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7th unit not appearing ingame--Help?[SOLVED]

Posted: Sat Oct 03, 2009 6:47 am
by Darth_Spiderpig
The title says it, I tried to add the clone assassin as 7th unit, but it doesn't show up/crashes the game.

I've added the AddUnitClass under the AddHeroClass in the lua, made a own side for it, but it crashes.

Have i done something wrong or missed I something?

Oh yes, here is 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_cloakedanakin",
"rep_hover_barcspeeder")

ReadDatFile("dc:SIDE\\rep.lvl",
"rep_inf_clone_assassin")


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},
assassin = { "rep_inf_clone_assassin",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},
}
}

AddUnitClass(REP, "rep_inf_clone_assassin",1, 2)

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



-- 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("SoldierAnimation", 300)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:AAB\\AAB.lvl", "AAB_conquest")
ReadDataFile("dc:AAB\\AAB.lvl", "AAB_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 what does this mean?
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `ReadDatFile' (a nil value)
stack traceback:
(none): in function `ScriptInit'

Re: 7th unit crashing the game--Help?

Posted: Sat Oct 03, 2009 9:21 am
by bobfinkl
Error log wrote:attempt to call global `ReadDatFile' (a nil value)
That should have told you the error in the first place instead of me pointing it out to you...
Darth_Spiderpig wrote:ReadDatFile("dc:SIDE\\rep.lvl",
"rep_inf_clone_assassin")

Re: 7th unit crashing the game--Help?

Posted: Sat Oct 03, 2009 9:34 am
by Darth_Spiderpig
Whoops, I am an idiot :oops: :cry:

Thanks bobfinkl, will change it

Re: 7th unit crashing the game--Help?

Posted: Sat Oct 03, 2009 9:42 am
by Aman/Pinguin
By the way, why are you adding the assassin to the rep team twice?
Darth_Spiderpig wrote:
Hidden/Spoiler:
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},
assassin = { "rep_inf_clone_assassin",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},
}
}

AddUnitClass(REP, "rep_inf_clone_assassin",1, 2)

Re: 7th unit crashing the game--Help?

Posted: Sat Oct 03, 2009 9:44 am
by Darth_Spiderpig
I thought you should add him this way. :(

Should I remove one?

Edit: so removed it and renamed the RaedDataFile, but guess what: It doesn't appear ingame :cry:

Re: 7th unit not appearing ingame--Help?

Posted: Sat Oct 03, 2009 9:50 am
by kinetosimpetus
yes, the assassin = one won't work

Re: 7th unit not appearing ingame--Help?

Posted: Sat Oct 03, 2009 9:51 am
by Aman/Pinguin
kinetosimpetus wrote:yes, the assassin = one won't work

...as long as you didn't edit setup_teams.lua.

Re: 7th unit not appearing ingame--Help?

Posted: Sat Oct 03, 2009 9:52 am
by Darth_Spiderpig
Huh, now kinetos was faster :mrgreen:

Ok, will add him again and see what happens

EDIT: hmm, nothing happens.
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_clone_assassin in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\AAB\Data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\rep.lvl
:? Why not.

Man, I am sad, I really would like the assassin in my map :cry:

Re: 7th unit not appearing ingame--Help?

Posted: Sat Oct 03, 2009 10:11 am
by Xavious
Does rep_inf_clone_assassin have its own req file in the rep req folder? Is he in the rep.req? Are his odf name and all other references spelled consistently?

Generally, when you get the error above, it's due to one of these three reasons.

Re: 7th unit not appearing ingame--Help?

Posted: Sat Oct 03, 2009 10:18 am
by Darth_Spiderpig
The only thing I found is his odf name is different (in the odf, I mean)
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_assassin_default"

[Properties]
PointsToUnlock = 0
Should it be "rep_inf_clone_assassin"?

Re: 7th unit not appearing ingame--Help?

Posted: Sat Oct 03, 2009 10:21 am
by Xavious
No, that's the class parent, not the odf name. If com_assassin_default.odf exists in either the sides/common/odf folder or in your side's folder, there's no problem with that.

So, to clarify, your unit does have his own req file? Have you opened it up to make sure you have the correct reference there?

EDIT: Wait, you're trying to load two sides with the same name. You shouldn't do that. Rename your custom rep side to something else.

Re: 7th unit not appearing ingame--Help?

Posted: Sat Oct 03, 2009 10:25 am
by Aman/Pinguin
Half Offtopic:
Hidden/Spoiler:
Uhm, seems like you're using a VERY old version of the assassin.
I suggest using the one I released with my tuskencamp assets.
forums/viewtopic.php?f=64&t=20581

Re: 7th unit not appearing ingame--Help?

Posted: Sat Oct 03, 2009 10:27 am
by Darth_Spiderpig
@Xav:
Yes, everything is fine.

If I change the Side name, I also have to rename the req, right? Anything else also?

@Aman: I just finished the download of Tuskencamp assets. But are there any differences?

OFF-Topic: Grat map, Aman :mrgreen:

Re: 7th unit not appearing ingame--Help?

Posted: Sat Oct 03, 2009 10:30 am
by Xavious
Darth_Spiderpig wrote:@Xav:
Yes, everything is fine.

If I change the Side name, I also have to rename the req, right? Anything else also?
Yes, and you also need to create a folder for your side in ...\data_ABC\_BUILD\Sides, then copy over the munge.bat and clean.bat from one of the other sides there into it. And don't forget to change the line in your lua that reads in your unit.

Re: 7th unit not appearing ingame--Help?

Posted: Sat Oct 03, 2009 10:31 am
by Darth_Spiderpig
Thanks, you are a real help, Xav :thumbs:

Re: 7th unit not appearing ingame--Help?

Posted: Sat Oct 03, 2009 10:37 am
by Aman/Pinguin
Darth_Spiderpig wrote:@Aman: I just finished the download of Tuskencamp assets. But are there any differences?
Uhm...yes. It's not using any files in the common side anymore and the model has been improved alot.

Re: 7th unit not appearing ingame--Help?

Posted: Sat Oct 03, 2009 10:52 am
by Darth_Spiderpig
@Aman: Ah yes, ok will use him next time :thumbs:

@Xavious: Thanks, it works, I love you man :thumbs: :thumbs:

Off topic: I just registered your modding forum :mrgreen:

Re: 7th unit not appearing ingame--Help?

Posted: Sat Oct 03, 2009 1:42 pm
by AceMastermind
Xavious wrote:...you're trying to load two sides with the same name. You shouldn't do that. Rename your custom rep side to something else.
No need to rename it unless you just don't like the name, loading the shipped rep.lvl and a custom rep.lvl is OK and will work fine since they're read separate from one another.

Re: 7th unit not appearing ingame--Help?

Posted: Sat Oct 03, 2009 2:10 pm
by Darth_Spiderpig
No need anymore, but thanks for the information, Ace.