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Geo turret won't fire & game crash with 4 local

Posted: Sat Aug 22, 2009 7:38 am
by Executer94
The turret fires only when I shoot on it.

Here are the odfs:

tur_bldg_geoturret
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "geo_bldg_geoturret.msh"

[Properties]
HUDTag = "hud_geo_turret"


BUILDINGSECTION = "BODY"

Label = "Geonosian Turret"
MapTexture = "turret_icon"
IconTexture = "HUD_all_lascannon_icon"
MapScale = "1.2"
HealthTexture = "HUD_geo_turret_icon"
GeometryName = "geo_bldg_geoturret"
DestroyedGeometryName = "geo_bldg_geoturret_dest"

MaxHealth = "3000.0"



BUILDINGSECTION = "TURRET1"

ForceMode = 1

PitchLimits = "-45 15"
YawLimits = "-180 180"

PitchTurnFactor = "0.0"

EyePointOffset = "0.0 2.5 0.0"
TrackCenter = "0.0 0.0 -2.0"
TrackOffset = "0.0 3.6 2.0
TurretNodeName = "aimer_y"
TiltValue = "5"

PilotPosition = "hp_active"
//PilotAnimation = "man_gun"
Pilot9Pose = "minigun_9pose"


TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

TURRETSECTION = "TURRET1"

WeaponName = "tur_weap_geoturret"
WeaponAmmo = "0" //"2"
AimerNodeName = "aimer_x"
MaxTurnSpeed = "1.85"
MaxPitchSpeed = "0.75"

BarrelNodeName = "barrel"
BarrelLength = "1.0"
FirePointName = "hp_cannon_1"
FirstPerson = "com\comunive;com_1st_scope_universal"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_smokeplume"
DamageAttachPoint = "hp_smoke_1"
tur_weap_geoturret
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "cannon"


[Properties]

SecondaryOrdnanceName = "tur_weap_geoturret_hidden"
SecondaryOrdnancePeriod = 1

Label = "LR1K Cannon"
ReticuleTexture = "reticule_rifle"

OrdnanceName = "tur_weap_geoturret_ord"
MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"

RoundsPerClip = "0"
ShotDelay = "1.0"
ReloadTime = "2.0"

MinRange = "0"
OptimalRange = "50"
MaxRange = "60"

LockOnRange = "100.0"
LockTime = "0.0"
MinSpread = "0.0"
MaxSpread = "0.0"
//AutoAimSize = "0.1"

SalvoCount = "1"
SalvoDelay = "0.17"
InitialSalvoDelay = "0.0"

FireSound = "cis_weap_inf_sonicblaster_fire"
FireLoopSound = ""
ChargeSound = ""
ChangeModeSound = ""
WeaponChangeSound = ""

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = ""

AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "1"

RecoilLengthLight = "0.2"
RecoilStrengthLight = "1"

RecoilLengthHeavy = "0.1"
RecoilStrengthHeavy = ".6"

ZoomMin = "2.0"
ZoomMax = "4.0"
ZoomRate = "1.0"

ScopeTexture = "weapon_scope4"
tur_weap_geoturret_ord
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "fatray"

[Properties]
ExplosionName = "tur_weap_geoturret_exp"

LifeSpan = "0.45"
TurnRate = "0.0"
WaverRate = "0.0"
WaverTurn = "0.0"
Velocity = "100.0"
Gravity = "0.0"
Rebound = "0.0"

DamageDeduction = "5.0"

MaxPush = "13.0"
MinPush = "5.0"
PushDeduction = "1.0"
Pushradius = "1.0"
RayRadius = "5.0"

MaxDamage = "400.0"


VehicleScale = "0.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"
AnimalScale = "1.0"
ShieldScale = "5.0"

TrailEffect = "geo_sfx_weap_blunderbluss_ord"
////OrdnanceSound = "com_weap_launcher_energy_dumbfire
lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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


function ScriptPostLoad()

SetupDestroyables()

ActivateRegion("anim1")

region1 = OnEnterRegion(
function(region, player)
if IsCharacterHuman(player) then

PauseAnimation("koltotank")
RewindAnimation("koltotank")
PlayAnimation("koltotank")
end
end,
"anim1"
)

ActivateRegion("anim2")

region1 = OnEnterRegion(
function(region, player)
if IsCharacterHuman(player) then

PauseAnimation("ani")
RewindAnimation("ani")
PlayAnimation("ani")
end
end,
"anim2"
)


ActivateRegion("animdoor")

region1 = OnEnterRegion(
function(region, player)
if IsCharacterHuman(player) then

PauseAnimation("door1")
RewindAnimation("door1")
PlayAnimation("door1")

-- allow the AI to run across it
UnblockPlanningGraphArcs("connec");
DisableBarriers("doorbar");


end
end,
"animdoor"
)




ActivateRegion("anim2")

region1 = OnEnterRegion(
function(region, player)
if IsCharacterHuman(player) then

PauseAnimation("ship1")
RewindAnimation("ship1")
PlayAnimation("ship1")
end
end,
"anim2"
)


ActivateRegion("anim3")

region1 = OnEnterRegion(
function(region, player)
if IsCharacterHuman(player) then

PauseAnimation("tech1")
RewindAnimation("tech1")
PlayAnimation("tech1")
end
end,
"anim3"
)


ActivateRegion("anim3")

region1 = OnEnterRegion(
function(region, player)
if IsCharacterHuman(player) then

PauseAnimation("tech2")
RewindAnimation("tech2")
PlayAnimation("tech2")
end
end,
"anim3"
)


ActivateRegion("anim4")

region1 = OnEnterRegion(
function(region, player)
if IsCharacterHuman(player) then

PauseAnimation("unfall1")
RewindAnimation("unfall1")
PlayAnimation("unfall1")
end
end,
"anim4"
)








AddDeathRegion("deathregion")


--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"}



--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:Start()
Setubermode(1);
EnableSPHeroRules()

AddDeathRegion("1")

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(800)
SetMaxPlayerFlyHeight (800)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
SetMemoryPoolSize("Music", 40)


ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_fly_gunship_DOME",
"rep_inf_captain_rex",
"rep_hover_fightertank",
"rep_inf_ep2_rocketeer_chaingun",
"rep_fly_gunship",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_marine",
"cis_inf_droideka",
"cis_hover_aat")

ReadDataFile("dc:SIDE\\shu.lvl",
"rep_fly_command")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_walk_spiderkas")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")

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



ReadDataFile("dc:SIDE\\bf1.lvl",
"bf1_inf_geonosian")

ReadDataFile("dc:SIDE\\dwa.lvl",
"cis_walk_dwarfspider")

ReadDataFile("dc:SIDE\\shu.lvl",
"rep_fly_command")



SetupTeams{
rep = {
team = REP,
units = 0,
reinforcements = -1,

assault = { "rep_inf_ep2_rocketeer",1, 1},
special = { "rep_inf_captain_rex",1, 1},

},
cis = {
team = CIS,
units = 50,
reinforcements = -1,

engineer = { "cis_inf_sniper",1, 4},
soldier = { "cis_inf_rifleman",1, 4},
sniper = { "cis_inf_marine",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}


SetTeamName (3, "Geos")
AddUnitClass (3, "geo_inf_geonosian", 15 ,55)
AddUnitClass (3, "bf1_inf_geonosian", 15 ,55)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 500)
SetReinforcementCount(3, -1)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)

SetTeamName (4, "reps")
AddUnitClass (4, "rep_inf_ep2_rifleman", 15 ,55)
AddUnitClass (4, "rep_inf_ep2_sniper", 15 ,55)
SetUnitCount (4, 15)
AddAIGoal(4, "Deathmatch", 500)
SetReinforcementCount(4, -1)
SetTeamAsEnemy(DEF,4)
SetTeamAsEnemy(4,DEF)
SetTeamAsFriend(ATT,4)
SetTeamAsFriend(4,ATT)




SetHeroClass(REP, "rep_hero_anakin")

AddDeathRegion("deathregion")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 8) -- special -> droidekas
AddWalkerType(1, 2) -- 1x2 (1 pair of legs)
AddWalkerType(2, 2) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 2) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("EntityWalker", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

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



AddDeathRegion("deathregion")
-- 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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")


OpenAudioStream("sound\\yav.lvl", "geo1_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_GEO_amb_end", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_start", 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_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_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(5.908386, 5.209095, 5.352873, -5.081226, -45.922508, -19.114113, 77.022636);

--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(8.996091, 20.085528, 20.022005, 14.001889, 6.942698, 59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(2.906778, 7.081875, 5.411906, 9.037192, 26.373968, 59.937874, 122.553581)
--War Room
--AddCameraShot(5.994219, 6.074374, 8.077228, 8.005777, 90.939568, 49.293945, 69.571136)

end
AddDeathRegion("deathregion")

function SetupDestroyables()
--CIS destroyables
lifeSupportLinkageCIS = LinkedDestroyables:New{ objectSets = {{"door"}, {"geofighter1"}, {"bar"}} }
lifeSupportLinkageCIS:Init()

engineLinkageCIS = LinkedDestroyables:New{ objectSets = {{"gen1", "gen2"}, {"shield1"}} }
engineLinkageCIS:Init()


end

Re: Geo turret doesn't fire on my and game crash with 4. local

Posted: Sat Aug 22, 2009 5:13 pm
by bobfinkl
Shouldn't it have this line?

Code: Select all

PilotType     =  "self"
And what is "crash with 4. local"?

Re: Geo turret doesn't fire on my

Posted: Sun Aug 23, 2009 11:18 am
by Executer94
I fix the local problem

and no why should it have it?

Re: Geo turret doesn't fire on my and game crash with 4. local

Posted: Sun Aug 23, 2009 12:52 pm
by bobfinkl
According to what you said the turret only fires when you are driving it and you want it to fire on it's own, if you set it to Pilottype = "self" then it will Self-Pilot itself so you don't need to manually pilot it.

Re: Geo turret doesn't fire on my and game crash with 4. local

Posted: Sun Aug 23, 2009 12:55 pm
by Executer94
no i mean i also doesn't fire when it's maned

Re: Geo turret won't fire & game crash with 4 local

Posted: Sun Aug 23, 2009 4:31 pm
by bobfinkl
Are you using the default tur.lvl or a custom tur.lvl?

Oh and also if you are using a custom one then did you edit the turret at all?

Re: Geo turret won't fire & game crash with 4 local

Posted: Sun Aug 23, 2009 4:57 pm
by Executer94
i use a custom one but i didn't edit the files.

Re: Geo turret won't fire & game crash with 4 local

Posted: Sun Aug 23, 2009 4:59 pm
by bobfinkl
Did you add a dc: where it should be in the lua?

Re: Geo turret won't fire & game crash with 4 local

Posted: Sun Aug 23, 2009 5:14 pm
by Executer94
no but the default one should fire :/

Re: Geo turret won't fire & game crash with 4 local

Posted: Sun Aug 23, 2009 5:21 pm
by bobfinkl
Yes, but I'm pretty sure without the dc: problems arise I can't remember for sure but I remember having problems with turrets without the dc:.