Sudden Script 'Failure' [Solved]

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MandeRek
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Sudden Script 'Failure' [Solved]

Post by MandeRek »

Okay, this makes no sense.. Everything was done on BF0 for first closed released, i played through all modes again and now i noticed in the Tatooine map, that there's NO AI, plus the points to unlock i added through the jedi through scripting also don't work.. Meaning; you're alone in the world, together with all vehicles, working cps, locals and turrets..

Has anyone had this problem before? I really need to get this fixed before this evening :?

Here's the script, the errorlog didn't tell any errors about anything related to the problem:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp5 = CommandPost:New{name = "cp6"}



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

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)


conquest:Start()

EnableSPHeroRules()

SetClassProperty("rep_hero_macewindu", "PointsToUnlock", 15)
SetClassProperty("cis_hero_trenox", "PointsToUnlock", 15)
SetClassProperty("cis_hero_sevrancetann", "AnimationName", "")

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("dc:sound\\TES.lvl")
ReadDataFile("SIDE\\BattlefrontZero\\187th.lvl",
"clo_inf_trooper",
"clo_inf_sniper",
"clo_inf_medic",
"clo_inf_rocketeer",
"clo_inf_gunner",
"clo_inf_jettrooper",
"clo_inf_general")

ReadDataFile("SIDE\\BattlefrontZero\\confederate.lvl",
"con_inf_b1",
"con_inf_b2",
"con_inf_grappledroid",
"con_inf_bodyguard",
"con_inf_oom")


ReadDataFile("SIDE\\rep.lvl",
"rep_hover_barcspeeder",
"rep_hero_macewindu",
"rep_hover_fightertank")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_droideka",
"cis_hover_aat",
"cis_hover_stap")

ReadDataFile("SIDE\\BattlefrontZero\\mher.lvl",
"cis_hero_sevrancetann",
"rep_hero_echuu",
"cis_hero_trenox")

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

ReadDataFile("SIDE\\des.lvl",
"tat_inf_jawa",
"tat_inf_tuskenraider",
"tat_inf_tuskenhunter")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "clo_inf_trooper",9, 25},
assault = { "clo_inf_sniper",1, 4},
engineer = { "clo_inf_rocketeer",1, 4},
sniper = { "clo_inf_medic",1, 4},
officer = {"clo_inf_gunner",1, 2},
special = { "clo_inf_jettrooper",1, 2},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "con_inf_b1",9, 25},
assault = { "con_inf_b2",1, 4},
engineer = { "con_inf_bodyguard",1, 4},
sniper = { "con_inf_grappledroid",1, 4},
special = {"cis_inf_droideka",1, 2},
officer = { "con_inf_oom",1, 2},
}
}

AddUnitClass(REP, "clo_inf_general", 1, 1)
AddUnitClass(REP, "rep_hero_macewindu", 1, 1)
AddUnitClass(CIS, "cis_hero_trenox", 1, 1)

-- Jawas --------------------------
SetTeamName (3, "jawa")
AddUnitClass (3, "tat_inf_jawa", 7)
SetUnitCount (3, 7)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(3,DEF)
SetTeamAsFriend(ATT,3)
SetTeamAsEnemy(DEF,3)
-----------------------------------

-- Tusken --------------------------
SetTeamName (4, "tusken")
AddUnitClass (4, "tat_inf_tuskenraider", 3)
AddUnitClass (4, "tat_inf_tuskenhunter", 3)
SetUnitCount (4, 6)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsEnemy(4,ATT)
SetTeamAsFriend(4,DEF)
SetTeamAsEnemy(ATT,4)
SetTeamAsFriend(DEF,4)
SetTeamAsEnemy(3,4)
SetTeamAsEnemy(4,3)
-----------------------------------

SetHeroClass(CIS, "cis_hero_sevrancetann")
SetHeroClass(REP, "rep_hero_echuu")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 1) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 240
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 22)
SetMemoryPoolSize("EntityFlyer", 30)
SetMemoryPoolSize("EntityHover", 20)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 20)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("Navigator", 49)
SetMemoryPoolSize("Obstacle", 760)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("SoldierAnimation", 557)
SetMemoryPoolSize("SoundSpaceRegion", 46)
SetMemoryPoolSize("TreeGridStack", 500)
SetMemoryPoolSize("UnitAgent", 49)
SetMemoryPoolSize("UnitController", 49)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:TMG\\TMG.lvl", "TMG_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
obiboba3po
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Joined: Tue Feb 12, 2008 7:46 pm
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Re: Sudden Script 'Failure'

Post by obiboba3po »

i get the no AI error all the time. i believe teancum told me that that happens when you are calling up more or less cps in youre lua than are actually placed.
actually, i see the error.

Code: Select all

cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp5 = CommandPost:New{name = "cp6"}
you should change the last cp5 to 6 lol
that should change things a bit :wink: hope this helps
User avatar
RED51
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Posts: 1024
Joined: Sun Sep 07, 2008 6:25 pm
Games I'm Playing :: SWBFII

Re: Sudden Script 'Failure'

Post by RED51 »

It's always the little dastards that get us isn't? :wink: For a map I was making, I was trying to put in locals, and the game kept crashing, but I thought the crash was related to my locals, but someone saw a typo in the lua, which was very easy fix. Obo had pointed a typo, but other then that I think that typo is causing the ai to not show up in the map.
MandeRek
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Re: Sudden Script 'Failure'

Post by MandeRek »

obiboba3po wrote:i get the no AI error all the time. i believe teancum told me that that happens when you are calling up more or less cps in youre lua than are actually placed.
actually, i see the error.

Code: Select all

cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp5 = CommandPost:New{name = "cp6"}
you should change the last cp5 to 6 lol
that should change things a bit :wink: hope this helps
That just fixed it.. Thank you very much.. This can be locked now :)
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