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Many Questions/ problems

Posted: Sat Jul 28, 2007 8:44 pm
by computergeek
1.When I am in my map, there is a blue fog, can I get rid of this? Solved
2.I dont think that my light appears ingame, it is darker than it is in ZE, how do I get it ingame?
2 1\2 My ai seem to refuse to spawn. Everything I do wont work. Is there somthing wrong with my lua?


If I lower the reinforcment count, they still wont spawn. My map in-game has different cp numbers than the ones I assigned in ZE, and when I cange the numbers, they change again.
3. The Acclamator will not show up in ZE, Help?
4. When I click to change teams, it changes the names, but if I chose to swich to CIS, and I go to the Engineer Droid, It switches the textures to the republic, but the names stay the same, and If I change teams to be the CIS it shows ith Super Battle Droid, and then I spawn, and Im magically transformed into a clone BIG PROBLEM!!!

Posted: Sat Jul 28, 2007 10:44 pm
by Taivyx
1. Check your ***.fx file for the blue fog.
If there is a part of it dealing with fog, remove it.

2. I'm not very good with lighting, so I dunno

3. Doesn't the capital ship come in parts that you have to put together? I've never tried it though....

4. Eh, that's just a problem with battlefront 2, I have that problem with shipped maps sometimes too.

Posted: Sat Jul 28, 2007 10:50 pm
by computergeek
Ok thanks, and its not a capital ship, its the frigate

Posted: Sun Jul 29, 2007 1:27 am
by Teancum
cp0 = CommandPost:New{name = "cp0"}

The part in orange needs to match EXACTLY what your CPs are named in ZeroEdit. ONLY change the part in quotes to match the ZeroEdit names. Don't change anything else. Then report back.

Posted: Sun Jul 29, 2007 1:37 am
by Penguin
fog = .sky file not the .fx file.

remove cp0 or rename it to cp8, don't think you can have a cp0 in the lua,

EDIT:

change the units = 500 to 300, max units per team is 300.

Posted: Sun Jul 29, 2007 8:40 pm
by computergeek
ok tean I changed it, munged, and tested it, but it didnt make them spawn

Posted: Sun Jul 29, 2007 9:06 pm
by -_-
--This defines the CPs. These need to happen first
AddAIGoal(3, "Deathmatch", 100)
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
And so on.

Posted: Sun Jul 29, 2007 9:19 pm
by computergeek
oh ok, nope still nothing.

Posted: Sun Jul 29, 2007 10:51 pm
by Master Fionwë
I have seen a cp0 ingame before, and I have one in my map, though it shows up with the name cp2 or cp5, sometimes one sometimes the other, ingame. But you can have cp0 in the lua.

Posted: Sun Jul 29, 2007 11:30 pm
by Penguin
ingame they are given different numbers, you can't have a cp0 in your lua, it has to go from 1 up.

Posted: Mon Jul 30, 2007 10:15 am
by computergeek
I changed it, but nothing happened
could any one help with my sky?
http://www.geocities.com/chomper4000/sc ... 5805472015
thats a pic from free cam

Posted: Mon Jul 30, 2007 10:26 am
by Master Fionwë
Okay. Well, I'll change it then.

Posted: Mon Jul 30, 2007 10:51 am
by FragMe!
ReadDataFiledc:SIDE\\rep.lvl","rep_fly_gunship_sc","rep_fly_assult_dome","rep_walk_sphat","rep_hero_fisto")
ReadDataFile("SIDE\\rep.lvl",
"rep_bldg_forwardcenter",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_officer",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_hover_barcspeeder",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_fly_gunship_sc",
"rep_hero_fisto",

"rep_walk_atte",
"rep_hero_obiwan")

ReadDataFile("dc:SIDE\\dwarfspider.lvl", "cis_walk_dwarfspider")
ReadDataFile("SIDE\\cis.lvl", cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_marine",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_walk_dwarfspider",
"cis_fly_droidfighter_sc")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
You are calling the same things from both a modded side and the original side pretty sure you can't do that.

Posted: Mon Jul 30, 2007 2:00 pm
by Maveritchell
Also, you might try spelling "rep_fly_assult_dome" as "rep_fly_assault_dome."

Posted: Mon Jul 30, 2007 2:06 pm
by computergeek
Any help on my ai, hers the updated lua, ill take out the old ones
--
-- 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
AddAIGoal(3, "Deathmatch", 100)
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"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}

--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:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

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 (100)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 4x 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:SIDE\\rep.lvl","rep_fly_gunship_sc","rep_fly_assault_dome","rep_walk_sphat","rep_hero_fisto")
ReadDataFile("SIDE\\rep.lvl",
"rep_bldg_forwardcenter",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_officer",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_hover_barcspeeder",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_walk_atte",
"rep_hero_obiwan")

ReadDataFile("dc:SIDE\\dwarfspider.lvl", "cis_walk_dwarfspider")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_marine",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_fly_droidfighter_sc")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")

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

SetupTeams{
rep = {
team = REP,
units = 300,
reinforcements = 1000,
soldier = { "rep_inf_ep2_rifleman",50, 50},
assault = { "rep_inf_ep2_rocketeer",50, 50},
engineer = { "rep_inf_ep2_engineer",50, 50},
sniper = { "rep_inf_ep2_sniper",50, 50},
officer = { "rep_hero_obiwan",1, 1},
special = { "rep_inf_ep2_jettrooper",50, 50},

},
cis = {
team = CIS,
units = 300,
reinforcements = 1000,
soldier = { "cis_inf_rifleman",50, 50},
assault = { "cis_inf_rocketeer",50, 50},
engineer = { "cis_inf_engineer",50, 50},
sniper = { "cis_inf_sniper",50, 50},
officer = {"cis_inf_marine",50, 50},
special = { "cis_inf_droideka",10, 10},
}
}

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

-- 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)
SetMemoryPoolSize("CommandFlyer", 5)
SetMemoryPoolSize("CommandWalker", 3)
SetMemoryPoolSize("Walker", 1)

-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)

-- Local Stats
SetTeamName(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "rep_inf_jedimale",1)
--AddUnitClass(4, "rep_inf_jedimaleb",1)
--AddUnitClass(4, "rep_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:EGO\\EGO.lvl", "EGO_conquest")
ReadDataFile("dc:EGO\\EGO.lvl", "EGO_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



4. When I click to change teams, it changes the names, but if I chose to swich to CIS, and I go to the Engineer Droid, It switches the textures to the republic, but the names stay the same, and If I change teams to be the CIS it shows ith Super Battle Droid, and then I spawn, and Im magically transformed into a clone, could this keep the ai from spawning?, and I cleaned and munged and its till like that, ill try a manual clean.

Posted: Tue Jul 31, 2007 11:55 am
by RepSharpshooter

Code: Select all

rep = {
team = REP,
units = 300,
reinforcements = 1000,
soldier = { "rep_inf_ep2_rifleman",50, 50},
assault = { "rep_inf_ep2_rocketeer",50, 50},
engineer = { "rep_inf_ep2_engineer",50, 50},
sniper = { "rep_inf_ep2_sniper",50, 50},
officer = { "rep_hero_obiwan",1, 1},
special = { "rep_inf_ep2_jettrooper",50, 50},

},
cis = {
team = CIS,
units = 300,
reinforcements = 1000,
soldier = { "cis_inf_rifleman",50, 50},
assault = { "cis_inf_rocketeer",50, 50},
engineer = { "cis_inf_engineer",50, 50},
sniper = { "cis_inf_sniper",50, 50},
officer = {"cis_inf_marine",50, 50},
special = { "cis_inf_droideka",10, 10}, 
Aren't the values after the classes min and max or something like that? Not the same number? I'm not sure if that's the problem, but it's worth a try.

Posted: Tue Jul 31, 2007 4:04 pm
by Maveritchell
Your reinforcement/AI problem is 'cause your reinforcement count is too high, and you haven't turned on ubermode. (Look it up with search)

The problem with switching teams is just an ingame bug; if you try to switch teams and it does that then just press "respawn" again, and you should be able to switch. Also, this bug will come up if you've played a campaign map prior to this, without going back to the "Instant Action" screen.

Posted: Tue Jul 31, 2007 9:38 pm
by computergeek
oh ok thanks alot
Mavrichall, I did a forums search, and I couldnt find anything on ubermode
Switching teams is still messed up