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Godrays and campaign errors (!!)

Posted: Sun Jun 14, 2009 11:57 am
by sampip
i have one question, and one problem this time:
no1: i've tried putting some godrays into my map, and whenever i play it, i can't see the rays, and i get tons of errors in the debug log telling me i have an exceeded number of godrays, when i only put in about 10. is there a memory pool or something that i need to put in the .lua to put the godrays in.

no.2: i've recently tried campaigning on my new map, and i've managed to put 2 of the objectives ingame, the first one works fine, but no. 2 gives me an error in my munge log like this:

Code: Select all

C:\LucasArts\ToolsFL\Bin\luac.exe: ..\..\common\scripts\ASP\ASPc_c.lua:87: <name> expected near `6'
ERROR[scriptmunge scripts\ASP\ASPc_c.lua]:Could not read input file.ERROR[scriptmunge scripts\ASP\ASPc_c.lua]:Could not read input file. [continuing]
   2 Errors    0 Warnings

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

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

ucft <--

   2 Errors    0 Warnings
brackets aren't too hard to find, but the name expected near number 6 stumped me. here is my campaign .lua:
Hidden/Spoiler:
[code] --
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--


ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("Ambush")

-- These variables do not change
ATT = 1;
DEF = 2;
-- Republic Attacking (attacker is always #1)
REP = ATT;
CIS = DEF;




function ScriptPostLoad()
WeatherMode = math.random(1,3)
weather()


SetAIDifficulty(1, -5, "medium")
AICanCaptureCP("CP1", 5, false)
AICanCaptureCP("CP1", DEF, false)
ScriptCB_SetGameRules("campaign")
--SetProperty("ATTE", "Team", 0)
ScriptCB_SetSpawnDisplayGain(0.2, 0.5)
--This delays the objectives until the player spawns
onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil

ScriptCB_PlayInGameMusic("rep_fel_amb_obj1_3_explore")
onfirstspawn = nil
start_timer = CreateTimer("start_timer")
SetTimerValue(start_timer, 2)
StartTimer(start_timer)
begin_objectives = OnTimerElapse(
function()
BeginObjectives()
ReleaseTimerElapse(begin_objectives)
begin_objectives = nil
end,
start_timer
)
end

end)


Objective1CP = CommandPost:New{name = "cp10", hideCPs = False}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.ASP.objectives.Campaign.1", popupText = "level.ASP.objectives.Campaign.1_popup"}
Objective1:AddCommandPost(Objective1CP)

Objective1:AddCommandPost(Objective1CP)

Objective1.OnStart = function(self)
AICanCaptureCP("cp2", ATT, false)
MapAddEntityMarker("cp2", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)


Objective1.OnComplete = function(self)

ShowMessageText("game.objectives.complete", ATT)
SetProperty("cp10", "SpawnPath", "cp10_spawn")

end

if winningTeam == DEF then
end



end

--Objective 2
trandoshans_count: 6
Objective2 = Objective:New{teamATT = ATT, teamDEF = DEF, text = "level.ASP.objectives.campaign.2", popupText = "level.ASP.objectives.campaign.2_popup", AIGoalWeight = 0}
Objective2CP = CommandPost:New{name = "cp20", hideCPs = False}
Objective2:AddCommandPost(Objective2CP)
SetProperty("cp20", "SpawnPath", "cp20_spawn")

Objective2.OnStart = function(self)

BlockPlanningGraphArcs (1)
--AI goals for objecjective 2
att_obj2_defend = AddAIGoal(ATT, "Defend", 100, "cp10")
--acklay_obj2_attack = AddAIGoal(3, "Destroy", 100, "cp10")


trandoshans_aigoal = AddAIGoal(5, "Defend", 100, "cp_10")

Objective2TrandoshansKill = OnObjectKillClass(
function(object, killer)
if killer and IsCharacterHuman(killer) then
trandoshans_count = trandoshans_count - 1

if _count > 0 then
ShowMessageText("level.fel1.objectives.campaign.2-" .. trandoshans_count, 1)
elseif trandoshans_count == 0 then
Objective2:Complete(ATT)
ReleaseObjectKill(Objective2TrandoshansKill)
Objective2TrandoshansKill = nil
end
end
end,
"tra_inf_warrior"
)
end

Objective2.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
UnblockPlanningGraphArcs (1)
end





EnableSPScriptedHeroes()




end


function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 7.0}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5a)
--objectiveSequence:AddObjectiveSet(Objective5)
--objectiveSequence:AddObjectiveSet(Objective6)
objectiveSequence:Start()
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 weather()
if WeatherMode == 1 then
ReadDataFile("dc:ASP\\sky.lvl", "kas2")
elseif WeatherMode == 2 then
ReadDataFile("dc:ASP\\sky.lvl", "end1")
elseif WeatherMode == 3 then
ReadDataFile("dc:ASP\\sky.lvl", "tat2")
end
end


function ScriptInit()


-- Designers, these two lines *MUST* be first.
StealArtistHeap(1024*1024)
SetPS2ModelMemory(3200000)
ReadDataFile("ingame.lvl")

SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",350) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",300) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",1000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",64) -- should be ~1x #combo
SetMemoryPoolSize ("ClothData",19)
SetMemoryPoolSize ("EntityCloth",40)
SetMemoryPoolSize ("Music", 39)

ReadDataFile("sound\\fel.lvl;fel1cw")
SetMaxFlyHeight(53)
SetMaxPlayerFlyHeight (53)
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper_felucia",
"rep_hero_aalya",
"rep_inf_ep3_officer")
ReadDataFile("SIDE\\cis.lvl",
"cis_tread_snailtank",
--"cis_hover_stap",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper")
-- "cis_bldg_defensegridturret")
ReadDataFile("dc:SIDE\\tra.lvl",
"tra_inf_warrior")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_recoilless_fel_auto")




SetAttackingTeam(ATT)

SetupTeams{
rep = {
team = REP,
units = 18,
reinforcements = 40,
soldier = { "rep_inf_ep3_rifleman", 10},
assault = { "rep_inf_ep3_rocketeer", 3},
engineer = { "rep_inf_ep3_engineer", 3},
sniper = { "rep_inf_ep3_sniper_felucia", 3},
officer = { "rep_inf_ep3_officer", 3},
special = { "rep_inf_ep3_jettrooper", 3},
-- turret = { "rep_bldg_defensegridturret"},
},
cis = {
team = CIS,
units = 10,
reinforcements = -1,
soldier = { "CIS_inf_rifleman", 5},
assault = { "CIS_inf_rocketeer", 5},
--engineer = { "CIS_inf_engineer", 3},
--sniper = { "CIS_inf_sniper", 3},
--officer = { "CIS_inf_officer", 3},
-- turret = { "cis_bldg_defensegridturret"},
},

}

SetTeamName(3, "trandoshans")
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
SetTeamAsEnemy(ATT, 3)
SetTeamAsEnemy(DEF, 3)



SetHeroClass(REP, "rep_hero_aalya")
--SetHeroClass(CIS, "cis_hero_jangofett")

-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 8)
SetMemoryPoolSize("EntityWalker", 0)
--AddWalkerType(0, 2) -- 2 droidekas (special case: 0 leg pairs)
AddWalkerType(3, 1) -- 1 atte with 3 leg pairs each
AddWalkerType(2, 3) -- 3 acklay with 2 leg pairs each
SetMemoryPoolSize("Aimer", 51)
SetMemoryPoolSize("BaseHint", 154)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EntityHover", 4)
SetMemoryPoolSize("EntityLight", 33)
SetMemoryPoolSize("MountedTurret", 7)
SetMemoryPoolSize("Obstacle", 400)
SetMemoryPoolSize("PathNode", 192)
SetMemoryPoolSize("TreeGridStack", 280)
SetMemoryPoolSize("Weapon", 220)
SetMemoryPoolSize("FlagItem", 1)
SetMemoryPoolSize("AcklayData", 6)
SetMemoryPoolSize("EntityFlyer", 6)

SetSpawnDelay(10.0, 0.25)
SetDenseEnvironment("false")
SetAIViewMultiplier(0.65)
--AddDeathRegion("Sarlac01")
ReadDataFile("dc:ASP\\ASP.lvl", "ASP_campaign")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "fel_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "cis_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\fel.lvl", "fel1")
OpenAudioStream("sound\\fel.lvl", "fel1")
-- OpenAudioStream("sound\\fel.lvl", "fel_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\fel.lvl", "fel1_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(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

-- SetAmbientMusic(REP, 1.0, "rep_fel_amb_start", 0,1)
-- SetAmbientMusic(REP, 0.99, "rep_fel_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1,"rep_fel_amb_end", 2,1)
-- SetAmbientMusic(CIS, 1.0, "cis_fel_amb_start", 0,1)
-- SetAmbientMusic(CIS, 0.99, "cis_fel_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1,"cis_fel_amb_end", 2,1)

SetVictoryMusic(REP, "rep_fel_amb_victory")
SetDefeatMusic (REP, "rep_fel_amb_defeat")
SetVictoryMusic(CIS, "cis_fel_amb_victory")
SetDefeatMusic (CIS, "cis_fel_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--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")

-- Camera Stats
AddCameraShot(0.896307, -0.171348, -0.401716, -0.076796, -116.306931, 31.039505, 20.757469)
AddCameraShot(0.909343, -0.201967, -0.355083, -0.078865, -116.306931, 31.039505, 20.757469)
AddCameraShot(0.543199, 0.115521, -0.813428, 0.172990, -108.378189, 13.564240, -40.644150)
AddCameraShot(0.970610, 0.135659, 0.196866, -0.027515, -3.214346, 11.924586, -44.687294)
AddCameraShot(0.346130, 0.046311, -0.928766, 0.124267, 87.431061, 20.881388, 13.070729)
AddCameraShot(0.468084, 0.095611, -0.860724, 0.175812, 18.063482, 19.360580, 18.178158)

end



[/code]
you can see where the six is, next to trandoshans_count, but i can't see what the error is here. i'm guessing trandsoshans_count isn't a function, but if it isn't, then what can i put to count the number of trandoshans to kill?

Re: Godrays and campaign errors

Posted: Sun Jun 14, 2009 12:01 pm
by Maveritchell
You want a variable;

Code: Select all

trandoshans_count = 6

Re: Godrays and campaign errors

Posted: Sun Jun 14, 2009 2:16 pm
by FragMe!
For Godrays it is actually defined in the abc.fx file in the world1 folder, have a look at Endor for and example

Re: Godrays and campaign errors

Posted: Mon Jun 15, 2009 2:47 am
by sampip
thanks!, my campaign script now doesn't give me any errors, but ingame, the trandoshans do not spawn at all. i think i must have forgotten to put in a line, i'm checking now.
and for the godrays, does it work with random sky domes and fx? because as soon as i put it ingame, the game has a ctd after loading.

Re: Godrays and campaign errors

Posted: Mon Jun 15, 2009 8:54 am
by FragMe!
Once again have a look at Endor, I know you looked at he .fx file, but look at the odfs as to how they are done, I believe they are an effect that is attached to a tree or something.

Re: Godrays and campaign errors

Posted: Tue Jun 16, 2009 2:40 pm
by sampip
yup, there is, but its attached to the tree im putting in right now. i've managed to put the godray bit in the fx file without it crashing, but there's still nothing showing up.
ermm... new error :(
can anyone see an unexpected symbol near an '=' in this script:
Hidden/Spoiler:
[code] --
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--


ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("Ambush")

-- These variables do not change
ATT = 1;
DEF = 2;
-- Republic Attacking (attacker is always #1)
REP = ATT;
CIS = DEF;

trandoshans = 3




function ScriptPostLoad()
WeatherMode = math.random(1,3)
weather()
AddAIGoal(3, "Deathmatch", 100)


SetAIDifficulty(1, -5, "medium")
AICanCaptureCP("CP10", 5, false)
AICanCaptureCP("CP10", DEF, false)
ScriptCB_SetGameRules("campaign")
--SetProperty("ATTE", "Team", 0)
ScriptCB_SetSpawnDisplayGain(0.2, 0.5)
KillObject("cp20")
KillObject("cp30")
KillObject("cp40")
--This delays the objectives until the player spawns
onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil

ScriptCB_PlayInGameMusic("rep_fel_amb_obj1_3_explore")
onfirstspawn = nil
start_timer = CreateTimer("start_timer")
SetTimerValue(start_timer, 2)
StartTimer(start_timer)
begin_objectives = OnTimerElapse(
function()
BeginObjectives()
ReleaseTimerElapse(begin_objectives)
begin_objectives = nil
end,
start_timer
)
end

end)


Objective1CP = CommandPost:New{name = "cp10", hideCPs = False}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.ASP.objectives.Campaign.1", popupText = "level.ASP.objectives.Campaign.1_popup"}
Objective1:AddCommandPost(Objective1CP)

Objective1:AddCommandPost(Objective1CP)

Objective1.OnStart = function(self)
AICanCaptureCP("cp2", ATT, false)
Objective1.defGoal3 = AddAIGoal(ATT, "Defend", 3000, "cp2")
MapAddEntityMarker("cp2", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)


Objective1.OnComplete = function(self)

ShowMessageText("game.objectives.complete", ATT)
SetProperty("cp10", "SpawnPath", "cp10_spawn")
RespawnObject("cp20")

end
DeleteAIGoal(Objective3.defGoal3)
DeleteAIGoal(Objective3.defendGoal3)


if winningTeam == DEF then
end



end

--Objective 2
SetProperty("cp20", "Team", 3)
trandoshans_count = 6
Objective2 = Objective:New{teamATT = ATT, teamDEF = DEF, text = "level.ASP.objectives.campaign.2", popupText = "level.ASP.objectives.campaign.2_popup", AIGoalWeight = 0}


Objective2.OnStart = function(self)

BlockPlanningGraphArcs (1)
--AI goals for objecjective 2
att_obj2_defend = AddAIGoal(ATT, "Deathmatch", 100)
--acklay_obj2_attack = AddAIGoal(3, "Destroy", 100, "cp10")


trandoshans_aigoal = AddAIGoal(3, "Defend", 100, "cp_10")

Objective2TrandoshansKill = OnObjectKillClass(
function(object, killer)
if killer and IsCharacterHuman(killer) then
trandoshans_count = trandoshans_count - 1

if trandoshans_count > 0 then
ShowMessageText("level.ASP.objectives.campaign.2-" .. trandoshans_count, 1)
elseif trandoshans_count == 0 then
Objective2:Complete(ATT)
ReleaseObjectKill(Objective2TrandoshansKill)
Objective2TrandoshansKill = nil
end
end
end,
"tra_inf_warrior"
)
end

Objective2.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
UnblockPlanningGraphArcs (1)
RespawnObject("cp30")
RespawnObject("cp40")
DeleteAIGoal(Objective2.att_obj2_defend)
DeleteAIGoal(Objective2.trandoshans_aigoal)
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(ATT, ATT_ReinforcementCount + 40)


end,

-- Objective 3
Objective3CP = CommandPost:New{name = "cp30", hideCPs = false}
Objective3 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "level.ASP.objectives.campaign.3",
popupText = "level.ASP.objectives.campaign.3_popup",
timeLimit = 180, timeLimitWinningTeam = DEF}
Objective3:AddCommandPost(Objective3CP)
Objective3.OnStart = function(self)
Objective3.defendGoalATT = AddAIGoal(ATT, "Defend", 1000, "cp30")
MapAddEntityMarker("cp30", "hud_objective_icon", 3.0, 1, "YELLOW", true)
end
Objective2.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(Objective3.defendGoalATT)
MapRemoveEntityMarker("cp30")
ATT_ReinforcementCount = GetReinforcementCount(ATT)
SetReinforcementCount(DEF, ATT_ReinforcementCount + 20)

end





EnableSPScriptedHeroes()




end


function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 7.0}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5a)
--objectiveSequence:AddObjectiveSet(Objective5)
--objectiveSequence:AddObjectiveSet(Objective6)
objectiveSequence:Start()
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 weather()
if WeatherMode == 1 then
ReadDataFile("dc:ASP\\sky.lvl", "kas2")
elseif WeatherMode == 2 then
ReadDataFile("dc:ASP\\sky.lvl", "end1")
elseif WeatherMode == 3 then
ReadDataFile("dc:ASP\\sky.lvl", "tat2")
end
end


function ScriptInit()


-- Designers, these two lines *MUST* be first.
StealArtistHeap(1024*1024)
SetPS2ModelMemory(3200000)
ReadDataFile("ingame.lvl")

SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",350) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",300) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",1000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",64) -- should be ~1x #combo
SetMemoryPoolSize ("ClothData",19)
SetMemoryPoolSize ("EntityCloth",40)
SetMemoryPoolSize ("Music", 39)

ReadDataFile("sound\\fel.lvl;fel1cw")
SetMaxFlyHeight(53)
SetMaxPlayerFlyHeight (53)
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper_felucia",
"rep_hero_aalya",
"rep_inf_ep3_officer")
ReadDataFile("SIDE\\cis.lvl",
"cis_tread_snailtank",
--"cis_hover_stap",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper")
-- "cis_bldg_defensegridturret")
ReadDataFile("dc:SIDE\\tra.lvl",
"tra_inf_warrior")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_recoilless_fel_auto")




SetAttackingTeam(ATT)

SetupTeams{
rep = {
team = REP,
units = 18,
reinforcements = 10,
soldier = { "rep_inf_ep3_rifleman", 10},
assault = { "rep_inf_ep3_rocketeer", 3},
engineer = { "rep_inf_ep3_engineer", 3},
sniper = { "rep_inf_ep3_sniper_felucia", 3},
officer = { "rep_inf_ep3_officer", 3},
special = { "rep_inf_ep3_jettrooper", 3},
-- turret = { "rep_bldg_defensegridturret"},
},
cis = {
team = CIS,
units = 10,
reinforcements = -1,
soldier = { "CIS_inf_rifleman", 5},
assault = { "CIS_inf_rocketeer", 5},
--engineer = { "CIS_inf_engineer", 3},
--sniper = { "CIS_inf_sniper", 3},
--officer = { "CIS_inf_officer", 3},
-- turret = { "cis_bldg_defensegridturret"},
},

}
SetTeamName(3, "trandoshans")
SetUnitCount(3, 16)
AddUnitClass(3, "tra_inf_warrior", 16)

SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
SetTeamAsEnemy(ATT, 3)
SetTeamAsEnemy(DEF, 3)





SetHeroClass(REP, "rep_hero_aalya")
--SetHeroClass(CIS, "cis_hero_jangofett")

-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 8)
SetMemoryPoolSize("EntityWalker", 0)
--AddWalkerType(0, 2) -- 2 droidekas (special case: 0 leg pairs)
AddWalkerType(3, 1) -- 1 atte with 3 leg pairs each
AddWalkerType(2, 3) -- 3 acklay with 2 leg pairs each
SetMemoryPoolSize("Aimer", 51)
SetMemoryPoolSize("BaseHint", 154)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EntityHover", 4)
SetMemoryPoolSize("EntityLight", 33)
SetMemoryPoolSize("MountedTurret", 7)
SetMemoryPoolSize("Obstacle", 400)
SetMemoryPoolSize("PathNode", 192)
SetMemoryPoolSize("TreeGridStack", 280)
SetMemoryPoolSize("Weapon", 220)
SetMemoryPoolSize("FlagItem", 1)
SetMemoryPoolSize("AcklayData", 6)
SetMemoryPoolSize("EntityFlyer", 6)

SetSpawnDelay(10.0, 0.25)
SetDenseEnvironment("false")
SetAIViewMultiplier(0.65)
--AddDeathRegion("Sarlac01")
ReadDataFile("dc:ASP\\ASP.lvl", "ASP_campaign")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "fel_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "cis_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\fel.lvl", "fel1")
OpenAudioStream("sound\\fel.lvl", "fel1")
-- OpenAudioStream("sound\\fel.lvl", "fel_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\fel.lvl", "fel1_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(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

-- SetAmbientMusic(REP, 1.0, "rep_fel_amb_start", 0,1)
-- SetAmbientMusic(REP, 0.99, "rep_fel_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1,"rep_fel_amb_end", 2,1)
-- SetAmbientMusic(CIS, 1.0, "cis_fel_amb_start", 0,1)
-- SetAmbientMusic(CIS, 0.99, "cis_fel_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1,"cis_fel_amb_end", 2,1)

SetVictoryMusic(REP, "rep_fel_amb_victory")
SetDefeatMusic (REP, "rep_fel_amb_defeat")
SetVictoryMusic(CIS, "cis_fel_amb_victory")
SetDefeatMusic (CIS, "cis_fel_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--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")

-- Camera Stats
AddCameraShot(0.896307, -0.171348, -0.401716, -0.076796, -116.306931, 31.039505, 20.757469)
AddCameraShot(0.909343, -0.201967, -0.355083, -0.078865, -116.306931, 31.039505, 20.757469)
AddCameraShot(0.543199, 0.115521, -0.813428, 0.172990, -108.378189, 13.564240, -40.644150)
AddCameraShot(0.970610, 0.135659, 0.196866, -0.027515, -3.214346, 11.924586, -44.687294)
AddCameraShot(0.346130, 0.046311, -0.928766, 0.124267, 87.431061, 20.881388, 13.070729)
AddCameraShot(0.468084, 0.095611, -0.860724, 0.175812, 18.063482, 19.360580, 18.178158)

end



[/code]
help would be nice :D

Re: Godrays and campaign errors (!!)

Posted: Tue Jun 16, 2009 5:09 pm
by 501st_commander

ShowMessageText("game.objectives.complete", ATT)
SetProperty("cp10", "SpawnPath", "cp10_spawn")
RespawnObject("cp20")

end
DeleteAIGoal(Objective3.defGoal3)
DeleteAIGoal(Objective3.defendGoal3)


if winningTeam == DEF then
end



end

--Objective 2
SetProperty("cp20", "Team", 3)
:wink:

Re: Godrays and campaign errors (!!)

Posted: Wed Jun 17, 2009 12:00 pm
by sampip
;) == :(
the error is infact in objective three. that part is correct, sorry.