Page 13 of 18

RE: Re: RE: DELAYED

Posted: Sat Sep 09, 2006 1:52 pm
by Ipodzanyman
last time I did that, for some reason all of the units were messed up...

RE: Re: RE: DELAYED

Posted: Sat Sep 09, 2006 1:55 pm
by Darth_Z13
Ok then. Did it work?

RE: Re: RE: DELAYED

Posted: Sat Sep 09, 2006 2:08 pm
by Ipodzanyman
NO it says fatal here's the munge log.....
F:\PROGRAMS\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\RDD\RDDc_con.lua:167: unexpected symbol near `}'
ERROR[scriptmunge scripts\RDD\RDDc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\RDD\RDDc_con.lua]:Could not read input file. [continuing]
F:\PROGRAMS\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\RDD\RDDg_con.lua:111: `}' expected (to close `{' at line 107) near `='
ERROR[scriptmunge scripts\RDD\RDDg_con.lua]:Could not read input file.ERROR[scriptmunge scripts\RDD\RDDg_con.lua]:Could not read input file. [continuing]
4 Errors 0 Warnings

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

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

ucft <--
[continuing]
2 Errors 0 Warnings

ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings

WARNING[PC_modelmunge msh\vyse_inf_clonecommando.msh]:vyse_inf_clonecommando has 3541 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 1 Warnings

WARNING[PC_modelmunge MSH\rep_inf_clonecommander.msh]:rep_inf_clonecommander has 1560 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge MSH\rep_inf_ep3armoredpilot.msh]:rep_inf_ep3armoredpilot has 2193 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge MSH\rep_inf_ep3jettrooper.msh]:rep_inf_ep3jettrooper has 2368 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge MSH\rep_inf_ep3trooper.msh]:rep_inf_ep3trooper has 1963 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 4 Warnings

ERROR[PC_modelmunge msh\geo_bldg_geoturret.msh]:AddSegment(geo_bldg_geoturret:shadowvolume): shadow mesh edge 216 / 226 is invalid (edge next == twin == 217)
WARNING[PC_modelmunge msh\com_icon_spaceflag_carried.msh]:com_icon_spaceflag_carried has 1160 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\geo_bldg_hangar.msh]:geo_bldg_hangar has 3981 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\hoth_bldg_ioncannon.msh]:hoth_bldg_ioncannon has 1089 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\mus1_prop_proto.msh]:mus1_prop_proto has 1137 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\Pol1_bldg_radar_screens.msh]:Pol1_bldg_radar_screens has 1726 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_prop_deadclone1.msh]:rep_prop_deadclone1 has 1587 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_prop_deadclone2.msh]:rep_prop_deadclone2 has 1592 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_prop_deadclone3.msh]:rep_prop_deadclone3 has 1354 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\tat1_bldg_sarlaccpit.msh]:tat1_bldg_sarlaccpit has 1247 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\tat1_bldg_tent02.msh]:tat1_bldg_tent02 has 1615 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\tat1_prop_krayt.msh]:tat1_prop_krayt has 1526 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\tat2_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat2_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
1 Errors 15 Warnings

WARNING[pathplanningmunge world1\kamino1_1ctf.PLN]:No dynamic arcs in group 1, moving group 2 to 1
WARNING[pathplanningmunge world1\kamino1_conquest.PLN]:No dynamic arcs in group 1, moving group 2 to 1
0 Errors 2 Warnings

soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav - while munging F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav, format may be invalid - while munging F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\shell.sfx - while munging F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\effects\whooshl3.wav - while munging F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\shell.sfx - while munging F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\shell.sfx

Re: RE: Re: RE: DELAYED

Posted: Sat Sep 09, 2006 2:29 pm
by Darth_Z13
Ipodzanyman wrote:F:\PROGRAMS\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\RDD\RDDc_con.lua:167: unexpected symbol near `}'
ERROR[scriptmunge scripts\RDD\RDDc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\RDD\RDDc_con.lua]:Could not read input file. [continuing]
F:\PROGRAMS\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\RDD\RDDg_con.lua:111: `}' expected (to close `{' at line 107) near `='
ERROR[scriptmunge scripts\RDD\RDDg_con.lua]:Could not read input file.ERROR[scriptmunge scripts\RDD\RDDg_con.lua]:Could not read input file. [continuing]
4 Errors 0 Warnings
That's your problem. Apparently you left a bracket out so Visual Munge got an ERROR and didn't munge the LUA. Go through it and see if you can find an open bracket. Compare it with my LUA to see if any differences are noticable.
Ipodzanyman wrote: F:\PROGRAMS\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\RDD\RDDg_con.lua:111: `}' expected (to close `{' at line 107) near `='
Look out for this and fix it. In blue is what you were supposed to put and underlined is what you put.

RE: Re: RE: Re: RE: DELAYED

Posted: Sat Sep 09, 2006 2:34 pm
by Ipodzanyman
ok thanks i'll try that....

RE: Re: RE: Re: RE: DELAYED

Posted: Sat Sep 09, 2006 2:56 pm
by Ipodzanyman
where is line 107? I tried to find it but I have the totally wrong area....

RE: Re: RE: Re: RE: DELAYED

Posted: Sat Sep 09, 2006 3:03 pm
by Darth_Z13
Don't count on the line # thing. It's not usually accurate.

RE: Re: RE: Re: RE: DELAYED

Posted: Sat Sep 09, 2006 5:07 pm
by Ipodzanyman
I'll try this:
--
-- 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;
CMN= 3;
AAL= 4;
GRV= 5;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()
AICanCaptureCP("CP1", AAL, false)
AICanCaptureCP("CP2", AAL, false)
AICanCaptureCP("CP3", AAL, false)
AICanCaptureCP("CP4", AAL, false)
AICanCaptureCP("CP5", AAL, false)
AICanCaptureCP("Local_CP", AAL, false)

AICanCaptureCP("CP1", GRV, false)
AICanCaptureCP("CP2", GRV, false)
AICanCaptureCP("CP3", GRV, false)
AICanCaptureCP("CP4", GRV, false)
AICanCaptureCP("CP4", GRV, false)
AICanCaptureCP("CP5", GRV, false)
AICanCaptureCP("Local_CP", GRV, false)



--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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "Local_CP"}



--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:Start()
AddAIGoal(3,"Deathmatch",100)
AddAIGoal(4, "Deathmatch", 100)
AddAIGoal(5, "Deathmatch", 100)
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(1000)
SetMaxPlayerFlyHeight (1000)

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_marine",
"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_aalya",
"rep_fly_arc170fighter_sc",
"rep_fly_anakinstarfighter_sc",
"kam_fly_ride_gunship",
"rep_walk_atte",
"rep_veh_remote_terminal")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_marine",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_hover_aat",
"cis_fly_greviousfighter",
"cis_tread_hailfire")


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

ReadDataFile("dc:SIDE\\snp.lvl",
"snp_inf_ep4_sniper",
"snp_inf_ep3_trooper",
"snp_inf_ep3_marine",
"snp_inf_ep3_clonecommander",
"snp_inf_ep3_jettrooper",
"snp_inf_ep3_engineer")

ReadDataFile("dc:SIDE\\CMN.lvl",
"cmn_inf_clonecommando")

SetupTeams{
rep = {
team = REP,
units = 300,
reinforcements = 500,
soldier = { "snp_inf_ep3_trooper",9, 200},
assault = { "snp_inf_ep3_marine",1, 25},
engineer = { "snp_inf_ep3_engineer",1, 25},
sniper = { "snp_inf_ep4_sniper",1, 25},
officer = {"snp_inf_ep3_clonecommander",1, 15},
special = { "snp_inf_ep3_jettrooper",1, 10},

},

cis = {
team = CIS,
units = 300,
reinforcements = 800,
soldier = { "cis_inf_marine",9, 200},
assault = { "cis_inf_rocketeer",1, 25},
engineer = { "cis_inf_engineer",1, 25},
sniper = { "cis_inf_sniper",1, 25},
officer = {"cis_inf_officer",1, 15},
special = { "cis_inf_droideka",1, 10},
}
}

SetupTeams{
cmn = {
team = CMN,
units = 10,
reinforcements = 100,
special = { "cmn_inf_clonecommando",10},
}
}

SetupTeams{
aal = {
team = AAL,
units = 1,
reinforcements = -1,
hero = { "rep_hero_aalya",1},
}
}
SetupTeams{
grv = {
team = GRV,
units = 1,
reinforcements = -1,
hero = { "cis_hero_grievous",1},
}
}



SetTeamAsEnemy(AAL, DEF)
SetTeamAsEnemy(DEF, AAL)


SetTeamAsFriend(AAL, ATT)
SetTeamAsFriend(ATT, AAL)

SetTeamAsEnemy(GRV, ATT)
SetTeamAsEnemy(ATT, GRV)


SetTeamAsFriend(GRV, DEF)
SetTeamAsFriend(DEF, GRV)

SetTeamAsFriend(CMN, ATT)
SetTeamAsFriend(ATT, CMN)


SetTeamAsEnemy(CMN, DEF)
SetTeamAsEnemy(DEF, CMN)


SetHeroClass(CIS, "cis_inf_marine")
SetHeroClass(REP, "cmn_inf_clonecommando")



-- 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, 2) -- 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", 2)
SetMemoryPoolSize ("Asteroid", 100)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:RDD\\RDD.lvl", "RDD_conquest")
ReadDataFile("dc:RDD\\RDD.lvl", "RDD_conquest")
SetDenseEnvironment("false")
SetMemoryPoolSize ("Asteroid", 100)




-- 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

RE: Re: RE: Re: RE: DELAYED

Posted: Sat Sep 09, 2006 6:26 pm
by Ipodzanyman
The map actually starts now but it has noone spawning:
here is the log:
F:\PROGRAMS\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\RDD\RDDg_con.lua:111: `}' expected (to close `{' at line 107) near `='
ERROR[scriptmunge scripts\RDD\RDDg_con.lua]:Could not read input file.ERROR[scriptmunge scripts\RDD\RDDg_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

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

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

ucft <--
[continuing]
2 Errors 0 Warnings

ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings

ERROR[PC_modelmunge msh\geo_bldg_geoturret.msh]:AddSegment(geo_bldg_geoturret:shadowvolume): shadow mesh edge 216 / 226 is invalid (edge next == twin == 217)
WARNING[PC_modelmunge msh\com_icon_spaceflag_carried.msh]:com_icon_spaceflag_carried has 1160 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\geo_bldg_hangar.msh]:geo_bldg_hangar has 3981 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\hoth_bldg_ioncannon.msh]:hoth_bldg_ioncannon has 1089 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\mus1_prop_proto.msh]:mus1_prop_proto has 1137 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\Pol1_bldg_radar_screens.msh]:Pol1_bldg_radar_screens has 1726 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_prop_deadclone1.msh]:rep_prop_deadclone1 has 1587 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_prop_deadclone2.msh]:rep_prop_deadclone2 has 1592 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_prop_deadclone3.msh]:rep_prop_deadclone3 has 1354 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\tat1_bldg_sarlaccpit.msh]:tat1_bldg_sarlaccpit has 1247 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\tat1_bldg_tent02.msh]:tat1_bldg_tent02 has 1615 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\tat1_prop_krayt.msh]:tat1_prop_krayt has 1526 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\tat2_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat2_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
1 Errors 15 Warnings

WARNING[pathplanningmunge world1\kamino1_1ctf.PLN]:No dynamic arcs in group 1, moving group 2 to 1
WARNING[pathplanningmunge world1\kamino1_conquest.PLN]:No dynamic arcs in group 1, moving group 2 to 1
0 Errors 2 Warnings

soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav - while munging F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav, format may be invalid - while munging F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\shell.sfx - while munging F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\effects\whooshl3.wav - while munging F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\shell.sfx - while munging F:\PROGRAMS\BF2_ModTools\data_RDD\Sound\shell\shell.sfx
Here is that lua....
--
-- 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;
CMN= 3;
AAL= 4;
GRV= 5;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()
AICanCaptureCP("CP1", AAL, false)
AICanCaptureCP("CP2", AAL, false)
AICanCaptureCP("CP3", AAL, false)
AICanCaptureCP("CP4", AAL, false)
AICanCaptureCP("CP5", AAL, false)
AICanCaptureCP("Local_CP", AAL, false)

AICanCaptureCP("CP1", GRV, false)
AICanCaptureCP("CP2", GRV, false)
AICanCaptureCP("CP3", GRV, false)
AICanCaptureCP("CP4", GRV, false)
AICanCaptureCP("CP4", GRV, false)
AICanCaptureCP("CP5", GRV, false)
AICanCaptureCP("Local_CP", GRV, false)



--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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "Local_CP"}



--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:Start()
AddAIGoal(3,"Deathmatch",100)
AddAIGoal(4, "Deathmatch", 100)
AddAIGoal(5, "Deathmatch", 100)
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(1000)
SetMaxPlayerFlyHeight (1000)

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_marine",
"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_aalya",
"rep_fly_arc170fighter_sc",
"rep_fly_anakinstarfighter_sc",
"kam_fly_ride_gunship",
"rep_walk_atte",
"rep_veh_remote_terminal")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_marine",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_hover_aat",
"cis_fly_greviousfighter",
"cis_tread_hailfire")


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

ReadDataFile("dc:SIDE\\snp.lvl",
"snp_inf_ep4_sniper",
"snp_inf_ep3_trooper",
"snp_inf_ep3_marine",
"snp_inf_ep3_clonecommander",
"snp_inf_ep3_jettrooper",
"snp_inf_ep3_engineer")

ReadDataFile("dc:SIDE\\CMN.lvl",
"cmn_inf_clonecommando")

SetupTeams{
rep = {
team = REP,
units = 300,
reinforcements = 500,
soldier = { "snp_inf_ep3_trooper",9, 200},
assault = { "snp_inf_ep3_marine",1, 25},
engineer = { "snp_inf_ep3_engineer",1, 25},
sniper = { "snp_inf_ep4_sniper",1, 25},
officer = {"snp_inf_ep3_clonecommander",1, 15},
special = { "snp_inf_ep3_jettrooper",1, 10},

},

cis = {
team = CIS,
units = 300,
reinforcements = 800,
soldier = { "cis_inf_marine",9, 200},
assault = { "cis_inf_rocketeer",1, 25},
engineer = { "cis_inf_engineer",1, 25},
sniper = { "cis_inf_sniper",1, 25},
officer = {"cis_inf_officer",1, 15},
special = { "cis_inf_droideka",1, 10},
}
}

SetupTeams{
cmn = {
team = CMN,
units = 10,
reinforcements = 100,
special = { "cmn_inf_clonecommando",10},
}
}

SetupTeams{
aal = {
team = AAL,
units = 1,
reinforcements = -1,
hero = { "rep_hero_aalya",1},
}
}
SetupTeams{
grv = {
team = GRV,
units = 1,
reinforcements = -1,
hero = { "cis_hero_grievous",1},
}
}



SetTeamAsEnemy(AAL, DEF)
SetTeamAsEnemy(DEF, AAL)


SetTeamAsFriend(AAL, ATT)
SetTeamAsFriend(ATT, AAL)

SetTeamAsEnemy(GRV, ATT)
SetTeamAsEnemy(ATT, GRV)


SetTeamAsFriend(GRV, DEF)
SetTeamAsFriend(DEF, GRV)

SetTeamAsFriend(CMN, ATT)
SetTeamAsFriend(ATT, CMN)


SetTeamAsEnemy(CMN, DEF)
SetTeamAsEnemy(DEF, CMN)


SetHeroClass(CIS, "cis_inf_marine")
SetHeroClass(REP, "cmn_inf_clonecommando")



-- 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, 2) -- 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", 2)
SetMemoryPoolSize ("Asteroid", 100)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:RDD\\RDD.lvl", "RDD_conquest")
ReadDataFile("dc:RDD\\RDD.lvl", "RDD_conquest")
SetDenseEnvironment("false")
SetMemoryPoolSize ("Asteroid", 100)




-- 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

RE: Re: RE: Re: RE: DELAYED

Posted: Sat Sep 09, 2006 11:22 pm
by Darth_Z13
Well what do you know? Go to this thread where I posted and archer01 helped me out. Seems you've got the same problem I did. Don't post in it though. It's far back on the BF2 Modding Section.

http://www.gametoast.com/index.php?name ... pic&t=6759

RE: Re: RE: Re: RE: DELAYED

Posted: Sun Sep 10, 2006 12:37 am
by Ipodzanyman
That doesn't seem to help....Do you see anything in my lua that would cause this? should deathmatch be conquest?

LUA

Posted: Sun Sep 10, 2006 11:25 am
by Darth_Z13
Not sure if it makes a difference but if you want, I made an LUA for you. Download it here. Maybe it will work because I didn't type anything I just copied and pasted into my working LUA (after I made a copy of course).

http://files.filefront.com/RDDc_conlua/ ... einfo.html

Posted: Sun Sep 10, 2006 2:34 pm
by Droideka88
Ipod I believe you need to add "dc:" next to your side lvls (rep and cis) because VisualMunge needs to actually look inside your data_*** instead of someplace else.

Posted: Sun Sep 10, 2006 2:50 pm
by Darth_Z13
Droideka88 wrote:Ipod I believe you need to add "dc:" next to your side lvls (rep and cis) because VisualMunge needs to actually look inside your data_*** instead of someplace else.
Well Droideka88, he doesn't actually use any of the Republic troops except Aayla Secura so that wouldn't actually make a difference.

Posted: Sun Sep 10, 2006 2:59 pm
by Droideka88
I thought if you if add more units or customize one of them, then that "dc:" makes all the difference then. ;)

Posted: Sun Sep 10, 2006 3:29 pm
by Darth_Z13
Droideka88 wrote:I thought if you if add more units or customize one of them, then that "dc:" makes all the difference then. ;)
Yes it does but if you look at his LUA then you will find that the CIS is not modified and the Republic is using units named snp_inf_ep3_marine, a totally different side that he has loaded properly with the "dc:".

Posted: Sun Sep 10, 2006 4:23 pm
by Ipodzanyman
Yes thanks for the help, I'll try that lua, and the snp side is a seperate side not republic so I don't need a dc before REP or CIS....I also need to know if there's a way to make all the ai move a certain way on the map, because they don't seem to all follow those paths I made....

-OFFTOPIC-

I can't wait for Peguin's map it looks so much better than mine, I need to learn to map like that....

Penquins Map

Posted: Sun Sep 10, 2006 4:47 pm
by Darth_Z13
Agreed. I'm especially looking forward to the DC-17 she made... it is my favourite weapon (apart from a lightsaber, of course :wink: ).

RE: Penquins Map

Posted: Sun Sep 10, 2006 5:35 pm
by Ipodzanyman
What do I need to do to make this a great first impression for a map?

RE: Penquins Map

Posted: Sun Sep 10, 2006 6:07 pm
by Darth_Z13
Come up with something never used before. Something that isn't ordinary ex: Vyse's Zelda weapons, Rends' completely new models, stuff like that. I think that your map looks really, really cool right now though.