Hmmmmmmm.. THis is troubling

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GolfBulb

Hmmmmmmm.. THis is troubling

Post by GolfBulb »

Well i am trying to get locals to spawn, but now, nothing is spawning! no Bots at all, its troublesom. here is my lua

--
-- 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"}



--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:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",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("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_hero_macewindu",
"rep_hover_barcspeeder",
"rep_walk_atte")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_bdroid",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_magnaguard",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_countdooku",
"cis_walk_dwarfspider",
"cis_hover_gat",
"cis_hover_aat")
ReadDataFile("SIDE\\geo.lvl",
"geo_inf_acklay",
"gen_inf_geonosian")

ReadDataFile("dc:SIDE\\vehicles.lvl",
"cis_hover_gat",
"cis_walk_dwarfspider")

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

SetupTeams{
rep = {
team = REP,
units = 150,
reinforcements = 700,
soldier = { "rep_inf_ep2_rifleman",60, 100},
assault = { "rep_inf_ep2_rocketeer",20, 25},
engineer = { "rep_inf_ep2_engineer",25, 30},
sniper = { "rep_inf_ep2_sniper",10, 16},
officer = {"rep_inf_ep3_officer",35, 40},
special = { "rep_inf_ep2_jettrooper",20, 25},

},
cis = {
team = CIS,
units = 100,
reinforcements = 650,
soldier = { "", 2, 4},
assault = { "cis_inf_rifleman",40, 60},
engineer = { "geo_inf_geonosian",15, 20},
sniper = { "cis_inf_sniper",15, 20},
officer = { "cis_inf_magnaguard",4, 9},
special = { "cis_inf_droideka",5, 10},

}
}
SetTeamName (3, "Acklays")
AddUnitClass (3, "geo_inf_acklay", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)


SetHeroClass(CIS, "cis_hero_countdooku")
SetHeroClass(REP, "rep_hero_macewindu")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 3) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 3) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("EntityWalker", 3)
SetMemoryPoolSize("CommandWalker", 4)
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:DDW\\DDW.lvl", "DDW_conquest")
ReadDataFile("dc:DDW\\DDW.lvl", "DDW_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




And yes i iknwo the numbers are big but they are to acomidate the maps large flat areas
FragMe!
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RE: Hmmmmmmm.. THis is troubling

Post by FragMe! »

cis = {
team = CIS,
units = 100,
reinforcements = 650,
soldier = { "", 2, 4},
assault = { "cis_inf_rifleman",40, 60},
engineer = { "geo_inf_geonosian",15, 20},
sniper = { "cis_inf_sniper",15, 20},
officer = { "cis_inf_magnaguard",4, 9},
special = { "cis_inf_droideka",5, 10},
That may be a problem
GolfBulb

Re: RE: Hmmmmmmm.. THis is troubling

Post by GolfBulb »

FragMe! wrote:
cis = {
team = CIS,
units = 100,
reinforcements = 650,
soldier = { "", 2, 4},
assault = { "cis_inf_rifleman",40, 60},
engineer = { "geo_inf_geonosian",15, 20},
sniper = { "cis_inf_sniper",15, 20},
officer = { "cis_inf_magnaguard",4, 9},
special = { "cis_inf_droideka",5, 10},
That may be a problem
no its not, that jsut removes the guy
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REivEN
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RE: Re: RE: Hmmmmmmm.. THis is troubling

Post by REivEN »

I can learn much from you guys :)
Clonedude55

Re: Hmmmmmmm.. THis is troubling

Post by Clonedude55 »

GolfBulb wrote: SetupTeams{
rep = {
team = REP,
units = 150,
reinforcements = 700,
soldier = { "rep_inf_ep2_rifleman",60, 100},
assault = { "rep_inf_ep2_rocketeer",20, 25},
engineer = { "rep_inf_ep2_engineer",25, 30},
sniper = { "rep_inf_ep2_sniper",10, 16},
officer = {"rep_inf_ep3_officer",35, 40},
special = { "rep_inf_ep2_jettrooper",20, 25},

},
cis = {
team = CIS,
units = 100,
reinforcements = 650,
soldier = { "", 2, 4},
assault = { "cis_inf_rifleman",40, 60},
engineer = { "geo_inf_geonosian",15, 20},
sniper = { "cis_inf_sniper",15, 20},
officer = { "cis_inf_magnaguard",4, 9},
special = { "cis_inf_droideka",5, 10},

}
}
SetTeamName (3, "Acklays")
AddUnitClass (3, "geo_inf_acklay", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)

I have had a problem like the one you are having if you look on Setupteams REP it says Units= 150 and your maximum spawns add up to more than that I don't know if that is the problem but I raised the units count and they spawned again
GolfBulb

Re: Hmmmmmmm.. THis is troubling

Post by GolfBulb »

Clonedude55 wrote:
GolfBulb wrote: SetupTeams{
rep = {
team = REP,
units = 150,
reinforcements = 700,
soldier = { "rep_inf_ep2_rifleman",60, 100},
assault = { "rep_inf_ep2_rocketeer",20, 25},
engineer = { "rep_inf_ep2_engineer",25, 30},
sniper = { "rep_inf_ep2_sniper",10, 16},
officer = {"rep_inf_ep3_officer",35, 40},
special = { "rep_inf_ep2_jettrooper",20, 25},

},
cis = {
team = CIS,
units = 100,
reinforcements = 650,
soldier = { "", 2, 4},
assault = { "cis_inf_rifleman",40, 60},
engineer = { "geo_inf_geonosian",15, 20},
sniper = { "cis_inf_sniper",15, 20},
officer = { "cis_inf_magnaguard",4, 9},
special = { "cis_inf_droideka",5, 10},

}
}
SetTeamName (3, "Acklays")
AddUnitClass (3, "geo_inf_acklay", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)

I have had a problem like the one you are having if you look on Setupteams REP it says Units= 150 and your maximum spawns add up to more than that I don't know if that is the problem but I raised the units count and they spawned again
well i did change the unit count befor munging, but that doesnt explain the Ackalys.. Or does it
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Teancum
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RE: Re: Hmmmmmmm.. THis is troubling

Post by Teancum »

You have to give team 3 a reason to play. Search the forums for 'locals' and 'AddAIGoal'.
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