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Custom teams crash

Posted: Fri Nov 06, 2009 1:45 pm
by Alexrd
Hi there! I've created some custom teams, using already existing assets models, but after I start playing my mod, it crashes after a while... Here's my .lua file:
Hidden/Spoiler:
[quote]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

-- These variables do not change
ATT = 1
DEF = 2

-- Empire Attacking (attacker is always #1)
REP = ATT
CIS = DEF

---------------------------------------------------------------------------
-- 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()

AddDeathRegion("death")
AddDeathRegion("death1")
AddDeathRegion("death2")
AddDeathRegion("death3")
AddDeathRegion("death4")




SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)


SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)



EnableSPHeroRules()

DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")


--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()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first.

SetPS2ModelMemory(4056000)

SetMapNorthAngle(180, 1)
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
AISnipeSuitabilityDist(30)



SetMemoryPoolSize("Music", 33)

ReadDataFile("ingame.lvl")


ReadDataFile("sound\\cor.lvl;cor1cw")

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_fly_assault_DOME",
"rep_fly_gunship_DOME",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper")

ReadDataFile("SIDE\\cis.lvl",
"cis_hero_darthmaul")

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

ReadDataFile("SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04",
"jed_master_01",
"jed_master_02",
"jed_master_03")

ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi")

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


SetupTeams{

rep = {
team = REP,
units = 80,
reinforcements = 100,
soldier = { "rep_inf_ep2_rifleman",7, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = {"all_hero_luke_jedi",1, 1},
special = { "rep_inf_ep2_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 80,
reinforcements = 100,
soldier = { "imp_inf_rifleman",7, 25},
assault = { "imp_inf_rocketeer",1, 4},
engineer = { "imp_inf_engineer",1, 4},
sniper = { "imp_inf_sniper",1, 4},
officer = {"cis_hero_darthmaul",1, 1},
special = { "imp_inf_dark_trooper",1, 4},
}
}

AddUnitClass(REP, "jed_knight_01", 1, 1)
AddUnitClass(REP, "jed_knight_02", 1, 1)
AddUnitClass(REP, "jed_knight_03", 1, 1)
AddUnitClass(REP, "jed_knight_04", 1, 1)
AddUnitClass(CIS, "jed_master_01", 1, 1)
AddUnitClass(CIS, "jed_master_02", 1, 1)
AddUnitClass(CIS, "jed_master_03", 1, 1)



-- Level Stats
ClearWalkers()
AddWalkerType(0, 1) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 210
SetMemoryPoolSize("Aimer", 22)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntitySoundStream", 10)
SetMemoryPoolSize("EntitySoundStatic", 0)
SetMemoryPoolSize("MountedTurret",12)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 375)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 140)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(30)
--SetMaxPlayerFlyHeight (30)
AddDeathRegion("DeathRegion1")

-- 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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_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)

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

SetOutOfBoundsVoiceOver(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_cor_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_cor_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_cor_amb_end", 2,1)

SetVictoryMusic(REP, "rep_cor_amb_victory")
SetDefeatMusic (REP, "rep_cor_amb_defeat")
SetVictoryMusic(CIS, "cis_cor_amb_victory")
SetDefeatMusic (CIS, "cis_cor_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
--Tat 1 - Dune Sea
AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);

end [/quote]
Coud someone tell me if I'm doing something wrong?

Thanks in advance.

Re: Custom teams crash

Posted: Fri Nov 06, 2009 1:56 pm
by mswf
I don't know some things for sure, but could you help us helping you by;
1. Telling use what you changed.
2. Making an error log (read the FAQ on how to make one)

Welcome to gametoast, by-the-way. Happy modding :)

Re: Custom teams crash

Posted: Fri Nov 06, 2009 2:03 pm
by Darth_Spiderpig
Yeah, an error log will be fine.

And why did you add some many units in the ReadDataFile section but only add the Jedi to the teams?


And yes, welcome to GameToast :wink:

Re: Custom teams crash

Posted: Fri Nov 06, 2009 2:10 pm
by Alexrd
mswf wrote:I don't know some things for sure, but could you help us helping you by;
1. Telling use what you changed.
So, I created a new world, then ported the cor1c_con.lua from the assets to my world's scripts folder, then changed the name to ABCc_con.lua (to both clone wars and galactic civil war). Then I changed the .lua file, as you can see.
mswf wrote:2. Making an error log (read the FAQ on how to make one)
Couldn't find on the FAQ thread...
mswf wrote:Welcome to gametoast, by-the-way. Happy modding :)
Thanks. :)
Darth_Spiderpig wrote:Yeah, an error log will be fine.

And why did you add some many units in the ReadDataFile section but only add the Jedi to the teams?
But every unit that is on the ReadDataFile section is on their respective team, not just the Jedi.
Darth_Spiderpig wrote:And yes, welcome to GameToast :wink:
Thanks. ;)

Please don't double-post. You can edit your old post if you need to add more to a single post after you've already responded. -Staff

Re: Custom teams crash

Posted: Fri Nov 06, 2009 2:48 pm
by Darth_Spiderpig
Alexrd wrote:
mswf wrote:I don't know some things for sure, but could you help us helping you by;
1. Telling use what you changed.
So, I created a new world, then ported the cor1c_con.lua from the assets to my world's scripts folder, then changed the name to ABCc_con.lua (to both clone wars and galactic civil war). Then I changed the .lua file, as you can see.
Ok, that explains it. :wink:
Hidden/Spoiler:
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
I don't think your World is called "cor1"

So edit it to look like this:
Hidden/Spoiler:
ReadDataFile("dc:ABC\\ABC.lvl", "ABC_Conquest")

Edit: Ignore this if you can play on the map. You said it crashes after a while. What does that mean?

Re: Custom teams crash

Posted: Fri Nov 06, 2009 3:47 pm
by Alexrd
Darth_Spiderpig wrote:Ignore this if you can play on the map. You said it crashes after a while. What does that mean?
I can play it for like 30 seconds, sometimes 2 minutes, but then it crashes... Sometimes it crashes after I choose a class and start playing with it...

Re: Custom teams crash

Posted: Fri Nov 06, 2009 3:49 pm
by genaral_mitch
If you have all_hero_luke in the officer section, wouldn't you have to change his properties in the luke's odf? I tried it once, and I got a crash too.

Re: Custom teams crash

Posted: Fri Nov 06, 2009 3:52 pm
by Alexrd
genaral_mitch wrote:If you have all_hero_luke in the officer section, wouldn't you have to change his properties in the luke's odf? I tried it once, and I got a crash too.
I can play with it. I just have it on the officer section, because I can't scroll down the classes (too many 8) )

Re: Custom teams crash

Posted: Fri Nov 06, 2009 4:26 pm
by Darth_Spiderpig
I don't know what your problem is without your error log.

If you don't know how to get one, run the BF2_modtools.exe in the modtools folder. select your map and play. I fthe game crashes, have a look at the BFront2.log. open, copy and paste it. So we can see what the problem is :thumbs:

Cool Avatar, btw :wink:

Re: Custom teams crash

Posted: Fri Nov 06, 2009 4:28 pm
by Alexrd
Darth_Spiderpig wrote: If the game crashes, have a look at the BFront2.log. open, copy and paste it. So we can see what the problem is :thumbs:
Where can I find the BFront2.log?

Re: Custom teams crash

Posted: Fri Nov 06, 2009 4:29 pm
by Darth_Spiderpig
it should be in the Modtools folder.


It is a while back since I used it, but it should be :P

Re: Custom teams crash

Posted: Fri Nov 06, 2009 4:34 pm
by eliminator
Hidden/Spoiler:
ReadDataFile("SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04",
"jed_master_01",
"jed_master_02",
"jed_master_03")
I think one of them is the reason for the crash...
Chance it:
Hidden/Spoiler:
//ReadDataFile("SIDE\\jed.lvl",
//"jed_knight_01",
//"jed_knight_02",
//"jed_knight_03",
//"jed_knight_04",
//"jed_master_01",
//"jed_master_02",
//"jed_master_03")
Hidden/Spoiler:
//AddUnitClass(REP, "jed_knight_01", 1, 1)
//AddUnitClass(REP, "jed_knight_02", 1, 1)
//AddUnitClass(REP, "jed_knight_03", 1, 1)
//AddUnitClass(REP, "jed_knight_04", 1, 1)
//AddUnitClass(CIS, "jed_master_01", 1, 1)
//AddUnitClass(CIS, "jed_master_02", 1, 1)
//AddUnitClass(CIS, "jed_master_03", 1, 1)

Re: Custom teams crash

Posted: Fri Nov 06, 2009 4:38 pm
by Alexrd
Darth_Spiderpig wrote:it should be in the Modtools folder.


It is a while back since I used it, but it should be :P
Can't find it anywhere.. I've used search but nothing.

I'm using Vista btw.
Darth_Spiderpig wrote:Cool Avatar, btw :wink:
Thanks. ;)

Re: Custom teams crash

Posted: Fri Nov 06, 2009 4:39 pm
by eliminator
Hidden/Spoiler:
Can't find it anywhere.. I've used search but nothing.

I'm using Vista btw.
C:\Users\NAME\AppData\Local\VirtualStore\Program Files\LucasArts\Star Wars Battlefront II\GameData

Re: Custom teams crash

Posted: Fri Nov 06, 2009 4:40 pm
by Alexrd
eliminator wrote:
Hidden/Spoiler:
ReadDataFile("SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04",
"jed_master_01",
"jed_master_02",
"jed_master_03")
I think one of them is the reason for the crash...
Chance it:
Hidden/Spoiler:
//ReadDataFile("SIDE\\jed.lvl",
//"jed_knight_01",
//"jed_knight_02",
//"jed_knight_03",
//"jed_knight_04",
//"jed_master_01",
//"jed_master_02",
//"jed_master_03")
Hidden/Spoiler:
//AddUnitClass(REP, "jed_knight_01", 1, 1)
//AddUnitClass(REP, "jed_knight_02", 1, 1)
//AddUnitClass(REP, "jed_knight_03", 1, 1)
//AddUnitClass(REP, "jed_knight_04", 1, 1)
//AddUnitClass(CIS, "jed_master_01", 1, 1)
//AddUnitClass(CIS, "jed_master_02", 1, 1)
//AddUnitClass(CIS, "jed_master_03", 1, 1)
But that's the same. Or should I use this "//"?

Re: Custom teams crash

Posted: Fri Nov 06, 2009 4:42 pm
by Darth_Spiderpig
I don't see a problem there


@Alexrd:

You should Copy the BF2_modtools.exe and paste it into the directory of your Battlefront2.exe
Hidden/Spoiler:
(C:\Program Files\LucasArts\Star Wars Battlefront II\GameData)
Then you launch BF2_modtools.exe and play your map. If it crashes, you will get a BFront2.log located in that same folder.

Re: Custom teams crash

Posted: Fri Nov 06, 2009 4:48 pm
by kinetosimpetus
don't use // in a lua
use --

Re: Custom teams crash

Posted: Fri Nov 06, 2009 4:50 pm
by eliminator
don't use // in a lua
use --
of course xD

it's to late for me^^

Re: Custom teams crash

Posted: Fri Nov 06, 2009 4:56 pm
by Darth_Spiderpig
eliminator wrote:it's to late for me^^

It is currently 10 o'clock. 8) :wink:

But why should he add "--"?

I have no -- in front of my ReadDataFile section, but it works fine. :?

Re: Custom teams crash

Posted: Fri Nov 06, 2009 5:02 pm
by eliminator
It is currently 10 o'clock.
:-P
But why should he add "--"?

I have no -- in front of my ReadDataFile section, but it works fine.
he should try it if it works