Flying vehicles don't work.

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genaral_mitch
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Flying vehicles don't work.

Post by genaral_mitch »

I'm making Naboo, and I got speeders and tanks to work, but no gunships, droidstarfighters, or Jedi star fighters. I put them in my lua under the republic and cis I made control regions for the cps I asigned the vehicles to the controlzone, put the vehicles in a vehicle spawn, but nothing will make them work.
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Re: Flying vehicles don't work.

Post by Xavious »

Do you have your CommandFlyer and EntityFlyer memory pools filled out?
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Re: Flying vehicles don't work.

Post by genaral_mitch »

what do I fill them out with? The name of the vehicle?
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Re: Flying vehicles don't work.

Post by Xavious »

In your lua, in the memory pools section, add these lines if they don't already exist:

Code: Select all

SetMemoryPoolSize("EntityFlyer", number of normal flyers)
SetMemoryPoolSize("CommandFlyer", number of command flyers)
Command flyers are the ships that act as mobile command posts, such as the gunship. Everything else is a normal flyer.

EDIT: Fixed.
Last edited by Xavious on Fri Oct 23, 2009 4:11 pm, edited 1 time in total.
genaral_mitch
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Re: Flying vehicles don't work.

Post by genaral_mitch »

Code: Select all

SetMemoryPoolSize("EntityFlyer", number of normal flyers)5
SetMemoryPoolSize("EntityFlyer", number of command flyers)5
Is this right?
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Re: Flying vehicles don't work.

Post by FragMe! »

Have a look at a map with flyers and copy those lines to your lua, name wise it would be EntityFlyer and EntityCommandFlyer (or close to that) it won't be the name of the flyer itself.

So either a space script or hoth would also be a good one to look at.

Xav copied the same line twice I think as it says EntityFlyer twice.

and you would replace the number of flyers test with the number as oppose to being outside the bracket.
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Re: Flying vehicles don't work.

Post by Xavious »

Code: Select all

SetMemoryPoolSize("EntityFlyer", number of normal flyers)5
SetMemoryPoolSize("CommandFlyer", number of command flyers)5
Replace "number of normal flyers" and "number of command flyers" with the numbers, and get rid of the numbers outside the parentheses.
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Re: Flying vehicles don't work.

Post by genaral_mitch »

Where is it in my .lua?
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Re: Flying vehicles don't work.

Post by Xavious »

With the rest of the SetMemoryPoolSize lines.
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Map crashes

Post by genaral_mitch »

My map is crashing. I think it's because I accidenly deleted a line from my .lua when I tried to add flying vehicles. Here's my .lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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


function ScriptPostLoad()


--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"}

--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:Start()


SetUberMode(1);


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()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight (50)

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("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_marine",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper_rifleman",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_fly_gunship_sc",
"rep_hero_obiwan",
"rep_fly_anikinstarfighter_sc",
"rep_hover_fightertank",
"rep_inf_ep2_officer",
"rep_inf_ep2_jettrooper")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_hover_stap",
"cis_fly_droidfighter_sc",
"cis_hero_grievous",
"cis_inf_marine")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_built_chaingun",
"tur_bldg_guided_rocket")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_bobafett")
SetupTeams{
rep = {
team = REP,
units = 50,
reinforcements = 250,
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_rocketeer_chaingun",1, 4},
special = { "rep_inf_ep2_jettrooper_rifleman",1, 4},

},
cis = {
team = CIS,
units = 50,
reinforcements = 250,
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_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
AddUnitClass(REP, "rep_inf_ep2_jettrooper",8,8)
AddUnitClass(REP, "rep_inf_ep2_marine",20,20)
AddUnitClass(REP, "rep_hero_obiwan",1,1)
AddUnitClass(CIS, "cis_hero_grievous",1,1)
AddUnitClass(CIS, "cis_inf_marine",4,4)


SetHeroClass(CIS, "imp_hero_bobafett")
SetHeroClass(REP, "rep_hero_anakin")




-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 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("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:NOB\\NOB.lvl", "NOB_conquest")
ReadDataFile("dc:NOB\\NOB.lvl", "NOB_conquest")
SetDenseEnvironment("false")




-- 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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_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(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

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);
end
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Re: Flying vehicles don't work.

Post by AQT »

Did the munge log indicate that there were any errors with the LUA? If so, fix what it told you to. If not, get an error log and fix the errors outputed. If you don't know what the errors mean, then post the error log.
genaral_mitch
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Re: Flying vehicles don't work.

Post by genaral_mitch »

Is there any exact place I have to put it, or can it go anywhere as long as it's in the SetMemoryPool area?
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Re: Flying vehicles don't work.

Post by Fiodis »

Usually with the SetMemoryPoolSize lines after the SetupTeams section.
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