In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.
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adventfear
Rebel Sergeant
Posts: 199 Joined: Fri Feb 29, 2008 3:46 pm
Post
by adventfear » Wed Aug 13, 2008 7:01 pm
It may have something to do with why my map won't work
bobfinkl
Rebel Colonel
Posts: 593 Joined: Sun Jul 13, 2008 9:01 am
Projects :: Lots of unreleased stuff
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Post
by bobfinkl » Wed Aug 13, 2008 7:03 pm
I had this once before it's probably something in the lua post your lua and just incase also get your req and post it.
adventfear
Rebel Sergeant
Posts: 199 Joined: Fri Feb 29, 2008 3:46 pm
Post
by adventfear » Wed Aug 13, 2008 7:05 pm
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()
SetUberMode(1);
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(70)
SetMaxPlayerFlyHeight (70)
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\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_officer",
"rep_fly_gunship",
"rep_inf_clone_commando",
"rep_walk_atte",
"rep_hover_fightertank",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_marine",
"cis_inf_officer",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_walk_spider",
"cis_fly_droidfighter",
"cis_hero_grievous",
"cis_hover_aat")
ReadDataFile("SIDE\\geo.lvl",
"geo_inf_geonosian")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 140,
reinforcements = 1500,
soldier = { "rep_inf_ep2_rifleman",9, 90},
assault = { "rep_inf_ep2_rocketeer",1, 10},
engineer = { "rep_inf_ep2_engineer",1, 10},
sniper = { "rep_inf_ep2_sniper",1, 10},
officer = {"rep_inf_ep2_rocketeer_chaingun",1, 10},
special = { "rep_inf_ep2_jettrooper",1, 10},
},
cis = {
team = CIS,
units = 140,
reinforcements = 1500,
soldier = { "cis_inf_marine",9, 90},
assault = { "cis_inf_rocketeer",1, 10},
engineer = { "cis_inf_engineer",1, 10},
sniper = { "cis_inf_sniper",1, 10},
officer = {"cis_inf_rifleman",1, 10},
special = { "cis_inf_droideka",1, 10},
}
}
AddUnitClass(REP, "rep_inf_clone_commando",1, 4)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 10) -- special -> droidekas
AddWalkerType(1, 2) -- 1x2 (1 pair of legs)
AddWalkerType(2, 5) -- 2x2 (2 pairs of legs)
AddWalkerType(4, 4) -- 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("CommandWalker",
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:GNS\\GNS.lvl", "GNS_conquest")
ReadDataFile("dc:GNS\\GNS.lvl", "GNS_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 all my REQ says is
ucft
Huh?
[RDH]Zerted
Gametoast Staff
Posts: 2982 Joined: Sun Feb 26, 2006 7:36 am
Projects :: Bos Wars AI - a RTS game
Games I'm Playing :: SWBF2 and Bos Wars
xbox live or psn: No gamertag set
Location: USA
Contact:
Post
by [RDH]Zerted » Wed Aug 13, 2008 7:14 pm
It means you had a munge error before and never fixed it. Then you tried to munge again without cleaning first. There is no point in attempting to play a map with a munge error. It won't work. The whole point of the munge errors are to tell you that the map isn't going to play correctly.
Do a full manual clean then munge again. If you don't know what that is, check out the FAQ topic. The new munge will show you your true error (if you still have one).
adventfear
Rebel Sergeant
Posts: 199 Joined: Fri Feb 29, 2008 3:46 pm
Post
by adventfear » Wed Aug 13, 2008 7:20 pm
The Manual Clean tut has been deleted. I can't find it anywhere.
The FAQ? No.
Search? Nada
Nothing. Can you tell me how to do a manual clean?
AceMastermind
Gametoast Staff
Posts: 3285 Joined: Mon Aug 21, 2006 6:23 am
Contact:
Post
by AceMastermind » Wed Aug 13, 2008 7:40 pm
adventfear wrote: Code: Select all
ReadDataFile("SIDE\\geo.lvl",
"geo_inf_geonosian")
I just want to let you know that there is no geo_inf_geonosian in the default geo side req, you need to load the geonosians with this:
Code: Select all
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")
and this is the unit name that goes in the SetupTeams section:
I can see that you are trying to load it, but it's not part of any team.
adventfear
Rebel Sergeant
Posts: 199 Joined: Fri Feb 29, 2008 3:46 pm
Post
by adventfear » Wed Aug 13, 2008 8:05 pm
Okay.
I have another q:
How can I make it so entering a region adds points or unlocks a character?
Maveritchell
Jedi Admin
Posts: 7366 Joined: Mon Aug 21, 2006 11:03 pm
Post
by Maveritchell » Wed Aug 13, 2008 8:16 pm
Code: Select all
OnEnterRegion(
function(region, player)
if IsCharacterHuman(player) then
SetClassProperty("InsertODFnamehere", "PointsToUnlock", 0)
end
end,
"regionname"
)
I've already written out a couple of these functions for you, you should really read the scripting_system .doc and the LUA callbacks doc and try and learn how to work with these yourself. I (or everyone else) can't spoonfeed you every scripted event you'll want.
[RDH]Zerted
Gametoast Staff
Posts: 2982 Joined: Sun Feb 26, 2006 7:36 am
Projects :: Bos Wars AI - a RTS game
Games I'm Playing :: SWBF2 and Bos Wars
xbox live or psn: No gamertag set
Location: USA
Contact:
Post
by [RDH]Zerted » Wed Aug 13, 2008 11:07 pm
adventfear wrote: ...The FAQ? No...
Thanks for the info. I added it at the end of the Question/Answer section.
AceMastermind
Gametoast Staff
Posts: 3285 Joined: Mon Aug 21, 2006 6:23 am
Contact:
Post
by AceMastermind » Thu Aug 14, 2008 6:03 am
adventfear wrote: The Manual Clean tut has been deleted. I can't find it anywhere.
The FAQ? No.
Search? Nada
Nothing. Can you tell me how to do a manual clean?
At the time you posted, the Manual Clean sticky was directly above this topic.
*Further proof that stickies are generally ignored*
adventfear
Rebel Sergeant
Posts: 199 Joined: Fri Feb 29, 2008 3:46 pm
Post
by adventfear » Thu Aug 14, 2008 3:56 pm
I honestly didn't see it lol