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Sides bug

Posted: Sun Feb 24, 2008 2:38 pm
by PsYcH0_]-[aMsT3r
I FINALLY managed to get a normal wampa to work in my map but then i got this other bug when trying to make a new wampa with a gun.

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("dc: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\\snw.lvl",
"snw_inf_wampa_trooper")


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},

},
wampa={
team = CIS,
units = 32,
reinforcements = -1,
soldier = {"snw_inf_wampa", 8},
}
}


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


-- 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:WAM\\WAM.lvl", "WAM_conquest")
ReadDataFile("dc:WAM\\WAM.lvl", "WAM_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
And my mungelog:
Hidden/Spoiler:
1 MC:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\WAM\WAMc_con.lua:85: unexpected symbol near `)'
ERROR[scriptmunge scripts\WAM\WAMc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\WAM\WAMc_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

ERROR[levelpack mission\WAMc_con.req]:Expecting bracket, but none was found.
File : munged\pc\wamc_con.script.req(1)...

ucft <--
ERROR[levelpack mission\WAMc_con.req]:Expecting bracket, but none was found.
File : munged\pc\wamc_con.script.req(1)...

ucft <--

2 Errors 0 Warnings

Re: Sides bug

Posted: Sun Feb 24, 2008 2:45 pm
by woner11
Make sure you renamed everything in the req and the odf name. Also the error means that you have a typo. Also change this:
Hidden/Spoiler:
wampa={
team = CIS,
units = 32,
reinforcements = -1,
soldier = {"snw_inf_wampa", 8},
to:
Hidden/Spoiler:
cis={
team = CIS,
units = 32,
reinforcements = -1,
soldier = {"snw_inf_wampa", 8},

Re: Sides bug

Posted: Sun Feb 24, 2008 2:51 pm
by PsYcH0_]-[aMsT3r
I've check all that and i found a small bug in the req and now it crashes!

Re: Sides bug

Posted: Sun Feb 24, 2008 2:57 pm
by woner11
Go to line 85 in your lua, it says you have a typo, unless that's the one that I found. Also post the req and odf for this character.

Re: Sides bug

Posted: Sun Feb 24, 2008 3:04 pm
by PsYcH0_]-[aMsT3r
OK heres the REQ and ODF for the guy:

REQ:
Hidden/Spoiler:
ucft
{
REQN
{
"class"
"snw_inf_wampa_trooper"
}
}
ODF:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "hot_inf_wampa"

[Properties]
HUDTag = "hud_wampa"
AISizeType = "HOVER"

GeometryName = "hot_inf_wampa"
GeometryLowRes = "hot_inf_wampa_low1"
SkeletonLowRes = "wampalz"

SkeletonName = "wampa"

forcemode = 1

FleeLikeAHero = 0

UseDirectionalJumps = 0

JetJump = "00.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "0.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetShowHud = 0

CollisionScale = "0.0 0.0 0.0"

WEAPONSECTION = 1
WeaponName1 = "snw_weap_inf_rifle"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "snw_weap_inf_grenade"
WeaponAmmo2 = 0
WeaponChannel2 = 1


HealthType = "person"
MaxHealth = 1800.0


MaxSpeed = 7.0 // base forward speed
MaxStrafeSpeed = 5.25 // base right/left speed
MaxTurnSpeed = 5.0 // base turn speed
JumpHeight = 2.5 // base jump height in meters
JumpForwardSpeedFactor = 1.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 1.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 1.5 // in forward arc, boost speed by this factor when rolling
Acceleration = 70.0 // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime = 0.35 // accelerate from run to sprint in this time

SoldierMusic = ""
HurtSound = "wampahurt"
DeathSound = "wampadeath"
LowHealthSound = "wampa_chatter"
LowHealthThreshold = "1.1"

FoleyFXClass = "wok_inf_soldier"

Re: Sides bug

Posted: Sun Feb 24, 2008 4:59 pm
by woner11
You do have two reqs correct? And what does

Code: Select all

forcemode = 1
mean. The only time I have seen it is in weapon files.

Re: Sides bug

Posted: Sun Feb 24, 2008 5:21 pm
by PsYcH0_]-[aMsT3r
forcemode = 1 is what stops the wampa entering first person its always in the wampa file

Re: Sides bug

Posted: Sun Feb 24, 2008 5:52 pm
by woner11
are the snw_inf_rifle and such weapons you created? Try swaping the wampa out with another default unit and if it still crashes, we know it isn't the wamps, but something else. The wampa does have the two reqs though correct?