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Spawning Vehicles

Posted: Fri Dec 22, 2006 11:53 am
by trainmaster611
Yes I've tried to search for this topic


So I've created the control zone for the associated cp and I've filled out all the necessary forms and specified my vehicle, but when I play in game, its just not there :?

RE: Spawning Vehicles

Posted: Fri Dec 22, 2006 12:07 pm
by Hebes24
Did you call it in your LUA?

Is the vehicle in the right slots in the vehicle spawn?

RE: Spawning Vehicles

Posted: Fri Dec 22, 2006 12:12 pm
by trainmaster611
I know its in the right vehicle spawn and all that. What do you mean by LUA? Are you sure you have to mess with that for a vehicle to work? :|

RE: Spawning Vehicles

Posted: Fri Dec 22, 2006 12:16 pm
by Hebes24
Yes, you need to call the vehicle under the ReadDataFile from the side. Otherwise, it doesn't get loaded, so the Vehicle Spawn can't use it.

Post the LUA, I'll show you what to do.

RE: Spawning Vehicles

Posted: Fri Dec 22, 2006 12:24 pm
by trainmaster611
Ugh! I'm some kind of genius! :roll: I completely forgot where the LUA is :x

RE: Spawning Vehicles

Posted: Fri Dec 22, 2006 12:31 pm
by Hebes24
Data_***\common\scrips\*** (*** = 3 letter mod ID )

RE: Spawning Vehicles

Posted: Fri Dec 22, 2006 12:41 pm
by Teancum
Also, there's a page down button when you're inserting a vehicle spawn. Make sure you're filling out both the DEF and ATK values for each side. (I usually put the same thing in for DEF and ATK values)

RE: Spawning Vehicles

Posted: Fri Dec 22, 2006 12:49 pm
by trainmaster611
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

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(40)
SetMaxPlayerFlyHeight(40)


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\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )

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

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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:GM8\\GM8.lvl", "GM8_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_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(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
[/code]
Just so you know, I'm removing the 4 cps in the middle

And Teancum, I have noticed that but when I push Page Down nothing happens so I've assumed thats as far as it goes. And by Page Down I mean I've tried the button on the screen and on the keyboard.

:?

RE: Spawning Vehicles

Posted: Fri Dec 22, 2006 12:59 pm
by Hebes24
for the LUA, if you wanted to add a rebel combatspeeder you would change this:
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")
to this:
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat",
"all_hover_combatspeeder"
)


For the Page down issue, are you using a com_item_vehicle_spawn from data_***\common\odfs? do you have it selected?

Posted: Fri Dec 22, 2006 2:17 pm
by Elmo
yeah...

Here: try this:

First make a control region for your cp...

place a vehicle spawn item inside the control region...

assign the vehicle spawn item to the cp it is placed next to...

if you want to add a rebel combat speeder... add under ATKreb and DEFreb its odf name...

call it up in your LUA...

then munge...

Posted: Fri Dec 22, 2006 4:43 pm
by trainmaster611
Ok I added the LUA line and I even completely redid the vehicle spawn placement and refilled out the necessary fields just to make sure I did everything right...and guess what? No vehicle! :x

Here's some info that might be affecting it :| :

1)ctf controlzone

2)^control zone is designated as Team: 1

2)Vehicle I'm placing is rep_vwing

3)There is still a CW era

4)I'm placing the vehicle name in ImpATK

And I still can't Page Down! :evil:

Posted: Fri Dec 22, 2006 4:48 pm
by Hebes24
It's rep_fly_vwing, not rep_vwing....

you need to page down, your putting it in the IMP slot. I don't know why you would not be able to page down, I have no problem. (you are pressing page down on the screen, right?)

Posted: Fri Dec 22, 2006 4:50 pm
by Elmo
did you assign the v wing to cp1 or whatever cp you are associating it to?

what you do to do that, is when you place a vehicle spawn.... there will be something at the right of the screen... enter cp1 or whatever cp you're adding it to at the top bar... then add the V wing's odf name in the ImpATK and ImpDEF bars.... You can't page down?!?!... What you do is click pagedn at the bottom of the thing... if it doesn't turn the page.. then there's a problem... oh yeah... and make sure.. you have a control region for your cp and that th vehicle spawn is in the control region. :wink:

Posted: Fri Dec 22, 2006 5:23 pm
by Elmo
hmm.. i see train's problem... i try to add a droidfighter in my map but it doesn't show up either. Is adding a flying vehicle different from adding a ground vehicle?

Posted: Fri Dec 22, 2006 5:35 pm
by Hebes24
See the Getting Started Doc for the proper way to do vehicle spawns, make sure you guys did the same.

And no, Adding flyers is the same as adding ground vehicles.

Posted: Fri Dec 22, 2006 5:45 pm
by Elmo
heh, got it Hebes... didn't add the right odf name :lol:

Posted: Fri Dec 22, 2006 6:01 pm
by Darth_Z13
Topic Title wrote:Spawning Vehicles
.... is the hardest thing to do in mapping. In my opinion. I never could get those [wordnotallowed]ing CIS Tanks to spawn...

Do the combat speeders work? They never do for me.....

Posted: Fri Dec 22, 2006 6:17 pm
by Elmo
despite all my efforts I CANNOT get those gian speeders into my map... what exactly is their odf name?

Posted: Fri Dec 22, 2006 6:34 pm
by trainmaster611
Ok, so I already added a flying vehicle and associated it with the cp. I did exactly what the doc said and I already new the file name was rep_fly_vwing. I was just making it short for the post.

[EDIT]:I found out how to make it go down. I had to make my screen resolution go up and...tada! I found like 20 new tools I couldn't see before. I could also press the button and I found impDEF and I filled out the vwing there and erased it from impATK :mrgreen:

Posted: Fri Dec 22, 2006 6:48 pm
by Elmo
so it works?