AI don't spawn [ solved ]

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B.I.G_Cookie
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Posts: 839
Joined: Sun Feb 22, 2009 4:28 pm
Games I'm Playing :: Battlefield 4
Location: Frankfurt, Germany

AI don't spawn [ solved ]

Post by B.I.G_Cookie »

The AI don't spawn on my new map, why? :?

Here is my lua:
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"}
cp8 = CommandPost:New{name = "cp8"}




--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:AddCommandPost(cp8)

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(1000000000)
SetMaxPlayerFlyHeight (100000000)

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_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_anakin",
"rep_walk_oneman_atst",
"rep_walk_atte")
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_stap",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 100,
reinforcements = 5000,
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 = 100,
reinforcements = 5000,
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)
AddWalkerType(3, 1) -- 2 attes with 3 leg pairs each
AddWalkerType(1, 4) -- ATRTa (special case: 0 leg pairs)

local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 4)
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:RLT\\RLT.lvl", "RLT_conquest")
ReadDataFile("dc:RLT\\RLT.lvl", "RLT_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]
Last edited by B.I.G_Cookie on Tue Apr 28, 2009 10:50 am, edited 2 times in total.
YaNkFaN
Field Commander
Field Commander
Posts: 943
Joined: Sat Dec 13, 2008 8:17 am

Re: AI doesn't spawn

Post by YaNkFaN »

post your bf2error log as well
User avatar
B.I.G_Cookie
High General
High General
Posts: 839
Joined: Sun Feb 22, 2009 4:28 pm
Games I'm Playing :: Battlefield 4
Location: Frankfurt, Germany

Re: AI doesn't spawn

Post by B.I.G_Cookie »

Here
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2009-04-26 0039
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy german 4
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawlgr.mvs
shell_interface: Opening movie: movies\shellgr.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Found side\rvs.lvl. Adding ADS's extra missions
prev = none iLastPage = nil
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 041FC240
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: RLT<A>_<B>
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 03DE672C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: RLTc_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_fl_shoulder'

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_fr_shoulder'

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_bl_shoulder'

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedStencilShadow.cpp(892)
No shadow data!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier cis_inf_caped_magnaguard has geometry collision
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_rocketeer
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: cis_inf_officer
uf_updateClassIndex(): Added class: cis_inf_droideka
uf_updateClassIndex(): Added class: cis_hero_darthmaul
uf_updateClassIndex(): Added class: rep_hero_anakin
utility_functions2: ReadDataFile(): This map's code, mode: rlt rlt_conquest

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityBuilding.cpp(695)
Building missing explosion "spa_prop_frigate_destruct_exp"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Explosion.cpp(323)
Explosion "cis_hover_mtt_exp" missing effect "explosion"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityProp.cpp(539)
Prop "tat1_bldg_platform_underground" geometry "tat1_bldg_platform_underground.msh" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=cd36b253: trying to replace "cis_hover_mtt" with "cis_hover_mtt2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d6a1089b: trying to replace "rhn_bldg_observatory_main" with "rhn_bldg_observatory_main1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d8a10bc1: trying to replace "rhn_bldg_observatory_main" with "rhn_bldg_observatory_main3"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d7a10a2e: trying to replace "rhn_bldg_observatory_main" with "rhn_bldg_observatory_main2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d336bbc5: trying to replace "cis_hover_mtt" with "cis_hover_mtt4"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d236ba32: trying to replace "cis_hover_mtt" with "cis_hover_mtt5"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityProp.cpp(921)
Prop "tat1_bldg_platform_underground" not built: "ALL YOUR MODEL ARE BELONG TO US."

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=cc36b0c0: trying to replace "cis_hover_mtt" with "cis_hover_mtt3"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=f0b49be8: trying to replace "tat1_bldg_platform_tank" with "tat1_bldg_platform_tank2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=f3b4a0a1: trying to replace "tat1_bldg_platform_tank" with "tat1_bldg_platform_tank1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameObject.cpp(996)
DamageEffect: stop percent > start percent

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp4" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_walk_atst"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'rep_weap_artillerygun' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp1" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp2" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp2" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp4" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp4" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp1" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp1" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp1" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp4" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp4" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp2" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp2" has no control region

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 204

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 208

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 212

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 216

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 220

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 224

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 228

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 232

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 236

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 240

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 244

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 248

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 252

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 256

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 260

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 264

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 268

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 272

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 276

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 280

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 284

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 288

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 292

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 296

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 300

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 304

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 308

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 312

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 316

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 320

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 324

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 328

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 332

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 336

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 340

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 344

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 348

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 352

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 356

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 360

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 364

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 368

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 372

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 376

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlend" is full; raise count to at least 13

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 37

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 38

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 39

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerLegPair" is full; raise count to at least 8

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlend" is full; raise count to at least 14

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 40

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 41

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 42

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlend" is full; raise count to at least 15

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 43

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 44

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 45

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerLegPair" is full; raise count to at least 9

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlend" is full; raise count to at least 16

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 46

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 47

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 48

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(3776)
Command Post "cp5" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on a nil value
stack traceback:
(none): in function `AddCommandPost'
(none): in function `ScriptPostLoad'

ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlend" is full; raise count to at least 17

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 49

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 50

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 51

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerLegPair" is full; raise count to at least 10

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlend" is full; raise count to at least 18

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 52

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 53

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 54

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerLegPair" is full; raise count to at least 11

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlend" is full; raise count to at least 19

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 55

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 56

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "WalkerBlendUnit" is full; raise count to at least 57
[/code]
501st_commander
Master Bounty Hunter
Master Bounty Hunter
Posts: 1570
Joined: Wed Dec 10, 2008 7:48 pm

Re: AI doesn't spawn

Post by 501st_commander »

Hidden/Spoiler:
[code]
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp4" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp1" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp2" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp2" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp4" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp4" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp1" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp1" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp1" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp4" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp4" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp2" has no control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp2" has no control region
[/code]
This may be the problem..
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[RDH]Zerted
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Re: AI doesn't spawn

Post by [RDH]Zerted »

Are you sure you have a CP named 'cp5'? Also, fill your memory pools.
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Re: AI doesn't spawn

Post by B.I.G_Cookie »

[RDH]Zerted wrote:Are you sure you have a CP named 'cp5'? Also, fill your memory pools.
No I have the CPs 1-4 and 4 command vehicles.
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Re: AI doesn't spawn

Post by da_great_ghost »

Thats most likely your problem. Normally, for me, if reference an non existent cp the AI wont spawn. So take out all non existent cps out of your .lua and you should be good.
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Re: AI doesn't spawn

Post by B.I.G_Cookie »

Well, I believe I need all CPs, I have 4 normal CPs in my map and in my lua and I have 4 command vehicles and 4 CPs for this command vehciles in my lua.
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Re: AI doesn't spawn

Post by Fiodis »

Command Vehicles don't need CP references because they aren't CPs. They're command vehicles.

There's a line, something like a Command Vehicle memory pool. I can't think of it off the top of my head, but look in the Geonosis Conquest LUA under the team setup section.
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Re: AI doesn't spawn

Post by sampip »

Code: Select all

SetMemoryPoolSize ("CommandWalker", #)
He already has that in his .lua though. Have you tried removing the ATTE cp's, and trying without that, because it might be worth it, you can always change it back.
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Re: AI doesn't spawn

Post by Fiodis »

Oh, he has that? So removing the extra CP's, yes, would help.
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Re: AI doesn't spawn

Post by B.I.G_Cookie »

Fiodis wrote:Command Vehicles don't need CP references because they aren't CPs. They're command vehicles.
Oh, I didn't know that :o.
Ok I will change it, thanks for help so far.
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Re: AI doesn't spawn

Post by YaNkFaN »

you have a cp5 reference in your .lua you are missing a gemoetry of an object just go in the error log and click ctrl+f and search for severity: 3 and you will find all your errors
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Re: AI doesn't spawn

Post by Teancum »

B.I.G_Cookie wrote:
[RDH]Zerted wrote:Are you sure you have a CP named 'cp5'? Also, fill your memory pools.
No I have the CPs 1-4 and 4 command vehicles.
In that case change this:
Hidden/Spoiler:
[code] --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"}
cp8 = CommandPost:New{name = "cp8"}




--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:AddCommandPost(cp8) [/code]
To this:
Hidden/Spoiler:
[code] --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) [/code]
Like Fiodis said, the CommandVehicles are considered separate, and you only need to reference actual command posts in this list. The top area ( cp1 = CommandPost:New{name = "cp1"} ) sets cp1 = to the name of your command post (without the quotes). So in this case, the lua is saying that the first command post is called "cp1" in ZeroEdit. Long story short, if you change the names of your CPs you will need to update this.

If AI don't spawn it's usually due to the lua not finding a CP (the section in quotes). That happens when you rename them, or if you have more/less entries in the lua than you do in the actual map.

Hopefully that helps. :thumbs:
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Re: AI doesn't spawn

Post by FragMe! »

Also as a side note, you are missing
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityProp.cpp(539)
Prop "tat1_bldg_platform_underground" geometry "tat1_bldg_platform_underground.msh" not found

Along with a couple of expolsion effects that are listed right above that error.

and not quite sure why you have a maxplayerflyheight of 1 billion but you could probably reduce that to about 500 or less
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Re: AI doesn't spawn

Post by B.I.G_Cookie »

@ Tean
Thanks the map works fine ;)
FragMe! wrote:Also as a side note, you are missing
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityProp.cpp(539)
Prop "tat1_bldg_platform_underground" geometry "tat1_bldg_platform_underground.msh" not found 1

Along with a couple of expolsion effects that are listed right above that error. 2

and not quite sure why you have a maxplayerflyheight of 1 billion but you could probably reduce that to about 500 or less 3
1) I deleted the object from my odf and msh folder. I don't need it.

2) Do I need this explosion effects? All of this objects aren't destructable.

3) I do it always like this hehe :) but I will change it.
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