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Linus Questions'

Posted: Wed Jun 21, 2006 8:25 am
by Linus
Hay, everyone. I need some help here. :);)

My AI's isn't spawning in my map, how should I do? I took the shipped Utapau-level into my map, and that worked fine..


Here's the .LUA...

Code: Select all

--
-- 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()

    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(30)
    SetMaxPlayerFlyHeight (30)
    
    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("dc:SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep3_jettrooper",
                             "rep_hover_fightertank",
                             "rep_hero_anakin",
                             "rep_hover_barcspeeder")
    ReadDataFile("dc: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")
                             
                             
    ReadDataFile("SIDE\\tur.lvl", 
    			"tur_bldg_laser",
    			"tur_bldg_tower")          
                             
	SetupTeams{
		rep = {
			team = REP,
			units = 100,
			reinforcements = 1500,
			soldier  = { "rep_inf_ep3_rifleman",9, 50},
			assault  = { "rep_inf_ep3_rocketeer",1, 10},
			engineer = { "rep_inf_ep3_engineer",1, 10},
			sniper   = { "rep_inf_ep3_sniper",1, 10},
			officer = {"rep_inf_ep3_officer",1, 10},
			special = { "rep_inf_ep3_jettrooper",1, 10},
	        
		},
		cis = {
			team = CIS,
			units = 20,
			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_officer",1, 4},
			special = { "cis_inf_droideka",1, 4},
		}
	}
     
    SetHeroClass(CIS, "cis_hero_darthmaul")
    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:137\\137.lvl", "137_conquest")
    ReadDataFile("dc:137\\137.lvl", "137_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

[/size]

By The Way, here's some screenies! ;)

Image
Image

- Linus

Posted: Wed Jun 21, 2006 8:39 am
by Squirrel7Hunter
well for the cis, the unit count doesnt match up, you put 20 units to be on the battlefield but u didnt change the end numbers for each unit, see the 25,4,4,4,4,4 it adds up to 45, make those numbers add up to 45 or change the unit = 20 to 45 , also for your custom sides, do u have have all the stuff needed for all the units, odf, msh, reqs
},
cis = {
team = CIS,
units = 20,
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_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}


edit: what tool did u se to add the dirt on the sniper?

Posted: Wed Jun 21, 2006 9:12 am
by Linus
I tried to fix the unit-numbers, but it still do not work.. And yes, I have all the units, odfs, mshs, reqs.. :?

I used the Airbrush and brush in GIMP...

Posted: Wed Jun 21, 2006 9:25 am
by Squirrel7Hunter
have u tried the BFmod_tools program that creates an error log, mabye u can find yuor problem in there

Posted: Wed Jun 21, 2006 9:37 am
by Linus
Where can I find this..? :?

Posted: Wed Jun 21, 2006 9:46 am
by Squirrel7Hunter
open up your BF2_modtools folder,there u should see t clone trooper head icon called BF2_Modtools, copy this into your
\Program Files\LucasArts\Star Wars Battlefront II\GameData folder.
now click on it and open up your map, once its done loading exit out of it and there should be a text document that appears called BFront2. this will tell you problems with your map, dont worry, there are going to be alot of message severity 2's , all maps have them and they still run fine, look for message severity 3's those are the ones that cause problems

Posted: Wed Jun 21, 2006 10:15 am
by Linus
It's not working... :cry:

Posted: Wed Jun 21, 2006 11:07 am
by Squirrel7Hunter
is there somthing you did before it stopped working? Or what I should say is , have you gotten the AI to spawn when u first made the map?

Posted: Wed Jun 21, 2006 11:16 am
by Linus
Squirrel7Hunter wrote:is there somthing you did before it stopped working? Or what I should say is , have you gotten the AI to spawn when u first made the map?
On this map, the AI's have never worked.. :|

Posted: Wed Jun 21, 2006 11:19 am
by Koolaid7g
Your problem is right here:

//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)

The .lua you are using is based on the default mod map, not the shipped Utapau. As such, it's looking for those four command posts which no longer exist in the level. To fix that, you have to go into the shipped Utapau scripting and find the UTAc_con.lua file, or whichever mode you want to include, and save that into your mod map's corresponding .lua. That way, not only do you have the command posts set up right, but also any barriers, regions, or other asssets that shipped Utapau had.

Posted: Wed Jun 21, 2006 12:13 pm
by Linus
Koolaid7g wrote:Your problem is right here:

//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)

The .lua you are using is based on the default mod map, not the shipped Utapau. As such, it's looking for those four command posts which no longer exist in the level. To fix that, you have to go into the shipped Utapau scripting and find the UTAc_con.lua file, or whichever mode you want to include, and save that into your mod map's corresponding .lua. That way, not only do you have the command posts set up right, but also any barriers, regions, or other asssets that shipped Utapau had.
:emp: POWAH!!!! UNLIMITED POOWAH-AH-AH!!!!! :emp:

Thanks, man! It works! :D :D

Posted: Wed Jun 21, 2006 12:48 pm
by Koolaid7g
No problem! Anytime!

Posted: Wed Jul 12, 2006 12:18 pm
by Linus
Off-Topic : I have a new question about modding now, I decided to post it in this thread. I do not want to ''spam'' the forums with new topics... :? Anyways, here it goes: I want to have a map with Jedis vs. Republic. How do I do that? I've tried many times and it's crashing every single time... :?

The .LUA:

Code: Select all

--
-- 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()

    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(30)
    SetMaxPlayerFlyHeight (30)
    
    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("dc:SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep3_jettrooper",
                             "rep_hover_fightertank",
                             "rep_hero_anakin",
                             "rep_hover_barcspeeder")
    ReadDataFile("SIDE\\jed.lvl",
                             "jed_knight_01",
                             "jed_knight_02",
                             "jed_knight_03",
                             "jed_knight_04",
                             "jed_master_01",
                             "jed_master_02",
                             "jed_runner",
                             "cis_hover_aat")
                             
                             
    ReadDataFile("SIDE\\tur.lvl", 
    			"tur_bldg_laser",
    			"tur_bldg_tower")          
                             
	SetupTeams{
		rep = {
			team = REP,
			units = 20,
			reinforcements = 150,
			soldier  = { "rep_inf_ep3_rifleman",9, 25},
			assault  = { "rep_inf_ep3_rocketeer",1, 4},
			engineer = { "rep_inf_ep3_engineer",1, 4},
			sniper   = { "rep_inf_ep3_sniper",1, 4},
			officer = {"rep_inf_ep3_officer",1, 4},
			special = { "rep_inf_ep3_jettrooper",1, 4},
	        
		},
		cis = {
			team = CIS,
			units = 20,
			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_officer",1, 4},
			special = { "cis_inf_droideka",1, 4},
		}
	}
     
    SetHeroClass(CIS, "cis_hero_darthmaul")
    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:TRT\\TRT.lvl", "TRT_conquest")
    ReadDataFile("dc:TRT\\TRT.lvl", "TRT_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

Thanks in advice...! :)

- Linus

Posted: Wed Jul 12, 2006 1:35 pm
by Rekubot

Code: Select all

      }, 
      cis = { 
         team = CIS, 
         units = 20, 
         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_officer",1, 4}, 
         special = { "cis_inf_droideka",1, 4}, 
      } 
   } 
I'm not entirely sure what to do here, but I suspect it has to be changed to this:

Code: Select all

      }, 
      jed = { 
         team = JED, 
         units = 20, 
         reinforcements = 150, 
         soldier  = { "jed_knight_01",9, 25}, 
         assault  = { "jed_knight_02",1, 4}, 
         engineer = { "jed_knight_03",1, 4}, 
         sniper   = { "jed_knight_04",1, 4}, 
         officer = {"jed_master_01",1, 4}, 
         special = { "jed_master_02",1, 4}, 
      } 
   } 

    AddUnitClass(JED, "jed_runner", 2, 4)
I can't guarantee that works; I'm a rather inexperienced modder myself. But I suspect that has at least something to do with it. Also you might want to change:

Code: Select all

ReadDataFile("SIDE\\jed.lvl", 
To:

Code: Select all

ReadDataFile("dc:SIDE\\jed.lvl", 
Finally, I recommend that anything else in the LUA to do with CIS should be changed to JED.

Edit: Ignore that last part! Keep everything as CIS or you will at least be having sound issues.

Edit2: Also, I think Teancum said somewhere that it doesn't matter if you post new topics if they are on a completely different subject, that way it's easier for people to find what they're looking for.

Posted: Wed Jul 12, 2006 2:35 pm
by Linus
Off-Topic : This is the same subject: I got a question. See, it's the the same subject. ;)

On-Topic : Sorry to say this, Rekubot, but your help did not work... Very well, thanks anyway. :)

- Linus

Posted: Wed Jul 12, 2006 3:09 pm
by Teancum
Do NOT use dc: in front of jed.lvl if you are using the shipped sides. Also, remove the line with "cis_hover_aat" and change "jed_runner")

Posted: Wed Jul 12, 2006 3:19 pm
by Linus
Thanks...! :) By the way, Teancum, what should I change ''jed_runner'' to...? :?

- Linus

Posted: Wed Jul 12, 2006 6:44 pm
by Schizo
This is what your LUA should look like:

Code: Select all

-- 
-- 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() 

    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(30) 
    SetMaxPlayerFlyHeight (30) 
    
    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("dc:SIDE\\rep.lvl", 
                             "rep_inf_ep3_rifleman", 
                             "rep_inf_ep3_rocketeer", 
                             "rep_inf_ep3_engineer", 
                             "rep_inf_ep3_sniper", 
                             "rep_inf_ep3_officer", 
                             "rep_inf_ep3_jettrooper", 
                             "rep_hover_fightertank", 
                             "rep_hero_anakin", 
                             "rep_hover_barcspeeder") 

    ReadDataFile("SIDE\\jed.lvl", 
                             "jed_knight_01", 
                             "jed_knight_02", 
                             "jed_knight_03", 
                             "jed_knight_04", 
                             "jed_master_01", 
                             "jed_master_02")                               
                              
    ReadDataFile("SIDE\\tur.lvl", 
             "tur_bldg_laser", 
             "tur_bldg_tower")          
                              
   SetupTeams{ 
      rep = { 
         team = REP, 
         units = 20, 
         reinforcements = 150, 
         soldier  = { "rep_inf_ep3_rifleman",9, 25}, 
         assault  = { "rep_inf_ep3_rocketeer",1, 4}, 
         engineer = { "rep_inf_ep3_engineer",1, 4}, 
         sniper   = { "rep_inf_ep3_sniper",1, 4}, 
         officer = {"rep_inf_ep3_officer",1, 4}, 
         special = { "rep_inf_ep3_jettrooper",1, 4}, 
           
}, 
      cis = { 
         team = CIS, 
         units = 20, 
         reinforcements = 150, 
         soldier  = { "jed_knight_01",9, 25}, 
         assault  = { "jed_knight_02",1, 4}, 
         engineer = { "jed_knight_03",1, 4}, 
         sniper   = { "jed_knight_04",1, 4}, 
         officer = {"jed_master_01",1, 4}, 
         special = { "jed_master_02",1, 4}, 
}
   } 
      
    SetHeroClass(CIS, "") 
    SetHeroClass(REP, "") 
    

    --  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:TRT\\TRT.lvl", "TRT_conquest") 
    ReadDataFile("dc:TRT\\TRT.lvl", "TRT_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 

Also, I'm not sure what heroes you wanted, so I just left the spots blank, so you can add them yourself.

Posted: Fri Jul 14, 2006 7:00 pm
by Linus
Thank you, Schizo...! :)

New Questions :

1. How do I add Command Posts...? :?
2. I want to have more than six classes for my side, how do I fix it...? :?
3. How do I add objects to my map in ZeroEditor...? :?
4. How do I add vehicles to my map...? :?
5. How do I mix the sides (For example: An ALL-wookie with the REP-chaingun)...? :?

Thanks in advice...! :)

- Linus

Posted: Sat Jul 15, 2006 6:58 am
by Schizo
Almost all of those questions can simply be answered by looking in the docs. They've got pretty much everything you'll need. They tell you how to set up CPs, edit ODFs, add vehicles, you name it.