 0
trash_open = 1
end
end,
trash_timer
)

--PRISON BREAK RULES!!!------

OnCharacterSpawn(
function(player)
if IsCharacterHuman(player) then
ShowMessageText("game.prisonbreak.guardsCW", ATT)
ShowMessageText("game.prisonbreak.guardsCW", DEF)
end
end
)

--table holding the characters whose units are to be moved
toTeamThree = {}

OnCharacterDeath(function(player,killer)
--ignore when there is no killer, like when one falls off a building or drowns
if killer == nil then return end

if GetCharacterTeam(killer) == DEF then
--store the dead player's ID in a table
table.insert(toTeamThree, player)
end
end)

OnCharacterSpawn(function(player)
--search through the table to see if the newly spawned character needs to have his unit put on team 3
for i=1,table.getn(toTeamThree) do

if toTeamThree == player then
--found this player, so move his unit to team 3
local unit = GetCharacterUnit(player)
SetProperty(unit, "PercievedTeam", 3)
SetProperty(unit, "Team", 3)
MoveEntityToNode(unit, Team3Spawn)

--remove this player from the table, as we already moved his unit
table.remove(toTeamThree, i)
return
end
end
end)

SetTeamAsFriend(ATT, 3)
SetTeamAsFriend(3, ATT)
SetTeamAsFriend(DEF, 3)
SetTeamAsFriend(3, DEF)



--END OF RULES---------------
end



function ScriptInit()
StealArtistHeap(550*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4200000)
ReadDataFile("ingame.lvl")

ReadDataFile("sound\\dea.lvl;dea1cw")


SetMaxFlyHeight(72)
SetMaxPlayerFlyHeight (72)
AISnipeSuitabilityDist(30)

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_hero_obiwan")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_inf_officer")

ReadDataFile("SIDE\\imp.lvl",
"imp_hero_emperor")

SetAttackingTeam(ATT)

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman", 7, 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 = 32,
reinforcements = -1,
soldier = { "cis_inf_rifleman",7, 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(REP, "rep_hero_obiwan")
SetHeroClass(CIS, "imp_hero_emperor")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 3 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 180
local guyCnt = 40
SetMemoryPoolSize ("Aimer", 9)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityLight", 170)
SetMemoryPoolSize ("EntitySoundStatic", 30)
SetMemoryPoolSize ("SoundSpaceRegion", 50)
SetMemoryPoolSize ("FlagItem", 1)
SetMemoryPoolSize ("MountedTurret", 3)
SetMemoryPoolSize ("Navigator", guyCnt)
SetMemoryPoolSize ("Obstacle", 275)
SetMemoryPoolSize ("PathFollower", guyCnt)
SetMemoryPoolSize ("UnitAgent", guyCnt)
SetMemoryPoolSize ("UnitController", guyCnt)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize ("EntityFlyer", 6)
-- Local Stats
--SetTeamName (3, "locals")
--AddUnitClass (3, "ewk_inf_trooper", 4)
--AddUnitClass (3, "ewk_inf_repair", 6)
--SetUnitCount (3, 14)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(3,DEF)


SetSpawnDelay(10.0, 0.25)
ReadDataFile("DC:PBR\\dea1.lvl", "dea1_CTF-SingleFlag")
SetDenseEnvironment("true")
AddDeathRegion("DeathRegion01")
AddDeathRegion("DeathRegion02")
AddDeathRegion("DeathRegion03")
AddDeathRegion("DeathRegion04")
AddDeathRegion("DeathRegion05")
--SetStayInTurrets(1)


-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")

-- Sound Stats

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\\dea.lvl", "dea1")
OpenAudioStream("sound\\dea.lvl", "dea1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
--OpenAudioStream("sound\\dea.lvl", "dea1_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)


-- 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(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_dea_amb_start", 0,1)
SetAmbientMusic(REP, 0.9, "rep_dea_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_dea_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_dea_amb_start", 0,1)
SetAmbientMusic(CIS, 0.9, "cis_dea_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_dea_amb_end", 2,1)

SetVictoryMusic(REP, "rep_dea_amb_victory")
SetDefeatMusic (REP, "rep_dea_amb_defeat")
SetVictoryMusic(CIS, "cis_dea_amb_victory")
SetDefeatMusic (CIS, "cis_dea_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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")


SetAttackingTeam(ATT)



AddCameraShot(-0.404895, 0.000992, -0.514360, -0.002240, -121.539894, 62.536297, -257.699493)
--Homestead
AddCameraShot(0.040922, -0.004049, -0.994299, -0.098381, -103.729523, 55.546598, -225.360893)
--Sarlac Pit
AddCameraShot(-1.0, 0.0, -0.514360, 0.0, -55.381485, 50.450953, -96.514324)
end

function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end

local node
if nodeIn then
node = nodeIn
else
node = 0
end

local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
if charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end

[/code]


Debug Log:
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2009-08-30 2127
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = nil
cur_button = nil
this.CurButton = check_mode3
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
this.CurButton = nil
cur_button = nil
DoubleClicked
custom_AddMapNew()
custom_printTable(): table: 055112CC
The key, value is: bSelected 1
The key, value is: era_g 1
The key, value is: era_c 1
The key, value is: isModLevel 1
The key is mapluafile, the formated value is: PBR<A>_<B>
The key, value is: mode_1flag_g 1
The key, value is: mode_1flag_c 1
custom_printTable(): Returning
custom_printTable(): table: 0551678C
The key, value is: key mode_1flag
The key, value is: subst 1flag
The key, value is: showstr modename.name.1flag
The key, value is: descstr modename.description.1flag
The key, value is: icon mode_icon_ctf
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: PBRc_1flag idx: 1
this.CurButton = Launch
cur_button = nil

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited

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

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

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

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

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

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

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

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

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_rocketeer
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: cis_inf_officer
uf_updateClassIndex(): Added class: cis_inf_droideka
uf_updateClassIndex(): Added class: rep_hero_obiwan
uf_updateClassIndex(): Added class: imp_hero_emperor

Message Severity: 2
.\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "bridge2"

Message Severity: 2
.\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "bridge1"

Message Severity: 2
.\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "bridge1close"

Message Severity: 2
.\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "bridge2close"

Message Severity: 2
.\Source\ProceduralAnimation.cpp(528)
Duplicate animation group name: "bridgeopen"

Message Severity: 2
.\Source\ProceduralAnimation.cpp(528)
Duplicate animation group name: "bridgeclose"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3633e98c: trying to replace "dea1_prop_crate_1" with "dea1_prop_crate_10"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f1e61ea0: trying to replace "dea1_bldg_froom_platform" with "dea1_bldg_froom_platform2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=cdb8ede0: trying to replace "dea1_prop_door_blast" with "dea1_prop_door_blast0"

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [79ef7a5e] has no hardpoint 'hp_lighting' [0703b59a]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=c09ceb91: trying to replace "dea1_prop_crate_stack_1" with "dea1_prop_crate_stack_10"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=be21fc62: trying to replace "dea1_prop_tiefighter" with "dea1_prop_tiefighter0"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=bf9ce9fe: trying to replace "dea1_prop_crate_stack_1" with "dea1_prop_crate_stack_11"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ceb8ef73: trying to replace "dea1_prop_door_blast" with "dea1_prop_door_blast1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=aea59cc3: trying to replace "dea1_prop_barrel_1" with "dea1_prop_barrel_10"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=bd21facf: trying to replace "dea1_prop_tiefighter" with "dea1_prop_tiefighter3"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ba21f616: trying to replace "dea1_prop_tiefighter" with "dea1_prop_tiefighter4"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=a4e88212: trying to replace "dea1_bldg_blast_corridor" with "dea1_bldg_blast_corridor0"

Message Severity: 2
.\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "bridge2"

Message Severity: 2
.\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "bridge1"

Message Severity: 2
.\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "bridge1close"

Message Severity: 2
.\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "bridge2close"

Message Severity: 2
.\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "tielaunch"

Message Severity: 2
.\Source\ProceduralAnimation.cpp(528)
Duplicate animation group name: "bridgeopen"

Message Severity: 2
.\Source\ProceduralAnimation.cpp(528)
Duplicate animation group name: "bridgeclose"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1027

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1030

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1033

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1538

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1540

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1542

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1036

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1544

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1546

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1548

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1039

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1550

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1552

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1042

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1554

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1556

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1045

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1558

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1048

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1560

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1562

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1051

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1564

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1054

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1566

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1568

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1057

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1570

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1060

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1572

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1574

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1063

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1576

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1066

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1578

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1580

Message Severity: 2
.\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace trshlla' [e5332cb2], type [70c67e32]) failed

Message Severity: 2
.\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace trshllb' [e4332b1f], type [70c67e32]) failed

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1582

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1069

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1584

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1586

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=c3f25471: trying to replace "dea1_bldg_central_bridge01" with "dea1_bldg_central_bridge010"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 204

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 208

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 212

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 216

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 220

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 224

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 228

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 232

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 236

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 240

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 244

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 248

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 252

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 256

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 260

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 264

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 268

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 272

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 276

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 280

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 284

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 288

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 292

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 296

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 300

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 304

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 308

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 312

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 316

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 320

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 324

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 328

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 332

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 336

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 340

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 344

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 348

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 352

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 356

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 360

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 364

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 368

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 372
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist
death region added
death region removed
death region added
death region removed
death region added

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to concatenate a userdata value
stack traceback:
(none): in function `MoveEntityToNode'
(none): in function <(none):179>

death region removed
fakeconsole_functions: AddCommand: Not adding command: Unlock Vehicles
fakeconsole_functions: AddCommand: Not adding command: Force No Views
fakeconsole_functions: AddCommand: Not adding command: Allow CP Capture
fakeconsole_functions: AddCommand: Not adding command: Not Immune To Mines
fakeconsole_functions: AddCommand: Not adding command: Disable Tumble Recovery
fakeconsole_functions: AddCommand: Not adding command: Allow AI Spawn 1
fakeconsole_functions: AddCommand: Not adding command: Allow AI Spawn 2
fakeconsole_functions: AddCommand: Not adding command: Team Auto-assign On
fakeconsole_functions: AddCommand: Not adding command: Heros SP Rules Off
fakeconsole_functions: AddCommand: Not adding command: Heros SP Scripted Off
fakeconsole_functions: AddCommand: Not adding command: Menu Sounds On
fakeconsole_functions: AddCommand: Not adding command: No Flee Just Die
fakeconsole_functions: AddCommand: Not adding command: Restore Award Effects
fakeconsole_functions: AddCommand: Not adding command: Allow Victory
fakeconsole_functions: AddCommand: Not adding command: AI AutoBalance Off
fakeconsole_functions: AddCommand: Not adding command: AI BlindJetJumps Off
fakeconsole_functions: AddCommand: Not adding command: Hide Team Points
fakeconsole_functions: AddCommand: Not adding command: Remove JetPacks
ifs_fakeconsole: Is runnable: Enemy AI Teleport function: 05660268
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 0
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 1
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 2
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 3
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 4
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 5
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 6
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 7
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 8
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 9
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 10
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 11
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 12
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 13
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 14
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 15
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 16
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 17
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 18
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 19
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 20
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 21
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 22
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 23
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 24
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 25
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 26
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 27
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 28
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 29
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 30
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 31
ifs_fakeconsole: Is runnable: Friendly AI Teleport function: 056612A4
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 0
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 1
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 2
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 3
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 4
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 5
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 6
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 7
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 8
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 9
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 10
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 11
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 12
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 13
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 14
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 15
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 16
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 17
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 18
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 19
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 20
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 21
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 22
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 23
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 24
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 25
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 26
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 27
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 28
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 29
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 30
uf_applyFunctionOnTeamUnits(): Team, Unit: 1 31

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to concatenate a userdata value
stack traceback:
(none): in function `MoveEntityToNode'
(none): in function <(none):179>


Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Weapon" is full; raise count to at least 181

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AmmoCounter" is full; raise count to at least 183

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EnergyBar" is full; raise count to at least 186

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Weapon" is full; raise count to at least 182

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Weapon" is full; raise count to at least 183

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to concatenate a userdata value
stack traceback:
(none): in function `MoveEntityToNode'
(none): in function <(none):179>


Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Weapon" is full; raise count to at least 184

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AmmoCounter" is full; raise count to at least 186

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Weapon" is full; raise count to at least 185

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Weapon" is full; raise count to at least 186

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Weapon" is full; raise count to at least 187

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AmmoCounter" is full; raise count to at least 189

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EnergyBar" is full; raise count to at least 192

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Weapon" is full; raise count to at least 188

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Weapon" is full; raise count to at least 189

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Weapon" is full; raise count to at least 190

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AmmoCounter" is full; raise count to at least 192

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Weapon" is full; raise count to at least 191

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to concatenate a userdata value
stack traceback:
(none): in function `MoveEntityToNode'
(none): in function <(none):179>

death region added
[/code]


I know it has a severity 3 error at the end, but I'm not sure what to do about it. Should I create a seperate function to hold the MoveEntityToNode?
User avatar
[RDH]Zerted
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Re: Getting a character to spawn at a specific cp

Post by [RDH]Zerted »

Change that line to MoveEntityToNode(player, "Team3Spawn", 0). It seems that functions wants the character not the unit. "Team3Spawn" is the name of the path you want the players teleporting to correct.

Also, add SetMemoryPoolSize("SoldierAnimation", 500) with your other memory pool lines. There are other memory pools you can fill too. Filling the pools makes your map more stable and shortens the debug log.
User avatar
Tourny
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Re: Getting a character to spawn at a specific cp

Post by Tourny »

Ok, I did what Zerted said and seemed to get better results. All of the SoldierAnimation problems went away, but the only real change in the Debug Log was this:

Code: Select all

Warning!: Path not specified for Entity 0 move
I've decided to try removing the "0" at the end and just using player, Team3Spawn. I have a question, though. If this works (which I try not to count on) will it send them to any node on the path or only the 0th node?

EDIT: But first, after noticing that all my other teleports (which work) have the pathname in quotes, I'll try putting it in quotes.

EDIT EDIT: The player teleports now! =D. But I need to make it use all of the cells, so I'm going to use my previous plan and have it teleport you to a different one by class. I'm going to look up the function for it and try it now.

EDIT EDIT EDIT: The AI and humans again refuse to teleport, but this time the Debug log says nothing.

LUA:
Hidden/Spoiler:
[code]--table holding the characters whose units are to be moved
toTeamThreeSuperKill = {}
toTeamThreeAssaultKill = {}
toTeamThreeSniperKill = {}
toTeamThreeEngineerKill = {}
toTeamThreeMagnaKill = {}
toTeamThreeDroidekaKill = {}

OnCharacterDeath(function(player,killer)
--ignore when there is no killer, like when one falls off a building or drowns
if killer == nil then return end

if GetCharacterClass(killer) == "cis_inf_rifleman" then
--store the dead player's ID in a table
table.insert(toTeamThreeSuperKill, player)
end

if GetCharacterClass(killer) == "cis_inf_rocketeer" then
--store the dead player's ID in a table
table.insert(toTeamThreeAssaultKill, player)
end

if GetCharacterClass(killer) == "cis_inf_sniper" then
--store the dead player's ID in a table
table.insert(toTeamThreeSniperKill, player)
end

if GetCharacterClass(killer) == "cis_inf_engineer" then
--store the dead player's ID in a table
table.insert(toTeamThreeEngineerKill, player)
end

if GetCharacterClass(killer) == "cis_inf_officer" then
--store the dead player's ID in a table
table.insert(toTeamThreeMagnaKill, player)
end

if GetCharacterClass(killer) == "cis_inf_droideka" then
--store the dead player's ID in a table
table.insert(toTeamThreeDroidekaKill, player)
end
end)

OnCharacterSpawn(function(player)
--search through the table to see if the newly spawned character needs to have his unit put on team 3
for i=1,table.getn(toTeamThreeSuperKill) do

if toTeamThreeSuperKill == player then
--found this player, so move his unit to team 3
local unit = GetCharacterUnit(player)
SetProperty(unit, "PercievedTeam", 3)
SetProperty(unit, "Team", 3)
MoveEntityToNode(player, "Team3Spawn", 0)

--remove this player from the table, as we already moved his unit
table.remove(toTeamThreeSuperKill, i)
return
end
end


--search through the table to see if the newly spawned character needs to have his unit put on team 3
for i=1,table.getn(toTeamThreeAssaultKill) do

if toTeamThreeAssaultKill == player then
--found this player, so move his unit to team 3
local unit = GetCharacterUnit(player)
SetProperty(unit, "PercievedTeam", 3)
SetProperty(unit, "Team", 3)
MoveEntityToNode(player, "Team3Spawn", 1)

--remove this player from the table, as we already moved his unit
table.remove(toTeamThreeAssaultKill, i)
return
end
end

--search through the table to see if the newly spawned character needs to have his unit put on team 3
for i=1,table.getn(toTeamThreeSniperKill) do

if toTeamThreeSniperKill == player then
--found this player, so move his unit to team 3
local unit = GetCharacterUnit(player)
SetProperty(unit, "PercievedTeam", 3)
SetProperty(unit, "Team", 3)
MoveEntityToNode(player, "Team3Spawn", 2)

--remove this player from the table, as we already moved his unit
table.remove(toTeamThreeSniperKill, i)
return
end
end

--search through the table to see if the newly spawned character needs to have his unit put on team 3
for i=1,table.getn(toTeamThreeEngineerKill) do

if toTeamThreeEngineerKill == player then
--found this player, so move his unit to team 3
local unit = GetCharacterUnit(player)
SetProperty(unit, "PercievedTeam", 3)
SetProperty(unit, "Team", 3)
MoveEntityToNode(player, "Team3Spawn", 3)

--remove this player from the table, as we already moved his unit
table.remove(toTeamThreeEngineerKill, i)
return
end
end

--search through the table to see if the newly spawned character needs to have his unit put on team 3
for i=1,table.getn(toTeamThreeMagnaKill) do

if toTeamThreeMagnaKill == player then
--found this player, so move his unit to team 3
local unit = GetCharacterUnit(player)
SetProperty(unit, "PercievedTeam", 3)
SetProperty(unit, "Team", 3)
MoveEntityToNode(player, "Team3Spawn", 4)

--remove this player from the table, as we already moved his unit
table.remove(toTeamThreeMagnaKill, i)
return
end
end

--search through the table to see if the newly spawned character needs to have his unit put on team 3
for i=1,table.getn(toTeamThreeDroidekaKill) do

if toTeamThreeDroidekaKill == player then
--found this player, so move his unit to team 3
local unit = GetCharacterUnit(player)
SetProperty(unit, "PercievedTeam", 3)
SetProperty(unit, "Team", 3)
MoveEntityToNode(player, "Team3Spawn", 5)

--remove this player from the table, as we already moved his unit
table.remove(toTeamThreeDroidekaKill, i)
return
end
end
end)

SetTeamAsFriend(ATT, 3)
SetTeamAsFriend(3, ATT)
SetTeamAsFriend(DEF, 3)
SetTeamAsFriend(3, DEF)

--EnableBarriers("Barrier44");
--EnableBarriers("Barrier230");
--EnableBarriers("Barrier84");
--EnableBarriers("Barrier227");[/code]


Those are only the functions that I made. The rest is normal Death Star.
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