Page 1 of 2

The game crashes after spawning on my map

Posted: Sun May 07, 2006 3:44 am
by odi-wan
i got a problem: i addded a "Kamino-Platform" on which i placed an cp. I munged the map and it worked fine. But later i added a bridge to get to the platform. The bridge was some meters above the ground so i raised the terrain. Then I munged the map and wanted to test it. The map started quite normal but few seconds after spawning the game crashes and i don't know why...

Here's the .lua but i don't think that there's anything wrong with it..

--
-- 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, "Conquest", 100)
AddAIGoal(1, "Conquest", 100)
AddAIGoal(2, "Conquest", 100)
Conquest = ObjectiveConquest:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()

SetUberMode(1);

EnableSPHeroRules()

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

ReadDataFile("ingame.lvl")

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




SetTeamAggressiveness(ALL, 1.0)
SetTeamAggressiveness(IMP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:sound\\sou1.lvl;sou1cw")
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")

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\\jed.lvl",
"jed_sith_01")


ReadDataFile("SIDE\\snw.lvl",
"snw_inf_Wampa")


ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_anakin",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan")


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

SetupTeams{

Helden = {
team = ALL,
units = 80,
reinforcements = 600,
soldier = { "all_hero_hansolo_tat",1,2},
assault = { "all_hero_chewbacca", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_hero_macewindu", 1,2},

},



SetupTeams{
Wampas = {
team = IMP,
units = 80,
reinforcements = 600,
soldier = { "snw_inf_wampa",9, 25},
},
}


AddUnitClass(ALL,"all_hero_leia", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)

--SetHeroClass(ALL, "")
SetHeroClass(IMP, "jed_sith_01")


-- 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)


-- Level Stats
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 2) -- 1x2 (1 pair of legs)
AddWalkerType(6, 6) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 240
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1000)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 7)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntityHover", 1)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 20)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("Obstacle", 760)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("SoundSpaceRegion", 46)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("CommandWalker", 2)

SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)

SetSpawnDelay(10.0, 0.25)


ReadDataFile("dc:HAC\\HAC.lvl", "HAC_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\\geo.lvl", "geo1")
OpenAudioStream("sound\\geo.lvl", "geo1")
OpenAudioStream("sound\\geo.lvl", "geo1_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_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("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")


--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

Posted: Sun May 07, 2006 7:25 am
by Squirrel7Hunter
there has to be somthing else u added in the lua after u monged the map, I was also wondering why u have so many ReadDAtasides
exp:
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" ) and I dont even see these guys in the team set ups, if you only want those guys to show up in gcw then u dont have to put them in your cw lua or if this is the gcw and u want them in cw.

Posted: Sun May 07, 2006 9:09 am
by odi-wan
well this is the .lua of gcw . i took a normal conquest map so they were there automatically and i just didn't remove them... after munging i just took out


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"}
cp10= CommandPost:New{name = "cp10"}

because somone told me that i wouldn't need this in that .lua

Posted: Sun May 07, 2006 12:06 pm
by drummerzoid1
set team agressiveness ruins my games, take it out ince the default for each team is one anyway.

Posted: Sun May 07, 2006 1:51 pm
by odi-wan
well i did so but it still didn't work...

Posted: Sun May 07, 2006 3:22 pm
by odi-wan
hello?????

Posted: Sun May 07, 2006 3:26 pm
by -_-
I'm not sure if the shipped jed_sith_01 works or not.

Posted: Sun May 07, 2006 3:26 pm
by Jawa_Killer
did you clean? ......if it won't work make a new modid and do it again........placing a platform does not take much time xD

Posted: Sun May 07, 2006 4:46 pm
by Squirrel7Hunter
odi-wan wrote:well this is the .lua of gcw . i took a normal conquest map so they were there automatically and i just didn't remove them... after munging i just took out


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"}
cp10= CommandPost:New{name = "cp10"}

because somone told me that i wouldn't need this in that .lua
I think u need them because now the lua doesnt know what command posts to munge. so u wont be able to spawn

Posted: Sun May 07, 2006 6:31 pm
by [RDH]Zerted
You never need "cp1 = CommandPost:New{name = "cp1"}". Its only used by Conquest to setup the bleed values. The game runs fine without the cp lines.

Change your SetupTeams section to the following:
SetupTeams{

Helden = {
team = ALL,
units = 80,
reinforcements = 600,
soldier = { "all_hero_hansolo_tat",1,2},
assault = { "all_hero_chewbacca", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_hero_macewindu", 1,2},
},

Wampas = {
team = IMP,
units = 80,
reinforcements = 600,
soldier = { "snw_inf_wampa",9, 25},
},
}

Posted: Mon May 08, 2006 1:32 am
by jangoisbaddest
Also keep in mind that what you think is causing the problem may not be it. There could be one other miniscule thing that you changed/added/subtracted in the same munge as adding that object - that's why I always change one thing at a time before I munge. I've learned this the hard way, but I won't get into that :?
Try to remember anything else that you did as you added that object (aside from raising the terrain, of course).

Posted: Mon May 08, 2006 7:00 am
by odi-wan
[RDH]Zerted wrote:You never need "cp1 = CommandPost:New{name = "cp1"}". Its only used by Conquest to setup the bleed values. The game runs fine without the cp lines.

Change your SetupTeams section to the following:
SetupTeams{

Helden = {
team = ALL,
units = 80,
reinforcements = 600,
soldier = { "all_hero_hansolo_tat",1,2},
assault = { "all_hero_chewbacca", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_hero_macewindu", 1,2},
},

Wampas = {
team = IMP,
units = 80,
reinforcements = 600,


soldier = { "snw_inf_wampa",9, 25},
},
}
where's the difference?

@jangoisbaddest: i really didn't do anything else i just have been searching for an object which i could use as a bridge...

Posted: Mon May 08, 2006 7:06 am
by odi-wan
@zerted: i changed it and now it doesn't work anymore

Posted: Mon May 08, 2006 7:19 am
by [RDH]Zerted
The difference is you have and extra opening bracket ( { ) that was never closed. It should have been giving you an error when the Lua munged. If it stopped working, change it back. Sometimes objects don't work in other maps. Remove the bridge and see if it works again.

Posted: Mon May 08, 2006 7:38 am
by odi-wan
i changed the lua to the one i had before AND i removed the bridge but it didn't work
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, "Conquest", 100)
AddAIGoal(1, "Conquest", 100)
AddAIGoal(2, "Conquest", 100)
Conquest = ObjectiveConquest:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()

SetUberMode(1);

EnableSPHeroRules()

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

ReadDataFile("ingame.lvl")

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

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

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")

ReadDataFile("SIDE\\imp.lvl",
"imp_fly_destroyer_dome" )


ReadDataFile("SIDE\\jed.lvl",
"jed_sith_01")


ReadDataFile("SIDE\\snw.lvl",
"snw_inf_Wampa")


ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_anakin",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan")


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


SetupTeams{

Helden = {
team = All,
units = 80,
reinforcements = 600,
soldier = { "all_hero_hansolo_tat",1,2},
assault = { "all_hero_chewbacca", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_hero_macewindu", 1,2},

},
}

AddUnitClass(ALL,"all_hero_leia", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)

SetupTeams{
Wampa = {
team = IMP,
units = 80,
reinforcements = 600,
soldier = { "snw_inf_wampa",9, 25},
}

--SetHeroClass(ALL, "")
SetHeroClass(IMP, "")


-- 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)


-- Level Stats
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 2) -- 1x2 (1 pair of legs)
AddWalkerType(6, 6) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 240
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1000)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 7)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntityHover", 1)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 20)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("Obstacle", 760)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("SoundSpaceRegion", 46)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("CommandWalker", 2)

SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)

SetSpawnDelay(10.0, 0.25)


ReadDataFile("dc:TES\\HAC.lvl", "HAC_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\\geo.lvl", "geo1")
OpenAudioStream("sound\\geo.lvl", "geo1")
OpenAudioStream("sound\\geo.lvl", "geo1_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_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("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")


--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

Posted: Tue May 09, 2006 8:49 am
by odi-wan
hello???

Posted: Tue May 09, 2006 11:56 am
by Teancum
Hi, how are you! :P

Posted: Tue May 09, 2006 3:14 pm
by odi-wan
-.- would be nice if you could help me

Posted: Tue May 09, 2006 3:25 pm
by Teancum
Yeah, if we knew the answer, we'd give it. And two hours doesn't constitute a good reason to bump. Bumping after two days or so would be okay, but bumps like that are against the rules.

The only suggestions I'd have are these:

1-Open visual munge, hit select all, then clean ---- then when that's done, hit unselect all, check common, and munge again.

*OR*

2-Comment the turrets out, munge.

Also, if you have the CD version of the game you can run BF2_modtools.exe to get an error log. Check the FAQ sticky in this forum to find out how to get it working.

Posted: Wed May 10, 2006 7:28 am
by odi-wan
i DON'T have the cd version and if i try to clean it there's an error