Munge Errors [Still Un-Solved]

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Munge Errors [Still Un-Solved]

Post by Super_Clone »

Sorry, I feel really bad about always bugging you guys about crashes, but when I attempt to spawn as Emperor Palpatine (edited Maul ODF) It crashes, it is using the stock Maul animations, and I get a error (near end of post) , i read in the Error Logs Explained thread from AQT, that, I need to load a jedi from the jed.lvl, I know this is not true in my case, because as I previously stated, the animations are stock. Here is the error:

Code: Select all

 Message Severity: 3  C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation maul_sabre_jumpattack_recover(_upper)
I have meddled the soldier animation's memory pool too, just in case that information is needed, thanks in advance.
Last edited by Super_Clone on Tue Jul 07, 2009 8:54 am, edited 4 times in total.
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Re: Crash (again)

Post by hunting shadow »

Do you load the stock Maul in your .lua?
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Re: Animation Issues :(

Post by Super_Clone »

ya... Emporer is the stock Maul odf, just with weapon changes and the sidious model, but he has a new skin..
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Re: Crash (again)

Post by Teancum »

I think you might have misread his question:
hunting shadow wrote:Do you load the stock Maul in your .lua?
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Re: Animation Issues

Post by Super_Clone »

Yea, i did load him in the lua. Empy is using mauls odf. i just changed the weapons and changed the model... maul is now localized as Emperor Palpatine
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Re: Animation Issues

Post by Teancum »

Post the lua.
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Re: Animation Issues

Post by Super_Clone »

OK

Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

---------------------------------------------------------------------------
-- 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()
UnblockPlanningGraphArcs("Connection74")
DisableBarriers("1")
--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()

PlayAnimRise()
DisableBarriers("BALCONEY")
DisableBarriers("bALCONEY2")
DisableBarriers("hallway_f")
DisableBarriers("hackdoor")
DisableBarriers("outside")

OnObjectRespawnName(PlayAnimRise, "DingDong");
OnObjectKillName(PlayAnimDrop, "DingDong");
EnableSPHeroRules()

end
--START BRIDGEWORK!

-- OPEN
function PlayAnimDrop()
PauseAnimation("lava_bridge_raise");
RewindAnimation("lava_bridge_drop");
PlayAnimation("lava_bridge_drop");

-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection82");
BlockPlanningGraphArcs("Connection83");
EnableBarriers("Bridge");

end
-- CLOSE
function PlayAnimRise()
PauseAnimation("lava_bridge_drop");
RewindAnimation("lava_bridge_raise");
PlayAnimation("lava_bridge_raise");


-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection82");
UnblockPlanningGraphArcs("Connection83");
DisableBarriers("Bridge");


end

function ScriptInit()
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3600000)

ReadDataFile("ingame.lvl")

-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2



SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)
AISnipeSuitabilityDist(30)

ReadDataFile("sound\\mus.lvl;mus1cw")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_hero_darthmaul")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_hero_macewindu")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_hero_macewindu",
----"rep_bldg_defensegridturret")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"CIS_inf_magnaguard",
"cis_inf_droideka",
"cis_hero_darthmaul",
----"cis_bldg_defensegridturret")

SetAttackingTeam(ATT)
SetupTeams{
REP = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",7, 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},

},

}

SetupTeams{
CIS = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "CIS_inf_rifleman",7, 25},
assault = { "CIS_inf_rocketeer",1, 4},
engineer = { "CIS_inf_engineer", 1, 4},
sniper = { "CIS_inf_sniper",1, 4},
officer = { "CIS_inf_magnaguard", 1, 4},
special = { "cis_inf_droideka",1, 4},

},

}
SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_darthmaul")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
local weaponCnt = 220
SetMemoryPoolSize("Aimer", 15)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 20)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 133)
SetMemoryPoolSize("FlagItem", 2)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize("MountedTurret", 3)
SetMemoryPoolSize("Obstacle", 309)
SetMemoryPoolSize("TreeGridStack", 200)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 432)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("mus\\mus1.lvl", "MUS1_CONQUEST")

SetDenseEnvironment("false")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)

-- Sound Stats

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\\mus.lvl", "mus1")
OpenAudioStream("sound\\mus.lvl", "mus1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\mus.lvl", "mus1_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_mus_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_mus_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_mus_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_mus_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_mus_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_mus_amb_end", 2,1)

SetVictoryMusic(REP, "rep_mus_amb_victory")
SetDefeatMusic (REP, "rep_mus_amb_defeat")
SetVictoryMusic(CIS, "cis_mus_amb_victory")
SetDefeatMusic (CIS, "cis_mus_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")

AddCameraShot(0.446393, -0.064402, -0.883371, -0.127445, -93.406929, 72.953865, -35.479401);

AddCameraShot(-0.297655, 0.057972, -0.935337, -0.182169, -2.384067, 71.165306, 18.453350);

AddCameraShot(0.972488, -0.098362, 0.210097, 0.021250, -42.577881, 69.453072, 4.454691);

AddCameraShot(0.951592, -0.190766, -0.236300, -0.047371, -44.607018, 77.906273, 113.228661);

AddCameraShot(0.841151, -0.105984, 0.526154, 0.066295, 109.567764, 77.906273, 7.873035);

AddCameraShot(0.818472, -0.025863, 0.573678, 0.018127, 125.781593, 61.423031, 9.809184);

AddCameraShot(-0.104764, 0.000163, -0.994496, -0.001550, -13.319855, 70.673264, 63.436607);

AddCameraShot(0.971739, 0.102058, 0.211692, -0.022233, -5.680069, 68.543945, 57.904160);

AddCameraShot(0.178437, 0.004624, -0.983610, 0.025488, -66.947433, 68.543945, 6.745875);

AddCameraShot(-0.400665, 0.076364, -0896894, -0.170941, 96.201210, 79.913033, -58.604382)
end


[/code]
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Re: Animation Issues

Post by Xavious »

Change your hero's odf file name (and the corresponding reqs and references) and remove the dc: that's in front of the first SIDE\\cis.lvl. You should probably also rename your custom cis side. Otherwise, there will be some overwriting. (Same with the hero's odf name) You can't load two seperate things that have the same name.
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Re: Animation Issues

Post by MetalcoreRancor »

It's actually as I told him. He's missing the .combo memory requirements
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Re: Animation Issues and now Munge Errors....

Post by Super_Clone »

MetalcoreRancor wrote:It's actually as I told him. He's missing the .combo memory requirements
What line do I add to fix this? EDIT: New Issue, my CIS side crashes, its a munge error, I did a manual clean, but with no avail, any ideas on how i could fix this?
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Re: Animation Issues

Post by MetalcoreRancor »

Code: Select all

    SetMemoryPoolSize ("ClothData",20)
    SetMemoryPoolSize ("Combo",70)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",850)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",850)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",750)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",8000)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",140)     -- should be ~1x #combo       -- should be ~1x #combo
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Re: Animation Issues and now Munge Errors....

Post by Super_Clone »

Thanks Rancor, Thats fixed, but now i have munging lvl errors.... here are the errors in my error log... they crash the CIS when i try to play as them.... errors:
Hidden/Spoiler:
[code]Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk cis_inf_rifleman in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\MCS\Data\_lvl_pc\SIDE\cis.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk cis_inf_rocketeer in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\MCS\Data\_lvl_pc\SIDE\cis.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk cis_inf_engineer in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\MCS\Data\_lvl_pc\SIDE\cis.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk cis_inf_sniper in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\MCS\Data\_lvl_pc\SIDE\cis.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk CIS_inf_magnaguard in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\MCS\Data\_lvl_pc\SIDE\cis.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk cis_inf_droideka in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\MCS\Data\_lvl_pc\SIDE\cis.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\cis.lvl

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "CIS_inf_rifleman" (check the side's .req file)
uf_updateClassIndex(): Added class: CIS_inf_rocketeer

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "CIS_inf_rocketeer" (check the side's .req file)
uf_updateClassIndex(): Added class: CIS_inf_sniper

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "CIS_inf_sniper" (check the side's .req file)
uf_updateClassIndex(): Added class: CIS_inf_engineer

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "CIS_inf_engineer" (check the side's .req file)
uf_updateClassIndex(): Added class: CIS_inf_magnaguard

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "CIS_inf_magnaguard" (check the side's .req file)
uf_updateClassIndex(): Added class: cis_inf_droideka[/code]
I have done a manual clean and a remunge, but no success, any help?
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Re: Animation Issues and now Munge Errors....

Post by Xavious »

Are you still trying to load two cis.lvls? That won't work. Your side has to be named something different.
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Re: Animation Issues and now Munge Errors....

Post by Super_Clone »

No, do you want to see my lua? It may help...
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Re: Animation Issues and now Munge Errors....

Post by Xavious »

Look over your cis.req for errors and make sure all the units mentioned in the error log have their own req file in the req folder with correct references.
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Re: Animation Issues and now Munge Errors....

Post by Super_Clone »

All this worked at once, but then after i meddled with the lua (Referenced in Rancor's combo memory pools) the CIS side started crashing....
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Re: Animation Issues and now Munge Errors....

Post by Xavious »

Go ahead and post the .lua then.
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Re: Animation Issues and now Munge Errors....

Post by Super_Clone »

LUA:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

---------------------------------------------------------------------------
-- 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()
UnblockPlanningGraphArcs("Connection74")
DisableBarriers("1")
--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()

PlayAnimRise()
DisableBarriers("BALCONEY")
DisableBarriers("bALCONEY2")
DisableBarriers("hallway_f")
DisableBarriers("hackdoor")
DisableBarriers("outside")

OnObjectRespawnName(PlayAnimRise, "DingDong");
OnObjectKillName(PlayAnimDrop, "DingDong");
EnableSPHeroRules()

end
--START BRIDGEWORK!

-- OPEN
function PlayAnimDrop()
PauseAnimation("lava_bridge_raise");
RewindAnimation("lava_bridge_drop");
PlayAnimation("lava_bridge_drop");

-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection82");
BlockPlanningGraphArcs("Connection83");
EnableBarriers("Bridge");

end
-- CLOSE
function PlayAnimRise()
PauseAnimation("lava_bridge_drop");
RewindAnimation("lava_bridge_raise");
PlayAnimation("lava_bridge_raise");


-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection82");
UnblockPlanningGraphArcs("Connection83");
DisableBarriers("Bridge");


end

function ScriptInit()
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3600000)

ReadDataFile("ingame.lvl")

-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2



SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)
AISnipeSuitabilityDist(30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo
SetMemoryPoolSize("SoldierAnimation", 432)

ReadDataFile("sound\\mus.lvl;mus1cw")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_hero_macewindu_toonces",
----"rep_bldg_defensegridturret")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"CIS_inf_magnaguard",
"cis_inf_droideka",
"cis_hero_darthsidious",
----"cis_bldg_defensegridturret")

SetAttackingTeam(ATT)
SetupTeams{
REP = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",7, 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},

},

}

SetupTeams{
CIS = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "CIS_inf_rifleman",7, 25},
assault = { "CIS_inf_rocketeer",1, 4},
engineer = { "CIS_inf_engineer", 1, 4},
sniper = { "CIS_inf_sniper",1, 4},
officer = { "CIS_inf_magnaguard", 1, 4},
special = { "cis_inf_droideka",1, 4},

},

}
SetHeroClass(REP, "rep_hero_macewindu_toonces")
SetHeroClass(CIS, "cis_hero_darthsidious")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
local weaponCnt = 220
SetMemoryPoolSize("Aimer", 15)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 20)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 133)
SetMemoryPoolSize("FlagItem", 2)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize("MountedTurret", 3)
SetMemoryPoolSize("Obstacle", 309)
SetMemoryPoolSize("TreeGridStack", 200)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("mus\\mus1.lvl", "MUS1_CONQUEST")

SetDenseEnvironment("false")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)

-- Sound Stats

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\\mus.lvl", "mus1")
OpenAudioStream("sound\\mus.lvl", "mus1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\mus.lvl", "mus1_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_mus_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_mus_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_mus_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_mus_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_mus_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_mus_amb_end", 2,1)

SetVictoryMusic(REP, "rep_mus_amb_victory")
SetDefeatMusic (REP, "rep_mus_amb_defeat")
SetVictoryMusic(CIS, "cis_mus_amb_victory")
SetDefeatMusic (CIS, "cis_mus_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")

AddCameraShot(0.446393, -0.064402, -0.883371, -0.127445, -93.406929, 72.953865, -35.479401);

AddCameraShot(-0.297655, 0.057972, -0.935337, -0.182169, -2.384067, 71.165306, 18.453350);

AddCameraShot(0.972488, -0.098362, 0.210097, 0.021250, -42.577881, 69.453072, 4.454691);

AddCameraShot(0.951592, -0.190766, -0.236300, -0.047371, -44.607018, 77.906273, 113.228661);

AddCameraShot(0.841151, -0.105984, 0.526154, 0.066295, 109.567764, 77.906273, 7.873035);

AddCameraShot(0.818472, -0.025863, 0.573678, 0.018127, 125.781593, 61.423031, 9.809184);

AddCameraShot(-0.104764, 0.000163, -0.994496, -0.001550, -13.319855, 70.673264, 63.436607);

AddCameraShot(0.971739, 0.102058, 0.211692, -0.022233, -5.680069, 68.543945, 57.904160);

AddCameraShot(0.178437, 0.004624, -0.983610, 0.025488, -66.947433, 68.543945, 6.745875);

AddCameraShot(-0.400665, 0.076364, -0896894, -0.170941, 96.201210, 79.913033, -58.604382)
end
[/code]
Xavious
Sith Master
Sith Master
Posts: 2783
Joined: Mon Jun 12, 2006 3:46 pm

Re: Animation Issues and now Munge Errors....

Post by Xavious »

This section here

Code: Select all

    ReadDataFile("dc:SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_jettrooper",
                             "rep_inf_ep3_sniper", 
                             "rep_inf_ep3_officer",
                             "rep_hero_macewindu_toonces",
                             ----"rep_bldg_defensegridturret")
    ReadDataFile("dc:SIDE\\cis.lvl",     
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",     
                             "CIS_inf_magnaguard",
                             "cis_inf_droideka",
                             "cis_hero_darthsidious",
                             ----"cis_bldg_defensegridturret")
should be this

Code: Select all

    ReadDataFile("dc:SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_jettrooper",
                             "rep_inf_ep3_sniper", 
                             "rep_inf_ep3_officer",
                             "rep_hero_macewindu_toonces")
                             ----"rep_bldg_defensegridturret")
    ReadDataFile("dc:SIDE\\cis.lvl",     
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",     
                             "CIS_inf_magnaguard",
                             "cis_inf_droideka",
                             "cis_hero_darthsidious")
                             ----"cis_bldg_defensegridturret")
Since you commented out the last entry, which had an end parenthesis, the end parenthesis was also commented out. Therefore, the game could not correctly read the team set-up.
User avatar
Super_Clone
High General
High General
Posts: 803
Joined: Sat Jul 12, 2008 7:58 am
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Location: Florida

Re: Animation Issues and now Munge Errors....

Post by Super_Clone »

Great! Thanks Xav! I shall now finally rule the galaxy with unlimited power!!!! I mean minutes, minutes... unlimited minutes!!! A cookie to anyone who gets the reference :P EDIT: I hate to say this.... but its still crashing.... :cpu:
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