WIP - Earth: The Possessed (Doctor Who Map!)

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by Grev »

Thats not you. Its the other units that spawn. Since you spawn at the same time, you think its you, but it isnt. One of your edited units is causing the crash. Or at least one.
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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by SilvaDalek »

I set bots to zero and whoever I spawn with crashes the map :?!
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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by woner11 »

Post your lua and check your reqs, odfs and such.
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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by SilvaDalek »

Hidden/Spoiler:
[code]--
-- 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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}


--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:AddCommandPost(cp7)

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",50)
SetMemoryPoolSize ("Combo",60) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",700) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",700) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",700) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",600) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",150) -- 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\\jed.lvl",
"jed_knight_02",
"jed_knight_01",
"jed_knight_03",
"jed_knight_04",
"jed_master_01",
"jed_runner")


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

SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 400,
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 = 50,
reinforcements = 500,
soldier = { "jed_knight_02",9, 25},
assault = { "jed_knight_03",9, 25},
engineer = { "jed_knight_04",9, 25},
sniper = { "jed_knight_01",9, 25},
}
}

SetHeroClass(CIS, "jed_master_01")
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:ETP\\ETP.lvl", "ETP_conquest")
ReadDataFile("dc:ETP\\ETP.lvl", "ETP_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

[/code]
Which reqs would you recommend checking in this instance?
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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by Grev »

Get rid of all the stuff you arent using, like the jed runner. Dnt even know what that is.
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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by SilvaDalek »

I'm using him lol. Look in the jed req and you'll see most of this stuff.
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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by woner11 »

Forget what I said about posting your req. He may be in the req, but I don't believe he is in the odfs unless he is a creation. Take him out and see what happens. Also, I am not sure if this makes any difference or if it is supposed to be there, but I thought it should have a comma at this part:
Hidden/Spoiler:
team = CIS,
units = 50,
reinforcements = 500,
soldier = { "jed_knight_02",9, 25},
assault = { "jed_knight_03",9, 25},
engineer = { "jed_knight_04",9, 25},
sniper = { "jed_knight_01",9, 25},
},
}
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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by SilvaDalek »

No comma there. He is actually in the default jed side... :wink:
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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by woner11 »

My mistake. Could it possibly be something in your map?
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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by SilvaDalek »

Should I remove the cps I added? I can't think of anything that would crash . . .

No award weapons can't crash right?
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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by woner11 »

An award weapon might be able to, but it is highly unlikely. Try removing the cp if it isn't too much trouble.
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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by SilvaDalek »

I don't get it. If this issue doesn't get fixed soon, I'm skipping this and using the plot later.

"Earth: A Dalek" is going very well. Got a sweet guard and should work out!
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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by venort »

nice.
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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by woner11 »

What can I do?
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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by obiboba3po »

Lookin good sliver dalek!! :thumbs:
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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by SilvaDalek »

We're back! More work is being done . . . Soon this map will be a beta . . . :P
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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by SilvaDalek »

I didn't? Oops. I'll throw 'em togather now. :P
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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Post by venort »

I've recently taken a break from SWBFII to play various other games. this is coming on nicely, I can't wait for the beta.
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