Multiple local teams; units not spawning, again

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Master Fionwë
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Multiple local teams; units not spawning, again

Post by Master Fionwë »

Okay, I want to have three local teams, but no units spawn now, can someone please tell me how to do this? One team is friendly to the attacker, one to the defender, and another is hostile to all.

Here's the lua:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

---------------------------------------------------------------------------
-- 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()
AddAIGoal(3, "Deathmatch", 100)
AddAIGoal(4, "Deathmatch", 100)
cp0 = CommandPost:New{name = "cp0"}
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"}
cp7 = CommandPost:New{name = "cp7"}
CP8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp0)
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)

conquest:Start()

SetUberMode(1);

EnableSPHeroRules()

AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")

end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")

SetMemoryPoolSize ("ClothData",100)
SetMemoryPoolSize ("Combo",45) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",520) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",520) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",500) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4750) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",160) -- should be ~1x #combo


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

SetTeamAggressiveness(CIS, 0.7)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 45)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
"rep_fly_command",
"rep_fly_commandship",
"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_sc",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_commander",
"rep_inf_ep3_arctrooper",
"rep_inf_ep3_pilot",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_engineer",
"rep_hero_macewindu",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan",
"rep_hero_anakin",
"rep_hero_shaakti",
"rep_hero_luminara",
"rep_hover_barcspeeder",
"rep_walk_sphat",
"rep_walk_atte")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_marine",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_hover_stap",
"cis_walk_spider")
ReadDataFile("SIDE\\geo.lvl",
"geo_inf_acklay",
"gen_inf_geonosian")

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

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 40) -- 40 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 6) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 2) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 265)
SetMemoryPoolSize("AmmoCounter", 1540)
SetMemoryPoolSize("AcklayData", 24)
SetMemoryPoolSize("BaseHint", 480)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EnergyBar", 1540)
SetMemoryPoolSize("EntityCloth",65)
SetMemoryPoolSize("EntityFlyer", 15)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 57)
SetMemoryPoolSize("Navigator", 305)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1975)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1350)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1100)
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PassengerSlot", 18)
SetMemoryPoolSize("PathFollower", 290)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("RedShadingState", 25)
SetMemoryPoolSize("TreeGridStack", 580)
SetMemoryPoolSize("UnitAgent", 345)
SetMemoryPoolSize("UnitController", 355)
SetMemoryPoolSize("WalkerBlend", 35)
SetMemoryPoolSize("WalkerBlendUnit", 85)
SetMemoryPoolSize("Weapon", 1545)
SetMemoryPoolSize("WeaponDispenser", 80)
SetMemoryPoolSize("SoldierAnimation", 1500)

SetSpawnDelay(5.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 120,
reinforcements = 500,
soldier = { "rep_inf_ep3_rocketeer",10, 20},
pilot = { "rep_inf_ep3_sniper",10, 20},
assault = {"rep_inf_ep3_engineer",10, 20},
sniper = { "rep_inf_ep3_pilot",8, 15},
marine = { "rep_inf_ep3_officer",5, 12},
engineer = { "rep_inf_ep3_jettrooper",5, 12},
officer = {"rep_inf_ep2_commander",3, 6},
special = { "rep_inf_ep3_arctrooper",1, 3},
AddUnitClass(1, "rep_inf_ep3_rifleman",20, 40)
},
cis = {
team = CIS,
units = 180,
reinforcements = 450,
soldier = { "cis_inf_rifleman",30, 80},
assault = { "cis_inf_rocketeer",12, 20},
engineer = { "cis_inf_engineer",12, 20},
sniper = { "cis_inf_sniper",12, 20},
officer = {"cis_inf_marine",20, 40},
special = { "cis_inf_droideka",10, 30},
}
}

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


-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)

-- Local Stats
SetTeamName(3, "locals")
SetUnitCount(3, 45)
AddUnitClass(3, "geo_inf_geonosian", 35)
AddUnitClass(3, "geo_inf_acklay", 4)
SetTeamAsFriend(3, DEF)


-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsFriend(ATT,4)
SetTeamAsFriend(ATT,4)

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsEnemy(DEF,4)

SetTeamName(4, "locals")
SetUnitCount(4, 36)
AddUnitClass(4, "rep_hero_obiwan",1)
AddUnitClass(4, "rep_hero_kiyadimundi",1)
AddUnitClass(4, "rep_hero_aalya",1)
AddUnitClass(4, "rep_hero_anakin",1)
AddUnitClass(4, "rep_hero_shaakti",1)
AddUnitClass(4, "rep_hero_luminara",1)
AddUnitClass(4, "rep_inf_ep2_jettrooper_sniper",15)
AddUnitClass(4, "rep_inf_ep2_jettrooper_rifleman",15)
SetTeamAsFriend(4, ATT)


-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,5)
SetTeamAsEnemy(ATT,5)

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsEnemy(DEF,5)

-- Local Stats
SetTeamName (5, "locals")
SetUnitCount (5, 20)
AddUnitClass (5, "geo_inf_acklay", 20)
SetTeamAsEnemy(5,ATT)
SetTeamAsEnemy(5,DEF)
SetTeamAsEnemy(ATT,5)
SetTeamAsEnemy(DEF,5)

ReadDataFile("dc:BOG\\geo1.lvl", "geo1_conquest")

SetDenseEnvironment("false")
SetMinFlyHeight(-100)
SetMaxFlyHeight(125)
SetMaxPlayerFlyHeight(175)



-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)

-- Sound

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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

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

SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")

SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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")


--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")

SetAttackingTeam(ATT)

--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end
EDIT: I would like to point out that this is my Geonosis map, so if you can help me get the units spawning again, it would be appreciated.
Thanks.

EDIT2: I suppose it would help if I mentioned that I removed one of my two command flyers to add another cp for the fifth team, and it's after this that it stopped spawning, but that shouldn't do anything. And, all the locals, except for the fifth team, spawn. The two main teams, rep and cis, don't.
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troubleshooting

Post by AceMastermind »

Add another AI goal for your 5th team and see if that helps, also, is your 5th team's cp assigned to team 5 in ZE?
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Post by Master Fionwë »

I'll try that, and yes it is. Thanks.

EDIT: Doesn't work. Main teams still don't spawn.
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geo_inf_acklay on 2 teams?

Post by AceMastermind »

You appear to have geo_inf_acklay on team 3 and 5.
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Post by Master Fionwë »

Yeah, would that cause a problem?
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Post by AceMastermind »

I would think so, just remove it from team 3 and see if it works.
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Post by Master Fionwë »

Well, I removed all the stuff relating to team five, and tried it out. Again, only the local ai spawn. I can spawn, but the ai don't as the main two.
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Any errors?

Post by AceMastermind »

What errors are you getting in your BFront2.log if any?
I'm guessing that something in ZE is not labeled correctly, maybe something to do with the cp that you're using for your 5th team.
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Post by Master Fionwë »

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap kiadimundi_melee

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap obiwan_melee

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap aalya_melee

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap kiadimundi_melee

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `AddCommandPost'
(none): in function `ScriptPostLoad'
These are the severity 3 errors. That last one is the problem I think.
I won't be around much tomorrow, early in the morning maybe, and later in the evening. And I leave monday morning to go to a camp. I'll be gone until sometime in the afternoon of Thursday.
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Post by [RDH]Zerted »

cp0 = CommandPost:New{name = "cp0"}
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"}
cp7 = CommandPost:New{name = "cp7"}
CP8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp0)
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
The variable before the equal sign must match the AddCommandPost parameter (the thing between the ( and ) ). CP2/cp2 and CP8/cp8 don't match. Case matters, make them lowercase or make the AddCommandPost ones uppercase.
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Post by Master Fionwë »

Okay, well, in ZE they are uppercase, so does it matter which one they are in the lua, I mean should they match the case in ZE as well?
Also, something that I just noticed testing the map again, it seems tht the conquest doesn't even start. I die, and the reinforcement counter is still the same.

EDIT: Thanks, Zerted. They spawn now, but the map crashed on me. This is the most commen error in the log
Message Severity: 2
c:\battlefront2\main\battlefront2\source\ListPool.h(92)
List pool is full; raise count from 60 to at least 163
What is it talking about, and how can I fix it? Because I haven't seen any thing like a list pool anywhere in the scripts.
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Post by [RDH]Zerted »

The name = "" part should be the name of the CP in ZE. The name of the other values don't matter, but they mustbe the same. It is basic programming:

Code: Select all

function double( number )
    answer = number + number
    return answer
end

numberA = 5
numberB = double(numberB)
numberB will have the value 10

Code: Select all

cp# = <the result from a function call>
<another function call passing in the variable: cp#>
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Post by Master Fionwë »

Okay, thanks. And then I just edited mt post above, please read that.
I'm going to try the fifth team a little later, maybe I'll just do that for the final version.
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Post by [RDH]Zerted »

The only thing I can say on that is to increase your list pool or remove the amount of lists in your map. I don't know what exactly List means.

If you have an error, you should always fix the first one before testing other sections of a map or fixing other errors. Often, one error will causes others.
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Post by Master Fionwë »

Right, but I don't know what it means by list pool either. That is an issue.
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Post by Teancum »

A couple of problems I've noticed:

-There's no AddAIGoal() for team 5.
-You have set up the relationships for every team to every team. The SetTeamAsEnemy and SetTeamAsFriend needs to be defined for each team in relation to all other teams.
-When you're defining up the CP's in the ScriptPostLoad() section the part in quotes needs to match exactly what's defined in ZE. So if your CP is called BoB in ZE you'd put this in your lua.
cp2 = CommandPost:New{name = "BoB"}

The first part needs to match whatever this is: conquest:AddCommandPost(cp2)
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