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Command walker trouble? [Solved]

Posted: Mon Oct 23, 2006 6:35 am
by wazmol
ok i want to have attes in my level and i already have them in :D but i want to add a new command walker for the cis its a reskinned atat. i have put all the needed files in the cis side folder. i have been in zedit and added the command walkers where i need by changing there side to 2 and called the cis_walk_atat in the right place. i have added some stuff to the lua but how would i add them i already have command walkers and these ones are different! heres my lua:
Hidden/Spoiler:
[quote]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
AmbushTeam = 4
ATM = AmbushTeam


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"}
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,
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:AddCommandPost(cp9)

conquest:Start()
SetUberMode(1);
EnableSPHeroRules()
SetupAmbush("ambushregion", "ambushpath", 6, 5)

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(350)
SetMaxPlayerFlyHeight (350)

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("dc: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_inf_ep3_medic",
"rep_inf_ep3_explosives",
"rep_inf_ep3_assassin",
"rep_walk_oneman_atst",
"rep_walk_atte",
"rep_fly_vwing",
"rep_hero_anakin",
"rep_hover_barcspeeder")

ReadDataFile("SIDE\\infantry.lvl",
"rep_inf_boss_commando")

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

ReadDataFile("dc:SIDE\\des.lvl",
"tat_inf_jawa")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_explosives",
"cis_inf_security",
"cis_inf_grappledr",
"cis_inf_commander",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_fly_greviousfighter",
"cis_tread_hailfire",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_walk_spider",
"cis_walk_atat",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 240,
reinforcements = 500,
soldier = { "rep_inf_ep3_rifleman",70, 100},
assault = { "rep_inf_ep3_rocketeer",15, 20},
engineer = { "rep_inf_ep3_engineer",15, 20},
sniper = { "rep_inf_ep3_sniper",20, 25},
officer = {"rep_inf_ep3_officer",10, 15},
special = { "rep_inf_ep3_jettrooper",10, 20},
AddUnitClass(REP,"rep_inf_ep3_medic", 5,10),
AddUnitClass(REP,"rep_inf_ep3_explosives", 5,10),
AddUnitClass(REP,"rep_inf_ep3_assassin", 5,10),
AddUnitClass(REP,"rep_inf_boss_commando", 5,10),


},
cis = {
team = CIS,
units = 240,
reinforcements = 600,
soldier = { "cis_inf_rifleman",70, 100},
assault = { "cis_inf_rocketeer",15, 25},
engineer = { "cis_inf_engineer",15, 20},
sniper = { "cis_inf_sniper",15, 20},
officer = {"cis_inf_officer",10, 15},
special = { "cis_inf_droideka",10, 20},
AddUnitClass(CIS,"cis_inf_grappledr", 5,10),
AddUnitClass(CIS,"cis_inf_explosives", 5,10),
AddUnitClass(CIS,"cis_inf_commander", 5,10),
AddUnitClass(CIS,"cis_inf_security", 5,10),
},

atm = {
team = ATM,
units = 15,
reinforcements = -1
soldier = { "snw_inf_wampa", 6, 6},
}
}

SetTeamAsEnemy(ATM,4)
SetTeamAsEnemy(4,ATM)
SetTeamAsFriend(ATM,3)
SetTeamAsFriend(3,ATM)
SetTeamAsEnemy(ATM,DEF)
SetTeamAsEnemy(DEF,ATM)
SetTeamAsEnemy(ATM,ATT)
SetTeamAsEnemy(ATT,ATM)

SetTeamName (3, "wampas")
AddUnitClass (3, "snw_inf_wampa", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetTeamAsFriend(4,3)
SetTeamAsFriend(3,4)

SetTeamName (4, "jawas")
AddUnitClass (4, "tat_inf_jawa", 10,15)
SetUnitCount (4, 15)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsFriend(ATT,4)
SetTeamAsFriend(4,ATT)
SetTeamAsFriend(DEF,4)
SetTeamAsFriend(4,DEF)
SetTeamAsFriend(3,4)
SetTeamAsFriend(4,3)

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 4) -- 1x2 (1 pair of legs)
AddWalkerType(2, 6) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 3) -- 3x2 (3 pairs of legs)
SetMemoryPoolSize("CommandWalker", 3)
SetMemoryPoolSize("CommandWalker", 2)
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:SDD\\SDD.lvl", "SDD_conquest")
ReadDataFile("dc:SDD\\SDD.lvl", "SDD_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[/quote]

RE: command walker trouble? help me please

Posted: Mon Oct 23, 2006 6:46 am
by Penguin
SetMemoryPoolSize("CommandWalker", 3)
SetMemoryPoolSize("CommandWalker", 2)

only need one line

SetMemoryPoolSize("CommandWalker", 5)

RE: command walker trouble? help me please

Posted: Mon Oct 23, 2006 7:51 am
by wazmol
i tryed that and nothing happened. i have 3 attes and 2 atat's for the cis. should they be in the same SetMemoryPoolSize("CommandWalker", 3) bit or 2 different bits?

RE: command walker trouble? help me please

Posted: Mon Oct 23, 2006 8:06 am
by Penguin
should be this

SetMemoryPoolSize("CommandWalker", 5)