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Minimap/CP spawning issue [Solved]

Posted: Mon May 30, 2011 12:58 am
by Marth8880
I am no longer able to choose which command post I want to spawn in, nor do they appear in the "fullscreen" minimap, although I can still spawn, but only at the command post the "pointer" starts on. I must have done something to cause this, but I have no idea what or how.

Image

PI3g_con.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

function ScriptPostLoad()


--WeatherMode = math.random(1,2)
--weather()

--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 = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
--cp11 = CommandPost:New{name = "cp11"}



--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:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
--conquest:AddCommandPost(cp11)

conquest:Start()

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()

-- This loads our loadscreen
ReadDataFile("dc:Load\\common.lvl")
ReadDataFile("ingame.lvl")

-- This loads our weather variation
ReadDataFile("dc:PI3\\PI3_sky.lvl", "PI3_conquest", "moon")


SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)


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("dc:sound\\kam.lvl;kam1gcw")
ReadDataFile("dc:sound\\pi3.lvl;pi3gcw")
ReadDataFile("dc:sound\\uta.lvl;uta1gcw")
ReadDataFile("dc:sound\\uta.lvl;uta1gcw")
ReadDataFile("sound\\dag.lvl;dag1gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_luke_jedi",
"all_hover_combatspeeder")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_hover_fightertank",
"imp_hover_speederbike",
"imp_walk_atst" )

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

SetupTeams{
all = {
team = ALL,
units = 27,
reinforcements = 200,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 27,
reinforcements = 200,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "all_hero_luke_jedi")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 3) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 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("SoldierAnimation", 308)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:PI3\\PI3.lvl", "PI3_conquest")
--function weather()
-- if WeatherMode == 1 then
-- ReadDataFile("dc:PI3\\PI3_sky.lvl", "moon")
-- ReadDataFile("dc:PI3\\PI3.lvl", "PI3_conquest", "moon")
--
-- elseif WeatherMode == 2 then
-- ReadDataFile("dc:PI3\\PI3_sky.lvl", "rain")
-- ReadDataFile("dc:PI3\\PI3.lvl", "PI3_conquest", "rain")
--
-- end
--end


SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
--OpenAudioStream("dc:sound\\kam.lvl", "kam1")
OpenAudioStream("dc:sound\\pi3.lvl", "pi3_ambiance")
OpenAudioStream("dc:sound\\uta.lvl", "uta1")
OpenAudioStream("sound\\dag.lvl", "dag1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_dag_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_dag_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_dag_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_dag_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_dag_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_dag_amb_end", 2,1)

SetVictoryMusic(ALL, "all_dag_amb_victory")
SetDefeatMusic (ALL, "all_dag_amb_defeat")
SetVictoryMusic(IMP, "imp_dag_amb_victory")
SetDefeatMusic (IMP, "imp_dag_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
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
PI3.req
Hidden/Spoiler:
ucft
{
REQN
{
"config"
}

REQN
{
"texture"
"PI3_map"
}
REQN
{
"texture"
"platform=pc"
"water_bumpmap_0"
"water_bumpmap_1"
"water_bumpmap_2"
"water_bumpmap_3"
"water_bumpmap_4"
"water_bumpmap_5"
"water_bumpmap_6"
"water_bumpmap_7"
"water_bumpmap_8"
"water_bumpmap_9"
"water_bumpmap_10"
"water_bumpmap_11"
"water_bumpmap_12"
"water_bumpmap_13"
"water_bumpmap_14"
"water_bumpmap_15"

"water_normalmap_0"
"water_normalmap_1"
"water_normalmap_2"
"water_normalmap_3"
"water_normalmap_4"
"water_normalmap_5"
"water_normalmap_6"
"water_normalmap_7"
"water_normalmap_8"
"water_normalmap_9"
"water_normalmap_10"
"water_normalmap_11"
"water_normalmap_12"
"water_normalmap_13"
"water_normalmap_14"
"water_normalmap_15"

"water_specularmask_0"
"water_specularmask_1"
"water_specularmask_2"
"water_specularmask_3"
"water_specularmask_4"
"water_specularmask_5"
"water_specularmask_6"
"water_specularmask_7"
"water_specularmask_8"
"water_specularmask_9"
"water_specularmask_10"
"water_specularmask_11"
"water_specularmask_12"
"water_specularmask_13"
"water_specularmask_14"
"water_specularmask_15"
"water_specularmask_16"
"water_specularmask_17"
"water_specularmask_18"
"water_specularmask_19"
"water_specularmask_20"
"water_specularmask_21"
"water_specularmask_22"
"water_specularmask_23"
"water_specularmask_24"

"nab2_water"

}
REQN
{
"path"
"PI3"
}
REQN
{
"congraph"
"PI3"
}
REQN
{
"world"
"PI3"
}
REQN
{
"prop"
"PI3"
}
REQN
{
"class"
"bluelight"
"redlight"
"greenlight"
"whitelight"
}
REQN
{
"config"
"flyerspray"
"walkerstomp"
"hailfire_wake"
}
REQN
{
"lvl"
"PI3_conquest"
"PI3_1flag"
"moon"
"rain"
}
}

Re: Minimap/CP spawning issue

Posted: Mon May 30, 2011 11:38 pm
by FragMe!
Obvious question is obviously what was the last thing you changed in the map or added to the script?

Re: Minimap/CP spawning issue

Posted: Tue May 31, 2011 12:25 am
by Marth8880
FragMe! wrote:Obvious question is obviously what was the last thing you changed in the map or added to the script?
I *think* I only added another command post! I have 10 right now in the map.

Re: Minimap/CP spawning issue

Posted: Tue May 31, 2011 2:54 pm
by linksith
I've come across this problem before as well. Unfortunately I have never found a way to fix this or the reason for its occurrence. :(

Re: Minimap/CP spawning issue

Posted: Tue May 31, 2011 4:09 pm
by CalvaryCptMike
Could the 10 cp's be the problem?

Try removing the last one you added then clean and test.

Re: Minimap/CP spawning issue

Posted: Tue May 31, 2011 4:46 pm
by sim-al2
@Marth: can you post the zeroeditor screen with the CP properties?

Re: Minimap/CP spawning issue

Posted: Tue May 31, 2011 9:46 pm
by Marth8880
CalvaryCptMike wrote:Could the 10 cp's be the problem?

Try removing the last one you added then clean and test.
Nope, it didn't work. And yes, I deleted them from my LUA as well. :lol:
sim-al2 wrote:@Marth: can you post the zeroeditor screen with the CP properties?
No.
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Re: Minimap/CP spawning issue

Posted: Tue May 31, 2011 10:19 pm
by FragMe!
Are all your CPs are team 0 or just number 10?
Unless of course they are suppose to be free for anyone to capture
If they are suppose to be assigned then need a 1 or a 2 in the team box on the left side.







I know you probably knew that but I am into stating the obvious lately.

Re: Minimap/CP spawning issue

Posted: Tue May 31, 2011 10:53 pm
by Marth8880
FragMe! wrote:Are all your CPs are team 0 or just number 10?
Unless of course they are suppose to be free for anyone to capture
If they are suppose to be assigned then need a 1 or a 2 in the team box on the left side.







I know you probably knew that but I am into stating the obvious lately.
I already knew that. Only four out of 9 CPs are pre-captured. :wink:

Re: Minimap/CP spawning issue

Posted: Tue May 31, 2011 11:00 pm
by FragMe!
When did you add in the dc:common.lvl line to your lua before or after problems started?

Also is this problem consistant in more than 1 era (if you have more than just the one)

Re: Minimap/CP spawning issue

Posted: Tue May 31, 2011 11:50 pm
by Marth8880
FragMe! wrote:When did you add in the dc:common.lvl line to your lua before or after problems started?
Are you talking about dc:Load\\common.lvl?
FragMe! wrote:Also is this problem consistant in more than 1 era (if you have more than just the one)
The problem is in both Galactic Civil War and Dark Times, which are the only two eras I currently have.

Re: Minimap/CP spawning issue

Posted: Wed Jun 01, 2011 12:49 pm
by FragMe!
Yes to the first reply Okay to the second.

Re: Minimap/CP spawning issue

Posted: Wed Jun 01, 2011 1:10 pm
by Teancum
I'm going to go out on a limb here. Perform a manual clean, then re-munge everything. Post anything that comes up in the mungelog (not the BFront2.log obviously).

Re: Minimap/CP spawning issue

Posted: Thu Jun 02, 2011 2:51 pm
by Marth8880
Teancum wrote:I'm going to go out on a limb here. Perform a manual clean, then re-munge everything. Post anything that comes up in the mungelog (not the BFront2.log obviously).
Got it.

PC_MungeLog.txt
Hidden/Spoiler:
WARNING[PC_modelmunge world1\end_prop_fernclump_2.msh]:end_prop_fernclump_2 has 1036 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\end_prop_foliage_clump1.msh]:end_prop_foliage_clump1 has 1444 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\hoth_bldg_ioncannon.msh]:hoth_bldg_ioncannon has 1089 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\logs.msh]:logs has 1088 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 4 Warnings

ERROR[PC_texturemunge world1\cubemap.tga]:TextureMunge(cubemap:256x192x1): Must have power of two dimensions!
ERROR[PC_texturemunge world1\cubemap.tga]:TextureMunge(cubemap:256x192x1): Must have power of two dimensions!
[continuing]
2 Errors 0 Warnings
The two errors have been there for a little while now. I don't remember if they started showing up when my problem started, but the name of the texture would make sense. I'll check on it.

EDIT:

Okay, so I think cubemap.tga is something related to the bottom center main command post in Naboo. Here it is:
Image

EDIT 2:

Wait a minute, my mapbounds region's sizes in Zero Editor are all set to 0. I fixed the sizes and I'm about to test it.

EDIT 3:

Yep! Fixed it!