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
and .lua
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
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]
.\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]
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]
-- 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]
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