Page 1 of 1

New Side guys not showing up

Posted: Tue Sep 14, 2010 7:44 pm
by Press_Tilty
So I DL'ed the first commando assests pack, set them up with a side, and added them to my lua, and they don't show up in game.

My lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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


function ScriptPostLoad()


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



--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()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

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

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")

ReadDataFile("dc:Side\\jug.lvl",
"rep_inf_clone_commando",
"rep_inf_default_commando")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

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

AddUnitClass(REP, "rep_inf_clone_commando",1,4)
AddUnitClass(REP, "rep_inf_default_commando",1,4)


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 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:MAP\\MAP.lvl", "MAP_conquest")
ReadDataFile("dc:MAP\\MAP.lvl", "MAP_conquest")
SetDenseEnvironment("false")




-- Sound

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

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

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

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

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

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

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

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

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


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

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

Re: New Side guys not showing up

Posted: Tue Sep 14, 2010 7:48 pm
by AQT
AddUnitClass lines should go before SetHeroClass lines. If changing that doesn't work, then there's probably something wrong with your side/units. Post their ODFs and REQs if that is the case.

Re: New Side guys not showing up

Posted: Tue Sep 14, 2010 7:49 pm
by Press_Tilty
That's not what Caleb's tut said, but i'll try.

Didn't help.

I also haven't modified anything else from the DL...

My req is this:
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"rep_inf_clone_commando"
"rep_inf_default_commando"
}
}

Re: New Side guys not showing up

Posted: Tue Sep 14, 2010 7:57 pm
by AQT
Do the units have their own individual REQs? Is there a jug.lvl file in your map's side folder?

Re: New Side guys not showing up

Posted: Tue Sep 14, 2010 9:16 pm
by Press_Tilty
AQT wrote:Do the units have their own individual REQs? Is there a jug.lvl file in your map's side folder?
Yes, and yes, unless you mean the one in _BUILD

Re: New Side guys not showing up

Posted: Tue Sep 14, 2010 9:29 pm
by AQT
Press_Tilty wrote:unless you mean the one in _BUILD
I was referring to the location GameData\addon\***\data\_LVL_PC\SIDE. How large is the file jug.lvl then? Can you post the units' ODFs anyway?

Re: New Side guys not showing up

Posted: Tue Sep 14, 2010 9:36 pm
by Press_Tilty
AQT wrote:
Press_Tilty wrote:unless you mean the one in _BUILD
I was referring to the location GameData\addon\***\data\_LVL_PC\SIDE. How large is the file jug.lvl then? Can you post the units' ODFs anyway?
Yes, and its 1 KB.


Clone commando:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default_commando"

[Properties]
GeometryName = "RC_inf"
GeometryLowRes = "RC_inf"
FirstPerson = "REP\rep;rep_3rd_trooper"
WaterDamageInterval = "0.0"
WaterDamageAmount = "0.0"
Default Commando:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default"


[Properties]
UnitType = "Trooper"
PointsToUnlock = 12
MaxShield = 400
AddShield = 5

MaxHealth = 800.0


WEAPONSECTION = 1
WeaponName = "rep_weap_inf_dcrifle"
WeaponAmmo = 5

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_dcsniper"
WeaponAmmo = 4

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_anti_armor"
WeaponAmmo = 4

WEAPONSECTION = 4
WeaponName = "rep_weap_inf_dc15s_side_arm"
WeaponAmmo = 0

VOUnitType = 42

HurtSound = "clone_commando_chatter_wound"

Re: New Side guys not showing up

Posted: Tue Sep 14, 2010 10:25 pm
by AQT
Why are you referencing rep_inf_default_commando in your side's REQ and loading it in your LUA? It's a parent ODF, so all you really need is rep_inf_clone_commando, the actual unit. Have you set up a folder called JUG in the directory data_***\_BUILD\Sides yet? In the JUG folder, you need to copy over the clean and munge batch files from the ALL folder, also in the same directory.

Re: New Side guys not showing up

Posted: Wed Sep 15, 2010 8:48 pm
by Press_Tilty
Yeah I just realized I don't need him. I'll see what that does.

EDIT1: That didn't help. Trying the other thing now.

EDIT2: No i had already put the JUG folder in the _BUILD dir with those .bats.

Re: New Side guys not showing up

Posted: Wed Sep 15, 2010 9:15 pm
by AQT
So it seems with all the information you provided thus far the problem isn't with the way you set up your side or your LUA. Your jug.lvl file turned out to be 1 KB large, but it should be greater than that. What does your munge log say? How about the error log? Have you ever been able to get a custom side to work properly before?

Re: New Side guys not showing up

Posted: Wed Sep 15, 2010 9:19 pm
by Press_Tilty
AQT wrote:So it seems with all the information you provided thus far the problem isn't with the way you set up your side or your LUA. Your jug.lvl file turned out to be 1 KB large, but it should be greater than that. What does your munge log say? How about the error log? Have you ever been able to get a custom side to work properly before?

I don't get one [a munge log) anymore...idk, haven't tried yet. Will do.

No, but I've only tried once and I think i screwed up the foldering.

---

New problem. I DLed the Christmas sides, put them in the right places, added a dc: to my lua, and now it crashes! What the hey?

It's "dc:Side..." right?

---

The Commando works!