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Repeating "alarm" sound and no Hero combo moves [Solved]

Posted: Sat Dec 02, 2017 9:16 am
by EasyOvenOperator
As soon as i spawn in (on custom map) there is an annoying "alarm" sound that never goes away. I searched the forum and can't find anything about this. Has anyone else had this issue? And if so, is there a fix?

Second issue:
Over the past week I've been modding sides for the "IMP" side. I've tested the new heroes out and they have worked perfectly with every test. But last night I decided to use Naboo as my map, and after copying my "IMP" "Setup Teams" list into the new naboo lua, the hero no longer does a combo. He does a basic single attack with his sabre, the hunches over like he's getting sick.
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- Empire Attacking (attacker is always #1)
ALL = 2
IMP = 1
GAR = 3
-- These variables do not change
ATT = 1
DEF = 2

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
DisableBarriers("camveh")
DisableBarriers("turbar1")
DisableBarriers("turbar2")
DisableBarriers("turbar3")
DisableBarriers("cambar1")
DisableBarriers("cambar2")
DisableBarriers("cambar3")

SetMapNorthAngle(180, 1)




AICanCaptureCP("CP1", GAR, false)
AICanCaptureCP("CP2", GAR, false)
AICanCaptureCP("CP3", GAR, false)
AICanCaptureCP("CP4", GAR, false)
AICanCaptureCP("CP5", GAR, false)
AICanCaptureCP("CP6", GAR, false)


AddAIGoal (GAR, "Deathmatch", 100)


--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"}

--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:Start()
SetUberMode(1);
EnableSPHeroRules()

end

function ScriptInit()
StealArtistHeap(1800*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(2097152 + 65536 * 10)
ReadDataFile("ingame.lvl")






ReadDataFile("sound\\nab.lvl;nab2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_engineer",
"all_inf_sniper",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_leia")



ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_marek",
"rep_hero_syn",
"imp_hero_sithstalker",
"imp_fly_destroyer_dome",
"imp_hover_fightertank")

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



-- ReadDataFile("SIDE\\gar.lvl",
-- "gar_inf_soldier",
-- "gar_inf_vanguard")





-- set up teams
SetupTeams{
imp = {
team = IMP,
units = 30,
reinforcements = 500,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
}

}

SetupTeams{
all = {
team = ALL,
units = 32,
reinforcements = 500,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1, 4},
engineer = { "all_inf_engineer",1, 4},
sniper = { "all_inf_sniper",1, 4},
officer = {"all_inf_officer",1, 4},
special = { "all_inf_wookiee",1, 4},
},
}
AddUnitClass(IMP, "imp_hero_marek",1,1)
AddUnitClass(IMP, "rep_hero_syn",1,2)
SetHeroClass(ALL, "all_hero_leia")
SetHeroClass(IMP, "imp_hero_sithstalker")

-- SetupTeams{
-- gar = {
-- team = GAR,
-- units = 5,
-- reinforcements = -1,
-- soldier = { "gar_inf_soldier",6},
-- assault = { "gar_inf_vanguard",5},
-- }
-- }





-- SetTeamAsEnemy(GAR, ATT)
-- SetTeamAsEnemy(ATT, GAR)
--
--
-- SetTeamAsFriend(GAR, DEF)
-- SetTeamAsFriend(DEF, GAR)


-- Level Stats
ClearWalkers()
AddWalkerType(1, 0) -- 0 atsts with 1 leg pairs each
local weaponCnt = 240
SetMemoryPoolSize("Aimer", 35)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 128)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 24)
SetMemoryPoolSize("EntityHover", 4)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("MountedTurret", 17)
SetMemoryPoolSize("Navigator", 55)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 8)
SetMemoryPoolSize("TreeGridStack", 325)
SetMemoryPoolSize("UnitAgent", 55)
SetMemoryPoolSize("UnitController", 55)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 6)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:ABC\\nab2.lvl","naboo2_Conquest")
SetDenseEnvironment("true")
--AddDeathRegion("Water")
AddDeathRegion("Waterfall")
--SetMaxFlyHeight(20)



-- Sound

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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2")
OpenAudioStream("sound\\nab.lvl", "nab2_emt")

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(2, "allleaving")
SetOutOfBoundsVoiceOver(1, "impleaving")

SetAmbientMusic(ALL, 1.0, "all_nab_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_nab_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_nab_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_nab_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_nab_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_nab_amb_end", 2,1)

SetVictoryMusic(ALL, "all_nab_amb_victory")
SetDefeatMusic (ALL, "all_nab_amb_defeat")
SetVictoryMusic(IMP, "imp_nab_amb_victory")
SetDefeatMusic (IMP, "imp_nab_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")




-- Camera Stats
--Nab2 Theed
--Palace
AddCameraShot(0.038177, -0.005598, -0.988683, -0.144973, -0.985535, 18.617458, -123.316505);
AddCameraShot(0.993106, -0.109389, 0.041873, 0.004612, 6.576932, 24.040697, -25.576218);
AddCameraShot(0.851509, -0.170480, 0.486202, 0.097342, 158.767715, 22.913860, -0.438658);
AddCameraShot(0.957371, -0.129655, -0.255793, -0.034641, 136.933548, 20.207420, 99.608246);
AddCameraShot(0.930364, -0.206197, 0.295979, 0.065598, 102.191856, 22.665434, 92.389435);
AddCameraShot(0.997665, -0.068271, 0.002086, 0.000143, 88.042351, 13.869274, 93.643898);
AddCameraShot(0.968900, -0.100622, 0.224862, 0.023352, 4.245263, 13.869274, 97.208542);
AddCameraShot(0.007091, -0.000363, -0.998669, -0.051089, -1.309990, 16.247049, 15.925866);
AddCameraShot(-0.274816, 0.042768, -0.949121, -0.147705, -55.505108, 25.990822, 86.987534);
AddCameraShot(0.859651, -0.229225, 0.441156, 0.117634, -62.493008, 31.040747, 117.995369);
AddCameraShot(0.703838, -0.055939, 0.705928, 0.056106, -120.401054, 23.573559, -15.484946);
AddCameraShot(0.835474, -0.181318, -0.506954, -0.110021, -166.314774, 27.687098, -6.715797);
AddCameraShot(0.327573, -0.024828, -0.941798, -0.071382, -109.700180, 15.415476, -84.413605);
AddCameraShot(-0.400505, 0.030208, -0.913203, -0.068878, 82.372711, 15.415476, -42.439548);
end

Re: Repeating "alarm" sound and no Hero combo moves

Posted: Sat Dec 02, 2017 11:00 am
by thelegend

Code: Select all

    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  
You'll need to add this to fix the combo issue. Put that right above your ReadDataFile blocks (for sides and sounds).

Not sure what you mean by "alarm sound".

Re: Repeating "alarm" sound and no Hero combo moves

Posted: Sat Dec 02, 2017 5:44 pm
by EasyOvenOperator
thelegend wrote:

Code: Select all

    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  
You'll need to add this to fix the combo issue. Put that right above your ReadDataFile blocks (for sides and sounds).

Not sure what you mean by "alarm sound".


Lol. Thank you very much, legend. Don't know how I didn't notice there wasn't a memory code (such a noob). That fixed the combo issue, and oddly enough the repeating "alarm" sound wasn't there anymore either. I'm not sure if the memory pool had anything to do with it, but it's good for now. :thumbs: