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CTF crashing [Solved]

Posted: Sat May 23, 2009 8:19 am
by YaNkFaN
So yea my ctf mode is crashing and I can't seem to find an error here's the error log
Hidden/Spoiler:
[code]Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "Music" set item count after being allocated

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::ColorTrans" set item count after being allocated

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::SizeTransf" set item count after being allocated

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated
utility_functions2: ReadDataFile(): This map's code, mode: khs khs_ctf

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1568

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1048

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1570

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1051

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1572

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1574

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1054

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1576

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1578

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1580

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1057

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1582

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1584

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1586

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=805a4713: trying to replace "nab2_bldg_canal_home" with "nab2_bldg_canal_home1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=b00fb14d: trying to replace "nab2_prop_l_planter" with "nab2_prop_l_planter1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=9fa1aeec: trying to replace "nab2_bldg_bridge2" with "nab2_bldg_bridge20"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=053c24df: trying to replace "nab1_prop_fountain" with "nab1_prop_fountain1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=caa1a8ee: trying to replace "nab2_bldg_arch" with "nab2_bldg_arch1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=af0fafba: trying to replace "nab2_prop_l_planter" with "nab2_prop_l_planter0"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f91c9d70: trying to replace "nab2_prop_spire_1" with "nab2_prop_spire_10"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1060

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1588

Message Severity: 2
.\Source\FlagItem.cpp(945)
Could not build FlagItem

Message Severity: 2
.\Source\FlagItem.cpp(945)
Could not build FlagItem
uf_updateClassIndex(): Added class: rep_hero_fisto
uf_updateClassIndex(): Added class: cis_hero_durge

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "flag1" not found

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "flag1" not found

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "flag2" not found

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "flag2" not found

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "flag2" not found
[/code]
and .lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")

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


function ScriptPostLoad()
WeatherMode = math.random(1,3)
weather()
SoundEvent_SetupTeams( REP, 'rep', CIS, 'cis' )

SetProperty("flag1", "GeometryName", "com_icon_republic_flag")
SetProperty("flag1", "CarriedGeometryName", "com_icon_republic_flag_carried")
SetProperty("flag2", "GeometryName", "com_icon_cis_flag")
SetProperty("flag2", "CarriedGeometryName", "com_icon_cis_flag_carried")

--This makes sure the flag is colorized when it has been dropped on the ground
SetClassProperty("com_item_flag", "DroppedColorize", 1)

--This is all the actual ctf objective setup
ctf = ObjectiveCTF:New{teamATT = REP, teamDEF = CIS, captureLimit = 5, textATT = "game.modes.ctf", textDEF = "game.modes.ctf2", hideCPs = false, multiplayerRules = true}
ctf:AddFlag{name = "flag1", homeRegion = "team1_capture", captureRegion = "team2_capture",
capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,
icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}
ctf:AddFlag{name = "flag2", homeRegion = "team2_capture", captureRegion = "team1_capture",
capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,
icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}

ctf:Start()
SetUberMode(1);
herosupport:AddSpawnCP("ctf_cp1","ctf_cp1_spawn")
herosupport:AddSpawnCP("ctf_cp2","ctf_cp2_spawn")
herosupport:AddSpawnCP("ctf_cp3","ctf_cp3_spawn")
herosupport:AddSpawnCP("ctf_cp4","ctf_cp4_spawn")


herosupport:Start()


end
function weather()
if WeatherMode == 1 then
ReadDataFile("dc:KHS\\sky.lvl", "clear")
elseif WeatherMode == 2 then
ReadDataFile("dc:KHS\\sky.lvl", "clouds")
elseif WeatherMode == 3 then
ReadDataFile("dc:KHS\\sky.lvl", "rain")

end
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("SoldierAnimation", 600)
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("sound\\bha.lvl;bhacw")
ReadDataFile("sound\\kam.lvl;kam1gcw")

ReadDataFile("SIDE\\BHA\\kit.lvl",
"rep_hero_fisto")

ReadDataFile("SIDE\\BHA\\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_inf_ep3_marine",
"rep_inf_ep3_pilot",
"rep_fly_gunship",
"rep_walk_oneman_atst",
"rep_hero_drallig",
"rep_walk_atte")
ReadDataFile("SIDE\\BHA\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_inf_pilot",
"cis_inf_marine",
"cis_inf_officer",
"cis_fly_droidgunship",
"cis_walk_dwarfspider",
"cis_hero_durge",
"cis_hover_aat",
"cis_walk_spider")


ReadDataFile("SIDE\\BHA\\tur.lvl",
"tur_bldg_chaingun")

SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",14, 14},
assault = { "rep_inf_ep3_pilot",3, 3},
engineer = {"rep_inf_ep3_engineer",3, 3},
sniper = { "rep_inf_ep3_sniper",3, 3},
officer = { "rep_inf_ep3_rocketeer",3, 3},
special = {"rep_inf_ep3_marine",3, 3},
extra1 = {"rep_inf_ep3_officer",1, 1},

},
cis = {
team = CIS,
units = 34,
reinforcements = -1,
soldier = { "cis_inf_marine",10, 10},
assault = { "cis_inf_pilot",4, 4},
engineer = { "cis_inf_engineer",4, 4},
sniper = { "cis_inf_sniper",4, 4},
officer = {"cis_inf_rocketeer",4, 4},
special = { "cis_inf_rifleman",4, 4},
extra1 = {"cis_inf_officer", 4, 4},
}
}




-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 5) -- 1x2 (1 pair of legs)
AddWalkerType(2, 6) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 1) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("Music", 75)
SetMemoryPoolSize( "ParticleTransformer::ColorTrans", 2000)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1500)
SetMemoryPoolSize("MountedTurret", 40)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EntityFlyer", 10)
SetMemoryPoolSize("OrdnanceTowCable", 40)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("RedShadingState", 40)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize ("ClothData",20)
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:KHS\\KHS.lvl", "KHS_ctf")
ReadDataFile("dc:KHS\\KHS.lvl", "KHS_ctf")
SetDenseEnvironment("true")



-- 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\\geo.lvl", "geo1")
OpenAudioStream("sound\\geo.lvl", "geo1")
OpenAudioStream("sound\\kam.lvl", "kam1_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_geo_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_geo_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_geo_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_geo_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_geo_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_geo_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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(0.782051, -0.013712, -0.622968, -0.010923, -75.334511, 1.892182, 32.264610);


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);
herosupport = AIHeroSupport:New{AIATTHeroHealth = 4000, AIDEFHeroHealth = 4000, gameMode = "NonConquest",}
herosupport:SetHeroClass(REP, "rep_hero_fisto")
herosupport:SetHeroClass(CIS, "cis_hero_durge")
end

[/code]
the last two errors in the error log about flags always popup and don't ctd the level at all


EDIT
sorry for double post but i fixed the mistake

I forgot to add this line

SetMemoryPoolSize("FlagItem", 2)
to the .lua

thsi can be locked now