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Switching sides glitch [Solved]

Posted: Fri Jun 24, 2011 12:40 pm
by Noobasaurus
Well, no matter what I do in my level, I can't be the CIS. Every time I click CIS or try to switch to it it doesn't do anything. Anyone know how to solve this?
Hidden/Spoiler:
I didn't do any recent lua editing or anything it just...happened! :shock:

Re: Cannot be the CIS

Posted: Fri Jun 24, 2011 2:35 pm
by CressAlbane
Post the LUA anyway, please.
EDIT: Is it a campaign level?

Re: Cannot be the CIS

Posted: Fri Jun 24, 2011 3:14 pm
by Noobasaurus
CressAlbane wrote:Post the LUA anyway, please.
EDIT: Is it a campaign level?
It is not a campaign level. Here is my lua:
Hidden/Spoiler:
--
-- 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"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}



--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:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()

SetUberMode(1);

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(100)
SetMaxPlayerFlyHeight (100)

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("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hero_cloakedanakin")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_officer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_hero_countdooku",
"cis_tread_snailtank",
"cis_fly_tridroidfighter",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 500,
reinforcements = 1000,
soldier = { "rep_inf_ep3_rifleman",225, 250},
assault = { "rep_inf_ep3_rocketeer",5, 20},
engineer = { "rep_inf_ep3_engineer",5, 20},
sniper = { "rep_inf_ep3_sniper",5, 20},
officer = {"rep_inf_ep3_officer",5, 20},
special = { "rep_inf_ep3_jettrooper",5, 20},

},
cis = {
team = CIS,
units = 500,
reinforcements = 1000,
soldier = { "cis_inf_rifleman",225, 250},
assault = { "cis_inf_rocketeer",5, 20},
engineer = { "cis_inf_engineer",5, 20},
sniper = { "cis_inf_sniper",5, 20},
officer = {"cis_inf_officer",5, 20},
special = { "cis_inf_droideka",5, 20},
}
}

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


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
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:FLO\\FLO.lvl", "FLO_conquest")
ReadDataFile("dc:FLO\\FLO.lvl", "FLO_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

Re: Cannot be the CIS

Posted: Fri Jun 24, 2011 3:29 pm
by CressAlbane
I don't think that this is the problem, but try removing this line:

Code: Select all

SetUberMode(1);
I didn't see that in my default LUAs.

Describe the problem more, please. When you switch, does it act like you've switched but you still see the republics? Try clicking the switch button rapidly. (It works for me sometimes)

Re: Cannot be the CIS [Solved!]

Posted: Fri Jun 24, 2011 3:33 pm
by Noobasaurus
CressAlbane wrote:I don't think that this is the problem, but try removing this line:

Code: Select all

SetUberMode(1);
I didn't see that in my default LUAs.

Describe the problem more, please. When you switch, does it act like you've switched but you still see the republics? Try clicking the switch button rapidly. (It works for me sometimes)
The Ubermode...ahhh I guess I could remove it. I do like lots of units but I guess I could do without it to see if anything changes.

Yes, it acts as if I switch (the names and textures and everything changes, but when I click on another unit the texture changes back) and if other people play this map I really don't want them to have to click it rapidly.

EDIT: Yay! It worked! Thank you! :D

Re: Cannot be the CIS

Posted: Fri Jun 24, 2011 7:39 pm
by AQT
Removing the SetUberMode(1); line should have no effect on what you were experiencing; they're not even related.
Noobasaurus wrote:Yes, it acts as if I switch (the names and textures and everything changes, but when I click on another unit the texture changes back) and if other people play this map I really don't want them to have to click it rapidly.
That happens in the stock game itself at times; it's an unfixable glitch....

Re: Switching sides glitch [Solved]

Posted: Fri Jun 24, 2011 8:39 pm
by CalvaryCptMike
Or could it do with the fact that he had 500 units on each side?
When he removed the ubermode line it dropped the units back to 32 each.
Try adding back in the ubermode line but setting each side to only 300 or less units, that's all the game engine can handle, not 500.

Re: Cannot be the CIS

Posted: Sat Jun 25, 2011 11:14 am
by CressAlbane
AQT wrote:Removing the SetUberMode(1); line should have no effect on what you were experiencing; they're not even related.
Noobasaurus wrote:Yes, it acts as if I switch (the names and textures and everything changes, but when I click on another unit the texture changes back) and if other people play this map I really don't want them to have to click it rapidly.
That happens in the stock game itself at times; it's an unfixable glitch....

Thanks for clearing up which was the problem.

Re: Switching sides glitch [Solved]

Posted: Sat Jun 25, 2011 3:25 pm
by Noobasaurus
CalvaryCptMike wrote:Or could it do with the fact that he had 500 units on each side?
When he removed the ubermode line it dropped the units back to 32 each.
Try adding back in the ubermode line but setting each side to only 300 or less units, that's all the game engine can handle, not 500.
Well, now I know the game limits, or at least part of them.

But I don't think this map was made for ubermode so I'll just keep it off the lua.

Heh, a a bit too many units... That's probably what made the error.
AQT wrote:That happens in the stock game itself at times; it's an unfixable glitch....
Whenever it happens I spawn and kill myself and I'm usually able to switch sides.

Re: Switching sides glitch [Solved]

Posted: Sat Jun 25, 2011 7:33 pm
by THEWULFMAN
Noobasaurus wrote:
AQT wrote:That happens in the stock game itself at times; it's an unfixable glitch....
Whenever it happens I spawn and kill myself and I'm usually able to switch sides.
Its an unfixable glitch because its impossible to prevent it from happening, regardless of a workaround ingame.

Re: Switching sides glitch [Solved]

Posted: Sun Jun 26, 2011 12:22 am
by Noobasaurus
THEWULFMAN wrote:Its an unfixable glitch because its impossible to prevent it from happening, regardless of a workaround ingame.
Ahhh, I see! That expands my knowledge just a bit, and it may help in the furture! :themoreyouknow:
Hidden/Spoiler:
Or it may help right now... :P
Thanks for all the clarification on this! :)

Re: Cannot be the CIS

Posted: Tue Jun 28, 2011 8:24 am
by Marvel4
AQT wrote:Removing the SetUberMode(1); line should have no effect on what you were experiencing; they're not even related.
Noobasaurus wrote:Yes, it acts as if I switch (the names and textures and everything changes, but when I click on another unit the texture changes back) and if other people play this map I really don't want them to have to click it rapidly.
That happens in the stock game itself at times; it's an unfixable glitch....
This only happens when you die as a hero, I think...

Re: Switching sides glitch [Solved]

Posted: Tue Jun 28, 2011 2:32 pm
by AQT
It happens unpredictably at times regardless of the unit type you died as.