Jedi do not hurt enemys

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Guest

Jedi do not hurt enemys

Post by Guest »

Ok, so, you might of heard of the Trilogy mod, and well, so I start my level up and it crashes and says: Cannot Find Mission.lvl so I do it in the BF2_Modtools and when it crashes I look inside the BFront2.log and here is what it says:
Opened logfile BFront2.log 2006-08-29 0847
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
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
num, Selection = 1 table: 03CA128C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie BS2 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment BS20.000000ly

+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 2
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 3
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 4
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 5
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 6
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 7
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 8
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 9
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 10
EraSelection.subst = c era_c
EraSelection.subst = c era_c
num, Selection = 1 table: 03CA128C
play movie BS2 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment BS20.000000ly

bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = true galactic_visable = false
Adding map: 3OCc_Diet Dr. Pepper idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 3
.\Source\LuaHelper.cpp(112)
OpenScript(3OCc_Diet Dr. Pepper): script (f02a4473) not found

Message Severity: 5
.\Source\GameState.cpp(1283)
Could not open MISSION\3OCc_Diet Dr. Pepper.lvl
By the way its a space map, here is my LUA's
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Assault File
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("3OCc_cmn")

ScriptCB_DoFile("ObjectiveSpaceAssault")
ScriptCB_DoFile("LinkedShields")
ScriptCB_DoFile("LinkedDestroyables")

myGameMode = "3OC_CW-Assault"

function myScriptInit()
SetMemoryPoolSize("CommandFlyer", 2)
end


function ScriptPostLoad()
SetupObjectives()

SetupShields()
SetupDestroyables()
SetupTurrets()

AddAIGoal(REP, "Deathmatch", 100)
AddAIGoal(CIS, "Deathmatch", 100)

DisableSmallMapMiniMap()
end

function SetupObjectives()
assault = ObjectiveSpaceAssault:New{
teamATT = REP, teamDEF = CIS,
multiplayerRules = true
}

local repTargets = {
engines = { "cis_drive_1", "cis_drive_2" },
lifesupport = "cis-life-ext",
bridge = "cis-bridge",
comm = "cis-comms",
sensors = "cis-sensors",
frigates = "cis-frigate",
internalSys = { "cis-life-int", "cis-engines" },
}

local cisTargets = {
engines = "rep_drive_1",
lifesupport = "rep-life-ext",
bridge = "rep-bridge",
comm = "rep-comms",
sensors = "rep-sensors",
frigates = "rep-frigate",
internalSys = { "rep-life-int", "rep-engines" },
}

assault:SetupAllCriticalSystems( "rep", repTargets, true )
assault:SetupAllCriticalSystems( "cis", cisTargets, false )

assault:Start()
end

function SetupShields()
-- CIS Shielded objects
local linkedShieldObjectsCIS = { "cis_ship_1", "cis_ship_2", "cis_ship_3", "cis_ship_4",
"cis-bridge", "cis-comms", "cis-life-ext", "cis-sensors",
"cis_drive_1", "cis_drive_2"}
shieldStuffCIS = LinkedShields:New{objs = linkedShieldObjectsCIS, controllerObject = "cis-shield"}
shieldStuffCIS:Init()

function shieldStuffCIS:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", REP)
ShowMessageText("level.spa.hangar.shields.def.down", CIS)

BroadcastVoiceOver( "ROSMP_obj_16", REP )
BroadcastVoiceOver( "COSMP_obj_17", CIS )
end
function shieldStuffCIS:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", REP)
ShowMessageText("level.spa.hangar.shields.def.up", CIS)

BroadcastVoiceOver( "ROSMP_obj_18", REP )
BroadcastVoiceOver( "COSMP_obj_19", CIS )
end

-- REP Shielded objects
local linkedShieldObjectsREP = { "rep_ship_1", "rep_ship_2", "rep_ship_3", "rep_ship_4",
"rep-bridge", "rep-comms", "rep-life-ext", "rep-sensors",
"rep_drive_1"}
shieldStuffREP = LinkedShields:New{objs = linkedShieldObjectsREP, controllerObject = "rep-shield"}
shieldStuffREP:Init()

function shieldStuffREP:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", CIS)
ShowMessageText("level.spa.hangar.shields.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_17", REP )
BroadcastVoiceOver( "COSMP_obj_16", CIS )
end
function shieldStuffREP:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", CIS)
ShowMessageText("level.spa.hangar.shields.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_19", REP )
BroadcastVoiceOver( "COSMP_obj_18", CIS )
end
end


function SetupDestroyables()
--CIS destroyables
lifeSupportLinkageCIS = LinkedDestroyables:New{ objectSets = {{"cis-life-int"}, {"cis-life-ext"}} }
lifeSupportLinkageCIS:Init()

engineLinkageCIS = LinkedDestroyables:New{ objectSets = {{"cis_drive_1", "cis_drive_2"}, {"cis-engines"}} }
engineLinkageCIS:Init()

--REP destroyables
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"rep-life-int"}, {"rep-life-ext"}} }
lifeSupportLinkageREP:Init()

engineLinkageREP = LinkedDestroyables:New{ objectSets = {{"rep_drive_1"}, {"rep-engines"}} }
engineLinkageREP:Init()
end
and here is my 3oCc_cmn
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Common File
-- Common script that shares all setup information
--

ScriptCB_DoFile("setup_teams")

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

function SetupUnits()
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_inf_ep3_engineer",
"rep_hero_obiwan",
"rep_hero_anakin",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_pilot",
"cis_inf_marine",
"cis_hero_countdooku"
"cis_hero_grievous"
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_fly_tridroidfighter")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end

myTeamConfig = {
rep = {
team = REP,
units = 200,
reinforcements = -1,
pilot = { "rep_inf_ep3_pilot",100},
marine = { "rep_inf_ep3_marine",48},
engineer = { "rep_inf_ep3_engineer",50},
hero1 = { "rep_hero_obiwan",1},
hero2 = { "rep_hero_anakin",1},
},
cis = {
team = CIS,
units = 200,
reinforcements = -1,
pilot = { "cis_inf_pilot",100},
marine = { "cis_inf_marine",48},
engineer = { "cis_inf_engineer",50},
hero1 = { "cis_hero_countdooku",1},
hero2 = { "cis_hero_grievous",1},
}
}

ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--CIS turrets
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
turrets = {"cis_turr_1", "cis_turr_2", "cis_turr_3", "cis_turr_4", "cis_turr_5", "cis_turr_6"} }
turretLinkageCIS:Init()

function turretLinkageCIS:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)

BroadcastVoiceOver( "ROSMP_obj_20", REP )
BroadcastVoiceOver( "COSMP_obj_21", CIS )
end
function turretLinkageCIS:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", REP)
ShowMessageText("level.spa.hangar.mainframe.def.up", CIS)

BroadcastVoiceOver( "ROSMP_obj_22", REP )
BroadcastVoiceOver( "COSMP_obj_23", CIS )
end

--REP turrets
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
turretLinkageREP:Init()

function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_21", REP )
BroadcastVoiceOver( "COSMP_obj_20", CIS )
end
function turretLinkageREP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_23", REP )
BroadcastVoiceOver( "COSMP_obj_22", CIS )
end
end

function ScriptPreInit()
SetWorldExtents(2500)
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()
-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")

SetMinFlyHeight(-1800)
SetMaxFlyHeight(1800)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(1800)
SetAIVehicleNotifyRadius(100)

ReadDataFile("sound\\spa.lvl;spa2cw")
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);

SetupUnits()
SetupTeams(myTeamConfig)

-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
local units = 72
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 73)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroideka",0)
SetMemoryPoolSize("EntityDroid",0)
SetMemoryPoolSize("EntityHover", 0)
SetMemoryPoolSize("EntityFlyer", 36)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans" , 1784)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1500)
SetMemoryPoolSize("EntityLight", 100)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoldier",guyCnt)
SetMemoryPoolSize("SoldierAnimation", 200)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 70)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 150)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("PathNode", 92)
SetMemoryPoolSize("UnitAgent", units)
SetMemoryPoolSize("UnitController", units)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("Combo::DamageSample", 0)

SetSpawnDelay(10.0, 0.25)

-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end

ReadDataFile("dc:3OC\\spa_sky.lvl", "tat")

ReadDataFile("dc:3OC\\3OC.lvl", myGameMode)

SetDenseEnvironment("false")

SetParticleLODBias(15000)

-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

local 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\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tat.lvl", "tat1_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(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(REP, "Repleaving")
SetOutOfBoundsVoiceOver(CIS, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end", 2,1)

SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")
SetVictoryMusic(CIS, "cis_spa_amb_victory")
SetDefeatMusic (CIS, "cis_spa_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 Battle over Felucia
-- Rep ship from behind
AddCameraShot(0.998795, -0.041143, -0.026739, -0.001101, -720.435303, 809.024963, 2779.057129);
-- CIS ship from behind
AddCameraShot(0.028389, -0.001117, -0.998823, -0.039312, -629.853760, 809.024963, -2050.946289);
-- Overall from right side of map
AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
-- Overall from left side of map
AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);


AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddLandingRegion("rep-CP1Con")
AddLandingRegion("cis-CP1Con")

end
Last edited by Guest on Tue Aug 29, 2006 1:57 pm, edited 1 time in total.
User avatar
Teancum
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Posts: 11080
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RE: Could not find 3oCc_ass.lvl

Post by Teancum »

Did it have Assault before, or did you add it?
Guest

RE: Could not find 3oCc_ass.lvl

Post by Guest »

It had assault before. And when I munge it it says expecting bracket, could not find one. Continuing
Hebes24
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RE: Could not find 3oCc_ass.lvl

Post by Hebes24 »

Post the exact error from mungelog, It might tell you what line it was on.
Guest

RE: Could not find 3oCc_ass.lvl

Post by Guest »

How do I get the munge log without having to munge all over again?
The_Emperor
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RE: Could not find 3oCc_ass.lvl

Post by The_Emperor »

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_pilot",
"cis_inf_marine",
"cis_hero_countdooku"
"cis_hero_grievous"
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_fly_tridroidfighter")


should be

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_pilot",
"cis_inf_marine",
"cis_hero_countdooku",
"cis_hero_grievous",
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_fly_tridroidfighter")

(in the 30Cc_cmn)
Hebes24
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RE: Could not find 3oCc_ass.lvl

Post by Hebes24 »

Yup that would be the problem.

PC_mungelog.txt can be found in data_***\_BUILD. (*** = 3 letter Mod ID )
Guest

RE: Could not find 3oCc_ass.lvl

Post by Guest »

Yes but it gets deleted if you go to a different file, I'll try that out though, what The_Emporer did
fat_walrus

RE: Could not find 3oCc_ass.lvl

Post by fat_walrus »

Did you move your LUA?
Guest

RE: Could not find 3oCc_ass.lvl

Post by Guest »

Ok, it works now, thank you guys, but one thing! The attacks with the jedi dont hurt people, but force powers do, how do I fix this?
User avatar
Teancum
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RE: Could not find 3oCc_ass.lvl

Post by Teancum »

add this -- it's all the Jedi-stuff

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
Guest

RE: Could not find 3oCc_ass.lvl

Post by Guest »

Where should it go?
Hebes24
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RE: Could not find 3oCc_ass.lvl

Post by Hebes24 »

I the Lua near all the other memory pools under the SetupTeams section.
Guest

RE: Could not find 3oCc_ass.lvl

Post by Guest »

Thanks I'll try that!
Guest

RE: Could not find 3oCc_ass.lvl

Post by Guest »

Ok it still does not work. Do I have too munge in a specific way?
Rekubot
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RE: Could not find 3oCc_ass.lvl

Post by Rekubot »

Nope, you just need to select common. Are you sure you've put it in the right place? There are two memory pool spots in the conquest LUA.
Guest

RE: Could not find 3oCc_ass.lvl

Post by Guest »

Its a space map so it goes in cmn. And this is my LUA:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Common File
-- Common script that shares all setup information
--

ScriptCB_DoFile("setup_teams")

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

function SetupUnits()
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_inf_ep3_engineer",
"rep_hero_obiwan",
"rep_hero_anakin",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_pilot",
"cis_inf_marine",
"cis_hero_countdooku",
"cis_hero_grievous",
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_fly_tridroidfighter")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end

myTeamConfig = {
rep = {
team = REP,
units = 200,
reinforcements = -1,
pilot = { "rep_inf_ep3_pilot",100},
marine = { "rep_inf_ep3_marine",48},
engineer = { "rep_inf_ep3_engineer",50},
officer = { "rep_hero_obiwan",1},
special = { "rep_hero_anakin",1},
},
cis = {
team = CIS,
units = 200,
reinforcements = -1,
pilot = { "cis_inf_pilot",100},
marine = { "cis_inf_marine",48},
engineer = { "cis_inf_engineer",50},
officer = { "cis_hero_countdooku",1},
special = { "cis_hero_grievous",1},
}
}

ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--CIS turrets
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
turrets = {"cis_turr_1", "cis_turr_2", "cis_turr_3", "cis_turr_4", "cis_turr_5", "cis_turr_6"} }
turretLinkageCIS:Init()

function turretLinkageCIS:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)

BroadcastVoiceOver( "ROSMP_obj_20", REP )
BroadcastVoiceOver( "COSMP_obj_21", CIS )
end
function turretLinkageCIS:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", REP)
ShowMessageText("level.spa.hangar.mainframe.def.up", CIS)

BroadcastVoiceOver( "ROSMP_obj_22", REP )
BroadcastVoiceOver( "COSMP_obj_23", CIS )
end

--REP turrets
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
turretLinkageREP:Init()

function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_21", REP )
BroadcastVoiceOver( "COSMP_obj_20", CIS )
end
function turretLinkageREP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_23", REP )
BroadcastVoiceOver( "COSMP_obj_22", CIS )
end
end

function ScriptPreInit()
SetWorldExtents(2500)
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()
-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")

SetMinFlyHeight(-1800)
SetMaxFlyHeight(1800)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(1800)
SetAIVehicleNotifyRadius(100)

ReadDataFile("sound\\spa.lvl;spa2cw")
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);

SetupUnits()
SetupTeams(myTeamConfig)

-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
local units = 72

SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 73)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroideka",0)
SetMemoryPoolSize("EntityDroid",0)
SetMemoryPoolSize("EntityHover", 0)
SetMemoryPoolSize("EntityFlyer", 36)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans" , 1784)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1500)
SetMemoryPoolSize("EntityLight", 100)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoldier",guyCnt)
SetMemoryPoolSize("SoldierAnimation", 200)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 70)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 150)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("PathNode", 92)
SetMemoryPoolSize("UnitAgent", units)
SetMemoryPoolSize("UnitController", units)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("Combo::DamageSample", 0)

SetSpawnDelay(10.0, 0.25)

-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end

ReadDataFile("dc:3OC\\spa_sky.lvl", "tat")

ReadDataFile("dc:3OC\\3OC.lvl", myGameMode)

SetDenseEnvironment("false")

SetParticleLODBias(15000)

-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

local 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\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tat.lvl", "tat1_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(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(REP, "Repleaving")
SetOutOfBoundsVoiceOver(CIS, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end", 2,1)

SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")
SetVictoryMusic(CIS, "cis_spa_amb_victory")
SetDefeatMusic (CIS, "cis_spa_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 Battle over Felucia
-- Rep ship from behind
AddCameraShot(0.998795, -0.041143, -0.026739, -0.001101, -720.435303, 809.024963, 2779.057129);
-- CIS ship from behind
AddCameraShot(0.028389, -0.001117, -0.998823, -0.039312, -629.853760, 809.024963, -2050.946289);
-- Overall from right side of map
AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
-- Overall from left side of map
AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);


AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddLandingRegion("rep-CP1Con")
AddLandingRegion("cis-CP1Con")

end



Guest

RE: Could not find 3oCc_ass.lvl

Post by Guest »

Sombody please reply, you want the entire ttrilogy of star wars on your game right! Please help!
Hebes24
Sith Master
Sith Master
Posts: 2594
Joined: Sat Jun 03, 2006 5:15 pm
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Location: In An Epic Space Battle!
Contact:

RE: Could not find 3oCc_ass.lvl

Post by Hebes24 »

Calm down, everythings going to be all right (eventually).

Anything coming up in the logs? Bfront2, mungelog?
Guest

RE: Could not find 3oCc_ass.lvl

Post by Guest »

No nothing came up.
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