Map won't load

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ARC_Commander
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Map won't load

Post by ARC_Commander »

I've been working on the stock Kamino map, changing the sides to Ep2 and added a few more units to either side. Before I added the extra units (properly), it worked. Now, when I used the proper AddUnitClass method, the map won't load. The log says:

Code: Select all

Message Severity: 5
.\Source\GameState.cpp(1283)
Could not open MISSION\MKMc_con.lvl
Could anyone help please?
Darth_Z13
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RE: Map won

Post by Darth_Z13 »

You've done something wrong in the LUA and it's not munging it. Post your LUA.
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RE: Map won

Post by ARC_Commander »

Ok, here it is:

Code: Select all

 --
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

    --  REP Attacking (attacker is always #1)
    local REP = 2;
    local CIS = 1;
    --  These variables do not change
    local ATT = 1;
    local DEF = 2;
---------------------------------------------------------------------------
-- 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()
DisableBarriers("frog")
DisableBarriers("close")
DisableBarriers("camp")

    UnblockPlanningGraphArcs("connection71")

     SetProperty("cp1", "Team", "1")
    SetProperty("cp2", "Team", "2")
    SetProperty("cp3", "Team", "2")
    SetProperty("cp4", "Team", "2")
    SetProperty("cp5", "Team", "1")
    SetProperty("cp6", "Team", "1")
    SetAIDamageThreshold("Comp1", 0 )
    SetAIDamageThreshold("Comp2", 0 )
    SetAIDamageThreshold("Comp3", 0 )
    SetAIDamageThreshold("Comp4", 0 )
    SetAIDamageThreshold("Comp5", 0 )
  	SetAIDamageThreshold("Comp6", 0 )
    SetAIDamageThreshold("Comp7", 0 )
    SetAIDamageThreshold("Comp8", 0 )
    SetAIDamageThreshold("Comp9", 0 )
    SetAIDamageThreshold("Comp10", 0 )



	        SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)

    SetProperty("Kam_Bldg_Podroom_Door33", "Islocked", 1)
        SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)
                SetProperty("Kam_Bldg_Podroom_Door34", "Islocked", 1)
    SetProperty("Kam_Bldg_Podroom_Door35", "Islocked", 1)
        SetProperty("Kam_Bldg_Podroom_Door27", "Islocked", 0)       
            SetProperty("Kam_Bldg_Podroom_Door28", "Islocked", 1)       
    SetProperty("Kam_Bldg_Podroom_Door36", "Islocked", 1)
        SetProperty("Kam_Bldg_Podroom_Door20", "Islocked", 0)
    UnblockPlanningGraphArcs("connection71")
        
   --Objective1
    UnblockPlanningGraphArcs("connection85")
        UnblockPlanningGraphArcs("connection48")
            UnblockPlanningGraphArcs("connection63")
                UnblockPlanningGraphArcs("connection59")
                         UnblockPlanningGraphArcs("close")
                         UnblockPlanningGraphArcs("open")
                         DisableBarriers("frog")
                         DisableBarriers("close")
                         DisableBarriers("open")
        
    --blocking Locked Doors
    UnblockPlanningGraphArcs("connection194");
        UnblockPlanningGraphArcs("connection200");
            UnblockPlanningGraphArcs("connection118");
               DisableBarriers("FRONTDOOR2-3");
                DisableBarriers("FRONTDOOR2-1");  
                 DisableBarriers("FRONTDOOR2-2");  
   
    --Lower cloning facility
    UnblockPlanningGraphArcs("connection10")
        UnblockPlanningGraphArcs("connection159")
            UnblockPlanningGraphArcs("connection31")
               DisableBarriers("FRONTDOOR1-3")
                DisableBarriers("FRONTDOOR1-1")  
                 DisableBarriers("FRONTDOOR1-2")
    
        --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"}
    
    --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()
    
    SetProperty("cp2", "spawnpath", "cp2_spawn")
    SetProperty("cp2", "captureregion", "cp2_capture")
    
    BlockPlanningGraphArcs("group1");
        BlockPlanningGraphArcs("connection165");
            BlockPlanningGraphArcs("connection162");
                BlockPlanningGraphArcs("connection160");
                    BlockPlanningGraphArcs("connection225");
end

function ScriptInit()
	StealArtistHeap(2048*1024)
    -- Designers, these two lines *MUST* be first!
    SetPS2ModelMemory(3000000)
    ReadDataFile("ingame.lvl")

    ReadDataFile("sound\\kam.lvl;kam1cw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep2_rifleman",
                             "rep_inf_ep2_rocketeer",
                             "rep_inf_ep2_engineer",
                             "rep_inf_ep2_sniper",
			     "rep_inf_ep2_officer",
                             "rep_inf_ep2_jettrooper",
                             "rep_hero_obiwan")
                             ----"rep_bldg_defensegridturret")
    ReadDataFile("SIDE\\cis.lvl",
                        "cis_inf_rifleman",
                        "cis_inf_rocketeer",
                        "cis_inf_engineer",
                        "cis_inf_sniper",
			"cis_inf_magna",
                        "cis_inf_droideka",
                        "cis_hero_jangofett")
                     		----"cis_bldg_defensegridturret")
ReadDataFile("SIDE\\tur.lvl",
						"tur_bldg_chaingun_roof",
						"tur_weap_built_gunturret")	

   SetAttackingTeam(ATT)
SetupTeams{
    rep = {
        team = REP,
        units = 32,
        reinforcements = 150,
        soldier = { "rep_inf_ep2_rifleman",9, 25},
        assault = { "rep_inf_ep2_rocketeer",1, 4},
        engineer = { "rep_inf_ep2_engineer", 1, 4},
        sniper  = { "rep_inf_ep2_sniper",1, 4},
	officer = { "rep_inf_ep2_officer", 1, 4},
        special = { "rep_inf_ep2_jettrooper",1, 4},	
                      --  turret = { "rep_bldg_defensegridturret"},
            
    },
    cis = {
        team = CIS,
        units = 32,
        reinforcements = 150,
        soldier = { "CIS_inf_rifleman",9, 25},
        assault = { "CIS_inf_rocketeer",1, 4},
        engineer = { "CIS_inf_engineer", 1, 4},
        sniper  = { "CIS_inf_sniper",1, 4},
	officer = { "CIS_inf_droideka",1, 4},
        special = { "cis_inf_magna",1, 4},
                           --        -- turret = { "cis_bldg_defensegridturret"},
      
    },

}


AddUnitClass(CIS, "CIS_inf_pilot",1,4},
AddUnitClass(CIS, "CIS_inf_medic", 1,4},
AddUnitClass(CIS, "CIS_inf_shadowdroid",1,4},
AddUnitClass(CIS, "CIS_inf_droid",1,4},
AddUnitClass(REP, "rep_inf_ep2_pilot",1,4},
AddUnitClass(REP, "rep_inf_ep2_medic",1,4},
AddUnitClass(REP, "rep_inf_commando",1,4},
AddUnitClass(REP, "rep_inf_ep2_elite", 0, 0}

    SetHeroClass(REP, "rep_hero_obiwan")
    SetHeroClass(CIS, "cis_hero_jangofett")
   

    --  Level Stats
    ClearWalkers()
 
    AddWalkerType(0, 6) -- droidekas
    local weaponCnt = 215
    SetMemoryPoolSize("Aimer", 39)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 210)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityCloth", 18)
    SetMemoryPoolSize("EntityLight", 70)
    SetMemoryPoolSize("EntitySoundStream", 3)
    SetMemoryPoolSize("EntitySoundStatic", 84)
    SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("Navigator", 50)
    SetMemoryPoolSize("Obstacle", 800)
    SetMemoryPoolSize("PathFollower", 50)
    SetMemoryPoolSize("PathNode", 256)
    SetMemoryPoolSize("SoundSpaceRegion", 36)
    SetMemoryPoolSize("TentacleSimulator", 0)
    SetMemoryPoolSize("TreeGridStack", 338)
    SetMemoryPoolSize("UnitAgent", 50)
    SetMemoryPoolSize("EntityFlyer", 6)
    SetMemoryPoolSize("UnitController", 50)
    SetMemoryPoolSize("Weapon", weaponCnt)
    
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:MKM\\kam1.lvl", "kamino1_conquest")
    SetDenseEnvironment("false")

    --  AI
    SetMinFlyHeight(60)
    SetAllowBlindJetJumps(0)
       SetMaxFlyHeight(102)
    SetMaxPlayerFlyHeight(102)

    --  Sound
    
    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\\kam.lvl",  "kam1")
    OpenAudioStream("sound\\kam.lvl",  "kam1")


    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)
    
    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
    SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_victory_im", .1, 1)    

    SetAmbientMusic(REP, 1.0, "rep_kam_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_kam_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_kam_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_kam_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_kam_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_kam_amb_victory")
    SetDefeatMusic (REP, "rep_kam_amb_defeat")
    SetVictoryMusic(CIS, "cis_kam_amb_victory")
    SetDefeatMusic (CIS, "cis_kam_amb_defeat")

    SetOutOfBoundsVoiceOver(2, "repleaving")
    SetOutOfBoundsVoiceOver(1, "cisleaving")

    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")


    SetAttackingTeam(ATT)

    AddDeathRegion("deathregion")

 		    AddCameraShot(0.564619, -0.121047, 0.798288, 0.171142, 68.198814, 79.137611, 

110.850922);

            AddCameraShot(-0.281100, 0.066889, -0.931340, -0.221616, 10.076019, 82.958336, 

-26.261774);

            AddCameraShot(0.209553, -0.039036, -0.960495, -0.178923, 92.558563, 58.820618, 

130.675919);

            AddCameraShot(0.968794, 0.154227, 0.191627, -0.030506, -173.914413, 69.858940, 

52.532421);

            AddCameraShot(0.744389, 0.123539, 0.647364, -0.107437, 97.475639, 53.216236, 76.477089);

            AddCameraShot(-0.344152, 0.086702, -0.906575, -0.228393, 95.062233, 105.285820, 

-37.661552);
end
SymbolS

RE: Map won

Post by SymbolS »

You have a lot of things that you don't need, like under your ReadDataFile, what are those -------'s for?
RC-1290

RE: Map won

Post by RC-1290 »

commenting out
ARC_Commander
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RE: Map won

Post by ARC_Commander »

Yeah, you're right RC. What else did you have in mind, SymbolS?

EDIT: Could somebody look at my LUA? Please?
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