When you have more cps point increase?
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- lucasfart
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Re: When you have more cps point increase?
The only other errors i can see which might cause a problem is your missing tur.lvl, although I'm not sure if that'd cause a crash...Have you munged the tur.lvl into your map?
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Noobasaurus
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Re: When you have more cps point increase?
This is the default map. I'll take that out of the lua and see what happens.lucasfart wrote:The only other errors i can see which might cause a problem is your missing tur.lvl, although I'm not sure if that'd cause a crash...Have you munged the tur.lvl into your map?
- lucasfart
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Re: When you have more cps point increase?
Oh. If its a default map it probably won't make a difference. Sorry but I'm not much of a pro when it comes to all this scripting, so you'll probably need someone more experienced then me to help you with this....
- [RDH]Zerted
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Re: When you have more cps point increase?
Fix your soldier animation pool errors. That's adding another SetMemoryPoolSize line with the others. Before asking, reread the error message and think what's the name of the memory pool you need to change and how large you think it should be. This will make your map a little more stable in multiplayer and will remove all those messages from the debug log.
As for your CP problem, please fully post both your main lua script and your edited ObjectiveConquest.lua. If your main lua script is the one from your other topic, comment out (or delete) the following lines:You only need those lines if those CPs are part of your Conquest objective and since you didn't conquest:AddCommandPost() them, I'm guessing they aren't (or maybe you forgot that part?).
As for your CP problem, please fully post both your main lua script and your edited ObjectiveConquest.lua. If your main lua script is the one from your other topic, comment out (or delete) the following lines:
Code: Select all
cp5 = CommandPost:New{name = "Local_CP"}
cp6 = CommandPost:New{name = "acklay"}-
Noobasaurus
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Re: When you have more cps point increase?
Thanks, I never knew you had to do that for invisible ones.[RDH]Zerted wrote:If your main lua script is the one from your other topic, comment out (or delete) the following lines:
Test map luas:
TESg_con.lua
Hidden/Spoiler:
Hidden/Spoiler:
- [RDH]Zerted
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Re: When you have more cps point increase?
If your CPs are not part of the Conquest objective, they shouldn't be in the lua.
The code I posted replaces only the functions with the same names (UpdateBleedRate and InitBleedTime). You replaced the entire ObjectiveConquest file with that code. Copy the original ObjectiveConquest.lua from your mod tools (or from a different map you're working on) and make those two replacements only. If it doesn't work after that, post your new ObjectiveConquest again.
The code I posted replaces only the functions with the same names (UpdateBleedRate and InitBleedTime). You replaced the entire ObjectiveConquest file with that code. Copy the original ObjectiveConquest.lua from your mod tools (or from a different map you're working on) and make those two replacements only. If it doesn't work after that, post your new ObjectiveConquest again.
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Noobasaurus
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Re: When you have more cps point increase?
Well, I used search to find those but I wasn't really sure what part of the new code to replace them with, but I tried and got this error:[RDH]Zerted wrote:The code I posted replaces only the functions with the same names (UpdateBleedRate and InitBleedTime). You replaced the entire ObjectiveConquest file with that code. Copy the original ObjectiveConquest.lua from your mod tools (or from a different map you're working on) and make those two replacements only. If it doesn't work after that, post your new ObjectiveConquest again.
Code: Select all
M:\BF2_Modtools\data_TES\_BUILD\Common\..\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\ObjectiveConquest.lua:35: `}' expected (to close `{' at line 33) near `='Hidden/Spoiler:
Hidden/Spoiler:
