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Posted: Sun Jul 30, 2006 12:59 pm
by Hebes24
Does that mean I have to change the class for the ambush team to all_inf_rifleman_urban?

RE: WHY DOES EVERYONE IGNORE ME!!!!

Posted: Tue Aug 01, 2006 5:29 pm
by xwingguy
yes...

RE: WHY DOES EVERYONE IGNORE ME!!!!

Posted: Tue Aug 01, 2006 6:34 pm
by Hebes24
That solved it! but it still says that they are [NULL], how do I fix that?

Posted: Fri Aug 04, 2006 6:31 am
by Rekubot
Look at Penguin's Adding Local Sides tutorial and it will show you how to fix the [NULL] problem.

Edit:
Penguin wrote:Now your pretty much done! save your .lua and munge! if you have done this correctly, you should now have jawas running around your map, but if you kill one of them, it will show up as

blahblahblah killed [NULL],

to fix this, go into your MOD_ID folder and run "editlocalize.bat"

once its started, right click on level and select Add key, name the key the three letter name of your map, mine is LTT (Local team Tutorial)

so now you wil have something like this

level -> LTT,

now you need to right click on LTT and select Add Scope, once youve done that rename it to the name that we set out local team in the .lua, remember, ours was jawas, so set it to jawas, it now should look something like this

level -> LTT -> jawas

select jawas and the boxes on the right side of the program will become ungreyed, under the level.MOD_ID.jawas type the name of the creatures that you have in the map, ours are jawas so i will type Jawa

now that that is down, click on the drop down menu below the box and select the next language, which shoudl be french, type jawa in the box again and then select a new language in the box, keep and doing this untill you've done every single language,

NOTE: it is VERY important that when your typing the name, that you do it in every language, other wise for people with different version of the game ((example, australians)) even though we speak english, it will still come up as [NULL] for us becouse there are two version of english in SWBF II, theres English, and UK English.

Also, if you've done a MASSIVE amount of custom sides, weapons, creatures, tips, etc. it can be VERY painfull to go back in and have to add all the names for other languages that you diddn't do the first time.

now save your language files and quit.

open up Visual Munge and select localize, then munge.

In game when you kill the jawas or what ever creatures you have it should coem up as what the typed in the boxes in the editlocalize.bat program.

Posted: Fri Aug 04, 2006 12:44 pm
by Hebes24
I just tried something similar, but it didn't work. the probelm is, that I am using the same team name for both eras, so I have two classes. :?

Posted: Thu Dec 14, 2006 11:58 am
by Vyse
Is there a code so that if you enter the region again, the ambush happens again?

Posted: Thu Jun 14, 2007 1:40 pm
by theITfactor
Vyse wrote:Is there a code so that if you enter the region again, the ambush happens again?
Open Ambush.lua and comment out the line

ReleaseEnterRegion(trigger)

near the bottom. It will make it so if you exit and enter a region the ambush will happen again (only if the previous ambush has been killed)

Posted: Mon Jun 18, 2007 4:17 pm
by Master Fionwë
@theITfactor Waaaaay off topic, but... are you a Zelda fan? Your avatar immediately reminded me of Link, in fact, it is Link. I ask because I don't find too many people today that are fans of the games.

On-topic: What is an ambush, is it just a bunch of guys who spawn and do nothing, or do they spawn in order to surprise you and make something difficult?

Posted: Mon Jun 18, 2007 4:50 pm
by computergeek
My map crashed
heres the lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
AmbushTeam = 5
ATM = AmbushTeam

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()
SetupAmbushTrigger("ambushregion", "ambushpath", 6, 5)

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("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\\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 = 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},
},

atm = {
team = ATM,
units = 6,
reinforcments = -1,
soldier = { "cis_inf_rifleman", 6, 6},
}
}

SetTeamAsFriend(ATM, CIS)
SetTeamAsFriend(CIS, ATM)
SetTeamAsEnemy(ATM, REP)
SetTeamAsEnemy(REP, ATM)
ClearAIGoals(ATM)
AddAIGoal(ATM, "Deathmatch",100)
SetTeamName(ATM, CIS)

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:TES\\TES.lvl", "TES_conquest")
ReadDataFile("dc:TES\\TES.lvl", "TES_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]
Could it be that I made the map for GCW and CW? :bobba:

Posted: Mon Jun 18, 2007 6:15 pm
by theITfactor
Master Fionwë wrote:@theITfactor Waaaaay off topic, but... are you a Zelda fan? Your avatar immediately reminded me of Link, in fact, it is Link. I ask because I don't find too many people today that are fans of the games.

On-topic: What is an ambush, is it just a bunch of guys who spawn and do nothing, or do they spawn in order to surprise you and make something difficult?
They spawn, and they carry out their AIGoal, which is usually deatmatch.
You can see examples of ambushes on my map.

And yes. I am a fan of The Legend of Zelda :wink:


@computergeek: Post your BFront2.log file after running your map using the modtools.exe

Posted: Mon Jun 18, 2007 7:06 pm
by computergeek
Is my lua ok??
cant find the disc right now, I run the game in safe mode...
could that be a problem? :bobba:

Re: The What, When, Where, and How on AI Ambushing (FAQ)

Posted: Sat Feb 15, 2020 11:11 am
by correctmushroom2013
This is not correct line, you forgot the ""
xwingguy wrote: The generic parameters for Ambush() as follows
Ambush(ambushpath, numDudes, fromTeam)
Correct line^)

Code: Select all

Ambush("ambushpath", numDudes, fromTeam)