Page 1 of 1

Max Unit Count Questions

Posted: Thu Dec 01, 2011 7:31 pm
by DarthXeon
Ok i was using a edited droideka and i edited its points to unlock part but the game says
"max unit count" "unit count = 0"
does anyone have a fix if so thanks

Re: Max Unit Count Questions

Posted: Thu Dec 01, 2011 7:43 pm
by Marth8880
Please post your Droideka's ODF.

Re: Max Unit Count Questions

Posted: Thu Dec 01, 2011 7:54 pm
by DarthXeon
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "walkerdroid"
GeometryName = "cis_walk_droideka.msh"

[Properties]
WALKERSECTION = "BODY"
VehicleType = "medium"

DeathDustEffect = "deathdustcloud_brown"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"

ExplosionName = "cis_inf_droideka_exp"
MapTexture = "troop_icon"
HealthTexture = "HUD_cis_droideka_icon"
MapScale = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100

GeometryName = "cis_walk_droideka"
UprightLowResModel = "cis_droideka_idle_low1"
BallLowResModel = "cis_droideka_roll_low1"
FirstPerson = "CIS\cisdrde;cis_1st_droideka"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName = "cis_walk_droideka"

MaxHealth = "650.0"
HealthType = "droid"

Acceleraton = "20.0"

MaxSpeed = "2.5"
MaxTurnSpeed = "1.25"
PCMaxTurnSpeed = "20.0"
PCMaxStrafeSpeed = "20.0"

UnrollTime = "1.66"
RollTime = "0.50"

TurnThreshold = "30.0"

BallRadius = "0.65"
BallMoveSpeed = "6.0"
BallAcceleration = "100.0"
BallRollingFriction = "50.0"
BallStoppedTurnSpeed = "2.5"
BallTurnSpeed = "2.0"
BallSprintTurnSpeed = "1.0"
BallSlippage = "1.0"
BallMaxLean = "10.0"
MaxBallAngle = "35.0"
BowlingPush = "10.0"
SprintTimeForBowling = "0.5"

BallSprintSpeedBoost = "2.0"
BallJumpHeight = "1.27"
BallJumpForwardBoost = "1.25"

EnergyBar = "100.0"
EnergyRestore = "10.0"
EnergyRestoreIdle = "15.0"
EnergyDrainSprint = "30.0"
EnergyMinSprint = "30.0"
EnergyCostJump = "30.0"
EnergyCostBowling = "30.0"

StompEffect = "com_sfx_walkerstomp" // used for jump, bounce off terrain

UprightWaterDamageHeight = "1.5"
BallWaterDamageHeight = "0.5"

CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.5 4.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.5 4.5"
TiltValue = "1.0"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "5.0"

CAMERASECTION = "SPLITSTAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "5.0"

CAMERASECTION = "SPLITSTANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "3.5"

CAMERASECTION = "SPLITCROUCH"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 0.2 4.5"
TiltValue = "5.0"

WEAPONSECTION = "1"

WeaponName = "cis_weap_inf_repeater"
WeaponAmmo = "0"

PitchLimits = "-25.0 25.0"
YawLimits = "-40.0 40.0"

AimerYawLimits = "-40.0 40.0"
AimerPitchLimits = "-25 25"
AimerNodeName = "hp_gun_1"
FireOutsideLimits = "1"

NextAimer = "-"

AimerYawLimits = "-40.0 40.0"
AimerPitchLimits = "-25 25"
AimerNodeName = "hp_gun_2"
FireOutsideLimits = "1"

WEAPONSECTION = "2"

WeaponName = "cis_weap_walk_droideka_shield"
WeaponAmmo = "0"

TEMP_AnimationSpeed = "2.0"
TEMP_Type = "0"


WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"


TerrainCollision = "p_rollsphere"
TerrainCollision = "p_base"

BuildingCollision = "p_rollsphere"
PC:BuildingCollision = "p_building"

OrdnanceCollision = "p_rollsphere"
PC:OrdnanceCollision = "p_ord"

SoldierCollision = "p_rollsphere"
SoldierCollision = "p_base"

VehicleCollision = "p_rollsphere"
VehicleCollision = "p_base"



WakeEffect = "hailfire_wake"


LegPairCount = "1"

WalkerLegPair = "LEGS"

LegBoneLeft = "bone_l_thigh"
LegBoneRight = "bone_r_thigh"

TerrainLeft = "p_l_foot"
TerrainRight = "p_r_foot"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "droideka_chunk1"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 -4.0 2.0"
ChunkSpeed = 9.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "droideka_chunk3"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-4.0 0.0 0.0"
ChunkSpeed = 8.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "droideka_chunk3"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 4.0 0.0"
ChunkSpeed = 8.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "droideka_chunk4"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 -4.0"
ChunkSpeed = 7.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "droideka_chunk5"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 0.0 0.0"
ChunkSpeed = 9.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.25
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.25
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.10
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.05


VOUnitType = 081
Footstep0Sound = "cis_inf_droideka_step"
Footstep1Sound = "cis_inf_droideka_step"
Footstep2Sound = "cis_inf_droideka_step"
HydraulicSound = ""
HydraulicSoundHeight = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
EngineSound = "cis_walk_droideka_engine_parameterized"
TurnOnSound = "cis_droideka_fold"
TurnOffSound = "cis_droideka_unfold"
FoleyFXClass = "cis_inf_droid"

VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"

VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
there its wierd because theres no units spawned but apperently thats the max i want 2 know how to change this

Re: Max Unit Count Questions

Posted: Thu Dec 01, 2011 8:43 pm
by Teancum
Max units are set up in the lua. Please post it.

Re: Max Unit Count Questions

Posted: Thu Dec 01, 2011 11:25 pm
by DarthXeon
yea thats what i was thinkin'
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end


---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()


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 -- should be ~1x #combo

ReadDataFile("ingame.lvl")

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

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_droideka")
ReadDataFile("dc:SIDE\\ptc.lvl",
"cis_inf_magnaguard_ptc")
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")

ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hero_emperor",
"imp_hero_bobafett")

ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_anakin",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan")

ReadDataFile("SIDE\\cis.lvl",
"cis_hero_darthmaul",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_hero_jangofett")

--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]

--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")

SetupTeams{
hero = {
team = ALL,
units = 16,
reinforcements = -1,
soldier = { "all_hero_hansolo_tat",1,2},
assault = { "all_hero_chewbacca", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_hero_macewindu", 1,2},
},
}

AddUnitClass(ALL,"all_hero_leia", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)

SetupTeams{
villain = {
team = IMP,
units = 16,
reinforcements = -1,
soldier = { "imp_hero_bobafett", 1,2},
assault = { "imp_hero_darthvader",1,2},
engineer= { "cis_hero_darthmaul", 1,2},
sniper = { "cis_hero_jangofett", 1,2},
officer = { "cis_hero_countdooku", 1,2},
special = { "imp_hero_emperor", 1,2},

},
}
AddUnitClass(IMP, "rep_hero_anakin",1,2)
AddUnitClass(IMP, "cis_inf_droideka",1,2)
AddUnitClass(IMP, "cis_inf_magnaguard_ptc",1,2)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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 = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:HJA\\HJA.lvl", "HJA_eli")
SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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")

SetAttackingTeam(ATT)

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end

Re: Max Unit Count Questions

Posted: Fri Dec 02, 2011 1:21 am
by AQT
DarthXeon wrote:

Code: Select all

AddWalkerType(0, 0) -- special -> droidekas
This is the memory pool for the Droideka unit. You currently have 0 as the second value. Change it to 2 to reflect that you also have the maximum spawn count for the Droideka as 2.

Re: Max Unit Count Questions

Posted: Fri Dec 02, 2011 2:43 am
by Marth8880
Ah yes, the memory pools. It's good to make it a habit to always check these sorts of things when dealing with sides and LUA.

Re: Max Unit Count Questions [Solved]

Posted: Fri Dec 02, 2011 6:14 pm
by DarthXeon
Thank You! :D

EDIT1
wait would i have to set EntityDroid to 2 or higher?

EDIT2
yea its not working :( i thought it would because GT is so smart

Triple posting is against the RULES; please EDIT your post instead -Staff

Re: Max Unit Count Questions [Solved]

Posted: Fri Dec 02, 2011 6:18 pm
by DarthD.U.C.K.
maybe just maybe its a problem on the other side...
can you please post your luad and debuglog?

Re: Max Unit Count Questions [Solved]

Posted: Fri Dec 02, 2011 6:45 pm
by AQT
DarthXeon wrote:wait would i have to set EntityDroid to 2 or higher? yea its not working :( i thought it would because GT is so smart
EntityDroid wasn't the memory pool line I was referring to in my post to you. EntityDroid refers to the remote droids, by the way.

Re: Max Unit Count Questions [Solved]

Posted: Fri Dec 02, 2011 6:47 pm
by Marth8880
AQT wrote:
DarthXeon wrote:wait would i have to set EntityDroid to 2 or higher? yea its not working :( i thought it would because GT is so smart
EntityDroid wasn't the memory pool line I was referring to in my post to you. EntityDroid refers to the remote droids, by the way.
These aren't the memory pools you're looking for...

Re: Max Unit Count Questions [Solved]

Posted: Fri Dec 02, 2011 8:27 pm
by DarthXeon
i just said forget it i meant i changed the first memory pool first then it continued to not work so i guessed at the EntityDroid thing

Re: Max Unit Count Questions [Solved]

Posted: Sat Dec 03, 2011 5:19 am
by DarthD.U.C.K.
ok, so this is solved/unneeded now, right?

Re: Max Unit Count Questions

Posted: Sat Dec 03, 2011 7:07 pm
by Dakota
not to hi-jack a thread or anything but where did you find some of these memory pools, they could be pretty helpful for anyone who needs them?

Code: Select all

SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
this one right here could help me solve my problem with only being able to have 6 dispensed portable turrets on the map, if it works then i would be very happy.

Re: Max Unit Count Questions

Posted: Sat Dec 03, 2011 8:55 pm
by AQT
Off-topic: In addition to adjusting the EntityPortableTurret memory pool value, you also need to change the value of the MaxItems parameter in the portable turret's dispenser ODF. The first restricts the limit on all portable turrets on the playing field, including AI-dispensed or other portable turret types, whereas the second only restricts the limit on a specific portable turret dispenser weapon. So in order to calculate the EntityPortableTurret value, you multiply the MaxItems value of each portable turret type by each of the maximum spawn count of the units whose arsenal includes a portable turret dispenser weapon. Then, you sum up those products, and that should be your EntityPortableTurret value. Or you could just approximate the value.

Re: Max Unit Count Questions

Posted: Sat Dec 03, 2011 9:03 pm
by Dakota
AQT wrote:Off-topic: In addition to adjusting the EntityPortableTurret memory pool value, you also need to change the value of the MaxItems parameter in the portable turret's dispenser ODF. The first restricts the limit on all portable turrets on the playing field, including AI-dispensed or other portable turret types, whereas the second only restricts the limit on a specific portable turret dispenser weapon. So in order to calculate the EntityPortableTurret value, you multiply the MaxItems value of each portable turret type by each of the maximum spawn count of the units whose arsenal includes a portable turret dispenser weapon. Then, you sum up those products, and that should be your EntityPortableTurret value. Or you could just approximate the value.
i already had the max items set, i have a ton of dispensables: tanks, turrets, shield turrets, auto turrets that fire by themselves or you can get in, zapper auto turrets, fireball turrets, wall/barriers/bricks, and more. it just turns out that i wasn't able to dispense as many things as i had set it to and i didn't know why. i have even made topics about it before but now i finally know that it was *just* one line of code that was causing the problems. i could actually go back and restart my fort wars map idea now that i know what is was that was wrong.
Hidden/Spoiler:
before people even ask about the turrets and other weapons, yes, i do plan on making an assets pack on them like i do with most of my mod projects, most projects just aren't released so i put the assets out.

Re: Max Unit Count Questions

Posted: Sat Dec 03, 2011 9:17 pm
by AQT
A mounted turret that can be dispensed is not a portable turret. It falls under the memory pool category of MountedTurret.
Dakota wrote:it just turns out that i wasn't able to dispense as many things as i had set it to and i didn't know why.
There is the possibility that you have hit a limit that is less than the memory pool value you assigned.

And there's no need to quote me entirely, unless my post wasn't directly above yours.

Re: Max Unit Count Questions

Posted: Sat Dec 03, 2011 9:39 pm
by Dakota
i had set it to portable turret in the odf but i already had mounted turret set to 32 at the time

as for that quote you made of my last post: the problem was fixed right after i put in the line of code that i said in my first post on this thread.

i think that my portable turret/mountable turret could have landed under 2 pools. i could only dispense 6 of them just like with other things and then i could click and nothing appeared. i did raise my memory pool for mounted turrets just in case. i have a bunch of turrets on the map and with me allowing 20 turrets of this type to be dispensed (10 for each team) i need it probably.

i was just explaning my problem that i had, i tend to do that alot after i figure out what was wrong. its like a summary to me i guess. either way the problem is now fixed and i *probably* won't make this mistake again... at least anytime soon.