Are the AI too scared to spawn? [Solved]

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fasty
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Are the AI too scared to spawn? [Solved]

Post by fasty »

Okay so I've made a map pack sort of, and all the sides are the same on every map. It's a large number of AI against nobody. The player(s) are supposed to be on the 'botless' team. To my surprise, a lot less AI spawn than I type into the lua. I know that any more than 32 is pushing it, but not even 10 bots spawn :? . Is there any way to get more bots besides making it an uber mode? Anyway here's one of my luas.
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
SetClassProperty("imp_inf_officer", "PointsToUnlock", 0)
SetClassProperty("imp_inf_dark_trooper", "PointsToUnlock", 0)
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1-1"}
cp2 = CommandPost:New{name = "cp2-1"}
cp3 = CommandPost:New{name = "cp3-1"}
cp4 = CommandPost:New{name = "cp4-1"}
cp5 = CommandPost:New{name = "cp5-1"}
cp6 = CommandPost:New{name = "cp6-1"}


--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()
EnableSPHeroRules()

end

function ScriptInit()
StealArtistHeap(132*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3200000)
ReadDataFile("ingame.lvl")

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

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_sniper")


ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_officer",
"imp_inf_dark_trooper")


ReadDataFile("SIDE\\gun.lvl",
"gun_inf_soldier",
"gun_inf_defender")

SetAttackingTeam(ATT)
SetupTeams{
rep = {
team = REP,
units = 6,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman", 0, 0},
assault = { "rep_inf_ep3_rocketeer",0, 0},
engineer = { "rep_inf_ep3_engineer",0, 0},
sniper = { "rep_inf_ep3_sniper",0, 0},
officer = { "imp_inf_officer",0, 0},



},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "gun_inf_soldier",21, 21},
assault = { "gun_inf_defender",11, 11},

}
}


SetHeroClass(REP, "imp_inf_dark_trooper")


-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 8)
--AddWalkerType(5, 2) -- 2 attes with 2 leg pairs each
--AddWalkerType(3, 1) -- 3 acklays with 3 leg pairs each
AddWalkerType(1, 2)
AddWalkerType(0, 4)
local weaponCnt = 260
SetMemoryPoolSize("Aimer", 20)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityHover", 3)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 0)
SetMemoryPoolSize("EntityWalker", 5)
SetMemoryPoolSize("MountedTurret", 6)
SetMemoryPoolSize("Obstacle", 400)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("TreeGridStack", 280)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:hbf\\fel1.lvl", "fel1_conquest")
SetDenseEnvironment("false")
SetAIViewMultiplier(0.65)
--AddDeathRegion("Sarlac01")

-- Birdies
SetNumBirdTypes(1)
SetBirdType(0,1.0,"bird")


-- Sound Stats

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\\fel.lvl", "fel1")
OpenAudioStream("sound\\fel.lvl", "fel1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- 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, 0.8, "rep_fel_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_fel_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_fel_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_fel_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"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
Last edited by fasty on Tue Sep 21, 2010 4:37 pm, edited 1 time in total.
kinetosimpetus
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Re: Are the AI too scared to spawn?

Post by kinetosimpetus »

fasty
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Re: Are the AI too scared to spawn?

Post by fasty »

fasty wrote:Is there any way to get more bots besides making it an uber mode?
I know how to make an uber mode map, I was just wondering why I need to when I only want 32 bots. :|
kinetosimpetus
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Re: Are the AI too scared to spawn?

Post by kinetosimpetus »

If it isn't uber, the AI count for a team comes from the conquest menu setting. Default's to 16. Setting to uber allows the lua to set it to whatever it wants, usually but not always more than 32.
fasty
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Re: Are the AI too scared to spawn?

Post by fasty »

Ohhhh I didn't know that :? thanks.
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Re: Are the AI too scared to spawn?[Solved]

Post by Wonderboy »

First of all, theres a " 8) " in your lua. That can't be helping :cpu:
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Re: Are the AI too scared to spawn?[Solved]

Post by AQT »

^ If your profile settings have smilies enabled, then "8 (eight) ) (parenthesis)" will be shown as a " 8) " emoticon. I'm only explaining this to you because I can't seem to detect a sarcastic tone in your statement.
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