LUA Team Arguement

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Dakota
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Posts: 991
Joined: Mon Dec 06, 2010 8:21 pm
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LUA Team Arguement

Post by Dakota »

ok i'm working on adding an era to geonosis. the problem is that my units are on the all and imp teams but the map is CW. i can't figure out whats wrong really, could you help me out.

heres the error

Message Severity: 3
C:\Battlefront2\main\Battlefront2\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'

here are the luas

conquest lua
Hidden/Spoiler:
--
-- 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)
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
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, 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(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()

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")

-- IMP Attacking (attacker is always #1)
local IMP = 1
local ALL = 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("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_engineer",
"rep_hero_macewindu",
"rep_walk_atte")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
--"cis_hover_stap",
"cis_walk_spider")

ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_short",
"all_inf_medium",
"disk",
"drone",
"all_fly_maf",
"all_fly_droidgunship",
"hoverboat",
"all_hover_combatspeeder",
"all_hover_mtt",
"all_fly_geofighter",
"all_fly_droidfighter_sc",
"all_fly_greviousfighter",
"imp_fly_gunship_sc",
"imp_hover_speederbike",
"imp_walk_atst_jungle",
"all_inf_long",
"all_inf_antiveh",
"all_inf_support",
"all_inf_scout",
"all_inf_builder",
"all_inf_heavy",
"all_inf_jettrooper",
"all_inf_trapper")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_short",
"imp_inf_medium",
"disk",
"drone",
"all_fly_maf",
"all_fly_droidgunship",
"hoverboat",
"all_hover_combatspeeder",
"all_hover_mtt",
"all_fly_geofighter",
"all_fly_droidfighter_sc",
"all_fly_greviousfighter",
"imp_fly_gunship_sc",
"imp_hover_speederbike",
"imp_walk_atst_jungle",
"imp_inf_long",
"imp_inf_antiveh",
"imp_inf_support",
"imp_inf_scout",
"imp_inf_builder",
"imp_inf_heavy",
"imp_inf_jettrooper",
"imp_inf_trapper")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")

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

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntityPortableTurret", 250)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponcnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{
all = {
team = ALL,
units = 32,
reinforcements = 150,
soldier = { "all_inf_short",3, 6},
assault = { "all_inf_medium",3,6},
engineer = { "all_inf_long",2,4},
sniper = { "all_inf_antiveh",1,4},
officer = { "all_inf_support",1,4},
special = { "all_inf_scout",1,4},
},
imp = {
team = IMP,
units = 32,
reinforcements = 150,
soldier = { "imp_inf_short",3, 6},
assault = { "imp_inf_medium",3,6},
engineer = { "imp_inf_long",2,4},
sniper = { "imp_inf_antiveh",1,4},
officer = { "imp_inf_support",1,4},
special = { "imp_inf_scout",1,4},
},
}

AddUnitClass(ALL, "all_inf_heavy",1,4)
AddUnitClass(ALL, "all_inf_trapper",1,4)
AddUnitClass(IMP, "imp_inf_heavy",1,4)
AddUnitClass(IMP, "imp_inf_trapper",1,4)
AddUnitClass(ALL, "all_inf_jettrooper",1,4)
AddUnitClass(IMP, "imp_inf_jettrooper",1,4)
AddUnitClass(ALL, "all_inf_builder",1,4)
AddUnitClass(IMP, "imp_inf_builder",1,4)


-- 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, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "imp_inf_jedimale",1)
--AddUnitClass(4, "imp_inf_jedimaleb",1)
--AddUnitClass(4, "imp_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)

ReadDataFile("GEO\\geo1.lvl", "geo1_conquest")

SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)



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

-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "all_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(IMP, IMP, "imp_off_com_import_us_overwhelmed", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_import_enemy_losing", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_import_enemy_losing", 1)
SetBleedingVoiceOver(ALL, ALL, "all_off_com_import_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "impleaving")
SetOutOfBoundsVoiceOver(2, "allleaving")

SetAmbientMusic(IMP, 1.0, "imp_GEO_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_GEO_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_GEO_amb_end", 2,1)
SetAmbientMusic(ALL, 1.0, "all_GEO_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_GEO_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_GEO_amb_end", 2,1)

SetVictoryMusic(IMP, "imp_geo_amb_victory")
SetDefeatMusic (IMP, "imp_geo_amb_defeat")
SetVictoryMusic(ALL, "all_geo_amb_victory")
SetDefeatMusic (ALL, "all_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(ALL, "SNEAK_ATTACK")
--ActivateBonus(IMP, "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
ctf lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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


-- IMP Attacking (attacker is always #1)
IMP = 1
ALL = 2

---------------------------------------------------------------------------
-- 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()

SetProperty("flag1", "GeometryName", "com_icon_impublic_flag")
SetProperty("flag1", "CarriedGeometryName", "com_icon_impublic_flag_carried")
SetProperty("flag2", "GeometryName", "com_icon_all_flag")
SetProperty("flag2", "CarriedGeometryName", "com_icon_all_flag_carried")

--This makes sure the flag is colorized when it has been dropped on the ground
SetClassProperty("com_item_flag", "DroppedColorize", 1)

--This is all the actual ctf objective setup
ctf = ObjectiveCTF:New{teamATT = IMP, teamDEF = ALL, captureLimit = 5, textATT = "game.modes.ctf", textDEF = "game.modes.ctf2", hideCPs = true, multiplayerRules = true}
ctf:AddFlag{name = "flag1", homeRegion = "flag1_home", captureRegion = "flag2_home",
capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,
icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}
ctf:AddFlag{name = "flag2", homeRegion = "flag2_home", captureRegion = "flag1_home",
capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,
icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}

SoundEvent_SetupTeams( IMP, 'imp', ALL, 'all' )

ctf:Start()
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(3350000)
ReadDataFile("ingame.lvl")

-- These variables do not change
local ATT = IMP
local DEF = ALL

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

SetMemoryPoolSize("Music", 36)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_inf_ep2_rocketeer",
"rep_inf_ep3_officer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_engineer",
"rep_hero_macewindu",
--"rep_walk_atte",
"rep_hover_fightertank",
"rep_inf_ep2_sniper")
--"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_engineer",
"cis_inf_officer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_walk_spider",
"cis_hover_stap")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_short",
"all_inf_medium",
"disk",
"drone",
"all_fly_maf",
"all_fly_droidgunship",
"hoverboat",
"all_hover_combatspeeder",
"all_hover_mtt",
"all_fly_geofighter",
"all_fly_droidfighter_sc",
"all_fly_greviousfighter",
"imp_fly_gunship_sc",
"imp_hover_speederbike",
"imp_walk_atst_jungle",
"all_inf_long",
"all_inf_antiveh",
"all_inf_support",
"all_inf_scout",
"all_inf_builder",
"all_inf_heavy",
"all_inf_jettrooper",
"all_inf_trapper")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_short",
"imp_inf_medium",
"disk",
"drone",
"all_fly_maf",
"all_fly_droidgunship",
"hoverboat",
"all_hover_combatspeeder",
"all_hover_mtt",
"all_fly_geofighter",
"all_fly_droidfighter_sc",
"all_fly_greviousfighter",
"imp_fly_gunship_sc",
"imp_hover_speederbike",
"imp_walk_atst_jungle",
"imp_inf_long",
"imp_inf_antiveh",
"imp_inf_support",
"imp_inf_scout",
"imp_inf_builder",
"imp_inf_heavy",
"imp_inf_jettrooper",
"imp_inf_trapper")

ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")

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

-- Level Stats

ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 2) -- 2 spider walkers with 2 leg pairs each
--AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 200
SetMemoryPoolSize("Aimer", 55)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("EntityPortableTurret", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityHover", 5)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 0)
SetMemoryPoolSize("FlagItem", 2)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 57)
SetMemoryPoolSize("Obstacle", 425)
SetMemoryPoolSize("PathFollower", 57)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 57)
SetMemoryPoolSize("UnitController", 57)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{
all = {
team = ALL,
units = 32,
reinforcements = -1,
soldier = { "all_inf_short",3, 6},
assault = { "all_inf_medium",3,6},
engineer = { "all_inf_long",2,4},
sniper = { "all_inf_antiveh",1,4},
officer = { "all_inf_support",1,4},
special = { "all_inf_scout",1,4},
},
imp = {
team = IMP,
units = 32,
reinforcements = -1,
soldier = { "imp_inf_short",3, 6},
assault = { "imp_inf_medium",3,6},
engineer = { "imp_inf_long",2,4},
sniper = { "imp_inf_antiveh",1,4},
officer = { "imp_inf_support",1,4},
special = { "imp_inf_scout",1,4},
},
}

AddUnitClass(ALL, "all_inf_heavy",1,4)
AddUnitClass(ALL, "all_inf_trapper",1,4)
AddUnitClass(IMP, "imp_inf_heavy",1,4)
AddUnitClass(IMP, "imp_inf_trapper",1,4)
AddUnitClass(ALL, "all_inf_jettrooper",1,4)
AddUnitClass(IMP, "imp_inf_jettrooper",1,4)
AddUnitClass(ALL, "all_inf_builder",1,4)
AddUnitClass(IMP, "imp_inf_builder",1,4)


-- 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)

-- 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")
AddUnitClass(3, "geo_inf_geonosian", 7)
SetUnitCount(3, 7)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "imp_inf_jedimale",1)
--AddUnitClass(4, "imp_inf_jedimaleb",1)
--AddUnitClass(4, "imp_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)

ReadDataFile("GEO\\geo1.lvl", "geo1_ctf")

SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)



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

-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "all_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(IMP, IMP, "imp_off_com_import_us_overwhelmed", 1)
-- SetBleedingVoiceOver(IMP, ALL, "imp_off_com_import_enemy_losing", 1)
-- SetBleedingVoiceOver(ALL, IMP, "all_off_com_import_enemy_losing", 1)
-- SetBleedingVoiceOver(ALL, ALL, "all_off_com_import_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(1, "impleaving")
SetOutOfBoundsVoiceOver(2, "allleaving")

SetAmbientMusic(IMP, 1.0, "imp_GEO_amb_start", 0,1)
SetAmbientMusic(IMP, 0.9, "imp_GEO_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.1,"imp_GEO_amb_end", 2,1)
SetAmbientMusic(ALL, 1.0, "all_GEO_amb_start", 0,1)
SetAmbientMusic(ALL, 0.9, "all_GEO_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.1,"all_GEO_amb_end", 2,1)

SetVictoryMusic(IMP, "imp_geo_amb_victory")
SetDefeatMusic (IMP, "imp_geo_amb_defeat")
SetVictoryMusic(ALL, "all_geo_amb_victory")
SetDefeatMusic (ALL, "all_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(ALL, "SNEAK_ATTACK")
--ActivateBonus(IMP, "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
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: LUA Team Arguement

Post by AQT »

Dakota wrote:the problem is that my units are on the all and imp teams but the map is CW
Yes, according to your luas, your units appear to be on the ALL and IMP teams, and Geonosis is indeed a CW era map....so what's the problem here exactly? What you are asking/saying makes no sense. How should it be? What did you change to get that error? What are you even trying to do other than to add an era to the stock Geonosis map?
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Dakota
Field Commander
Field Commander
Posts: 991
Joined: Mon Dec 06, 2010 8:21 pm
Projects :: making random weapon assets
Games I'm Playing :: SWBF2 and more
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Location: at a computer desk floating around in space

Re: LUA Team Arguement

Post by Dakota »

i'm setting up the lua to use my sides which are all and imp sides but when i did that it got the bad arguement thing but i can't figure out what its arguing over, i can't find rep or cis referenced anywhere except the part above the all and imp sides which i put there to load the vehicles and sky dome objects.

the map is crashing because of the arguement as far as i can see.

EDIT: ok the luas i posted were right i just munged it to the wrong folder in addon. now i just need to fix the issue of the weapons not being right and some not showing up, it seem to only happen on geonosis. i'm going to see what removing all reference to the rep and cis sides will do.

EDIT2: alright the map works the vehicles just aren't there because they aren't being loaded, guess i'll work around that later.
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