More LUA problems (One more question)

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More LUA problems (One more question)

Post by (Anonymous) »

My problem has to do with ambushers. The same problem was addressed in the tutorial topic bu that solution didn't work for me. The map loads completly than crashes, no team select.
PS> If you notice any other errors please let me know :wink:

Offtopic: [small victory]100 posts, woot![/small victory]

Only relevant error message:
Hidden/Spoiler:
Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #1 to `SetTeamName' (number expected, got nil)
stack traceback:
[C]: in function `SetTeamName'
(none): in function `SetupTeams'
(none): in function `ScriptInit'
And LUA (green = ambush objective stuff:
Hidden/Spoiler:
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_SetGameRules("campaign")
ScriptCB_DoFile("Ambush")

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


function ScriptPostLoad()
ScriptCB_SetGameRules("campaign")
SetAIDifficulty(0, 0, "hard")
DisableAIAutoBalance()


--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
onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
objectives_timer = CreateTimer("objectives_timer")
SetTimerValue(objectives_timer, 2)
StartTimer(objectives_timer)
begin_objectives = OnTimerElapse(
function(timer)
StartObjectives ()
ScriptCB_EnableCommandPostVO(0)
end,
objectives_timer
)
end
end
)

--objective 1; Find the other gunship
Objective1 = ObjectiveGoto:New{TeamATT = ATT,
text = "level.ITI.objectives.1", popupText = "level.ITI.objectives.1",
regionName = "gunship", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective1.OnStart = function(self)
att_obj1_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
MapAddEntityMarker("goto", "hud_objective_icon", 3.0, 1, "YELLOW", true)

end

Objective1.OnComplete = function(self)
DeleteAIGoal(att_obj1_aigoal)
ShowMessageText("game.objectives.complete")
ShowPopup("level.ITI.objectives.complete", ATT)
MapRemoveEntityMarker("goto")

end

--Objective 2; Kill the rebels
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.ITI.objectives.2", popupText = "level.ITI.objectives.2"}
Dclass = TargetType:New{classname = "all_inf_rifleman", killLimit = 8}
Objective2:AddTarget(Dclass)
Objective2.OnStart = function(self)
att_obj1_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
SetupAmbushTrigger("rebels", "rebels", 8, 3)

end

Objective2.OnComplete = function(self)
DeleteAIGoal(att_obj1_aigoal)
ShowMessageText("game.objectives.complete")
ShowPopup("level.ITI.objectives.complete", ATT)

end

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end
function StartObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4.0 }
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:Start()
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(40)
SetMaxPlayerFlyHeight(40)


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\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )

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

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
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},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
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},
},
reb = {
team = REB,
units = 8,
reinforcements = -1,
soldier = { "all_inf_rifleman",8, 8},
}
}

SetTeamAsEnemy(REB, IMP)
SetTeamAsEnemy(IMP, REB)
ClearAIGoals(REB)
AddAIGoal(REB, "Deathmatch", 100)
SetTeamName(REB, ALL)


SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")
Last edited by (Anonymous) on Sun Jan 10, 2010 1:19 pm, edited 1 time in total.
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[RDH]Zerted
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Re: More LUA problems

Post by [RDH]Zerted »

You never set RebelAmbush to anything...
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Re: More LUA problems

Post by (Anonymous) »

Ahh, blinding flash of the obvious!

EDIT: So it should be:

Code: Select all

RebelAmbush = 3
REB = RebelAmbush
or is AmbushTeam something recognized by the game?
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Re: More LUA problems (One more question)

Post by [RDH]Zerted »

Try that code and you'll find out. The game doesn't have random variables such as AmbushTeam. Not every map has ambushes.
(Anonymous)
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Re: More LUA problems (One more question)

Post by (Anonymous) »

okay then, peace out :D
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