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A few bugs ingame [Solved]

Posted: Wed May 06, 2009 2:54 pm
by [TFA]Padawan_Fighter
Hi, I've made a map with the EXACT layout of Tantive IV, but I have a few bugs:

-No doors (shows up fine in ZE)

-At the bridge, the stars move backwards (Works fine in ZE)

-The turbine does not work

-I can't seem to access the chairs near the bridge.

-When I press M to look at the map, the CPs are farther apart than they are in the original Tantive IV map.

Any help would be appreciated.

Re: A few bugs ingame

Posted: Wed May 06, 2009 2:56 pm
by Teancum
Why not just re-use the shipped map? All the assets are right there to build it.

Re: A few bugs ingame

Posted: Wed May 06, 2009 3:08 pm
by [TFA]Padawan_Fighter
Teancum wrote:Why not just re-use the shipped map? All the assets are right there to build it.


Erm, isn't that what I just did? Or is there another way to do it?

Re: A few bugs ingame

Posted: Wed May 06, 2009 3:21 pm
by FragMe!
Teancum was referring to this From the FAQ as a starting point to use a shipped map. That should put everything is as it should be.

Re: A few bugs ingame

Posted: Thu May 07, 2009 12:07 pm
by MercuryNoodles
-I can't seem to access the chairs near the bridge.
The Tantive bridge was modelled so that you can't really get to the seats. It's definitely not a bug.

Re: A few bugs ingame

Posted: Fri May 08, 2009 1:50 am
by [TFA]Padawan_Fighter
FragMe! wrote:Teancum was referring to this From the FAQ as a starting point to use a shipped map. That should put everything is as it should be.

OK, well, um, I'm having trouble following that tutorial. When it says to change ReadDataFile("kam\\kam1.lvl", "kamino1_conquest") to ReadDataFile("dc:ABC\\kam1.lvl", "kamino1_conquest") (In this case, I replace kam with tan), I cannot find that line ANYWHERE in tan1c_con.lua.



*EDIT* And I checked in Kamino's LUA just in case, didn't find it there either.

Re: A few bugs ingame

Posted: Fri May 08, 2009 1:56 am
by AQT
Look harder? It is there.

Re: A few bugs ingame

Posted: Fri May 08, 2009 1:57 am
by Frisbeetarian
There's not much we can do if you can't follow simple instructions. The tutorial even says it's about 3/4ths of the way down. Did you even try searching the Lua for it?

Re: A few bugs ingame

Posted: Fri May 08, 2009 2:06 am
by [TFA]Padawan_Fighter
Frisbeetarian wrote:There's not much we can do if you can't follow simple instructions. The tutorial even says it's about 3/4ths of the way down. Did you even try searching the Lua for it?


Dunno what you mean by searching, as you can't run the search program inside a text file. But if you mean MANUALLY searching, yes I did. I went 3/4ths of the way down, not there. I looked all around, not there. If you don't believe me, I'll post Tantive IV's LUA.
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

AddDeathRegion("turbinedeath")

KillObject("blastdoor")
DisableBarriers("barracks")
DisableBarriers("liea")
SetMapNorthAngle(180)

-- Turbine Stuff --
BlockPlanningGraphArcs("turbine")
OnObjectKillName(destturbine, "turbineconsole")
OnObjectRespawnName(returbine, "turbineconsole")


cp4 = CommandPost:New{name = "CP4CON"}
cp5 = CommandPost:New{name = "CP5CON"}
cp6 = CommandPost:New{name = "CP6CON"}
cp7 = CommandPost:New{name = "CP7CON"}

conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

conquest:Start()

EnableSPHeroRules()

--Setup Timer--

timeConsole = CreateTimer("timeConsole")

SetTimerValue(timeConsole, 0.3)

StartTimer(timeConsole)
OnTimerElapse(
function(timer)
SetProperty("turbineconsole", "CurHealth", GetObjectHealth("turbineconsole") + 1)
DestroyTimer(timer)
end,
timeConsole
)


end

function destturbine()
UnblockPlanningGraphArcs("turbine")
PauseAnimation("Turbine Animation")
RemoveRegion("turbinedeath")
-- SetProperty("woodr", "CurHealth", 15)
end

function returbine()
BlockPlanningGraphArcs("turbine")
PlayAnimation("Turbine Animation")
AddDeathRegion("turbinedeath")
-- SetProperty("woodr", "CurHealth", 15)
end

function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(840000)
SetPS2ModelMemory(4990000)
ReadDataFile("ingame.lvl")
SetWorldExtents(1064.5)

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


ReadDataFile("sound\\tan.lvl;tan1cw")

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_hero_yoda")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_officer",
"cis_inf_sniper",
"cis_inf_engineer",
"cis_inf_droideka",
"cis_hero_grievous")


SetupTeams{

rep={
team = REP,
units = 32,
reinforcements = 150,
soldier = {"rep_inf_ep3_rifleman",7, 25},
assault = {"rep_inf_ep3_rocketeer",1, 4},
engineer = {"rep_inf_ep3_engineer",1, 4},
sniper = {"rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = {"rep_inf_ep3_jettrooper",1, 4},


},

cis={
team = CIS,
units = 32,
reinforcements = 150,
soldier = {"cis_inf_rifleman",7, 25},
assault = {"cis_inf_rocketeer",1, 4},
engineer = {"cis_inf_engineer",1, 4},
sniper = {"cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = {"cis_inf_droideka",1, 4},
}
}

-- Hero Setup Section --

SetHeroClass(REP, "rep_hero_yoda")
SetHeroClass(CIS, "cis_hero_grievous")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 5) -- number of droidekas

local weaponCnt = 177
local guyCnt = 32
SetMemoryPoolSize ("Aimer", 17)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 250)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 18)
SetMemoryPoolSize ("EntitySoundStream", 14)
SetMemoryPoolSize ("EntitySoundStatic", 29)
SetMemoryPoolSize ("EntityFlyer", 6)
SetMemoryPoolSize ("MountedTurret", 2)
SetMemoryPoolSize ("Navigator", guyCnt)
SetMemoryPoolSize ("Obstacle", 250)
SetMemoryPoolSize ("PathFollower", guyCnt)
SetMemoryPoolSize ("PathNode", 384)
SetMemoryPoolSize ("SoundspaceRegion", 15)
SetMemoryPoolSize ("TentacleSimulator", 0)
SetMemoryPoolSize ("TreeGridStack", 150)
SetMemoryPoolSize ("UnitAgent", guyCnt)
SetMemoryPoolSize ("UnitController", guyCnt)
SetMemoryPoolSize ("Weapon", weaponCnt)


-- SetMemoryPoolSize("Obstacle", 182)
--
SetSpawnDelay(10.0, 0.25)
ReadDataFile("tan\\tan1.lvl", "tan1_conquest")
SetDenseEnvironment("false")
AISnipeSuitabilityDist(30)
--AddDeathRegion("Sarlac01")
-- SetMaxFlyHeight(90)
-- SetMaxPlayerFlyHeight(90)

-- Sound Stats

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\\tan.lvl", "tan1")
OpenAudioStream("sound\\tan.lvl", "tan1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tan.lvl", "tan1_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_tan_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_tan_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_tan_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_tan_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_tan_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_tan_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tan_amb_victory")
SetDefeatMusic (REP, "rep_tan_amb_defeat")
SetVictoryMusic(CIS, "cis_tan_amb_victory")
SetDefeatMusic (CIS, "cis_tan_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")


-- Camera Stats
AddCameraShot(0.233199, -0.019441, -0.968874, -0.080771, -240.755920, 11.457644, 105.944176);
AddCameraShot(-0.395561, 0.079428, -0.897092, -0.180135, -264.022278, 6.745873, 122.715752);
AddCameraShot(0.546703, -0.041547, -0.833891, -0.063371, -309.709900, 5.168304, 145.334381);

end


[/code]

As you can see, the only ReadDataFile lines I see are about loading the sides and sound files.

Re: A few bugs ingame

Posted: Fri May 08, 2009 2:50 am
by Frisbeetarian
[TFA]Padawan_Fighter wrote:As you can see, the only ReadDataFile lines I see are about loading the sides and sound files.
This makes absolutely no sense, since we apparently can't see what you see, as we see the line we're talking about right where we say it is. On the other hand, it will make everybody here chuckle or face-palm.

What do you mean you can't search? Ctrl-F in either this window, since you've needlessly posted the Lua here, or Ctrl-F in notepad.

Re: A few bugs ingame

Posted: Fri May 08, 2009 5:26 am
by sampip
It's here. Just underneath the memory pools:

Code: Select all

SetSpawnDelay(10.0, 0.25)
    ReadDataFile("tan\\tan1.lvl", "tan1_conquest")
    SetDenseEnvironment("false")
    AISnipeSuitabilityDist(30)

Re: A few bugs ingame

Posted: Fri May 08, 2009 5:57 am
by Teancum
Frisbeetarian wrote:There's not much we can do if you can't follow simple instructions. The tutorial even says it's about 3/4ths of the way down. Did you even try searching the Lua for it?
Indeed. Took my about 5 seconds to find it. CTRL+F (as previously mentioned) then I typed "tan.lvl".

Re: A few bugs ingame

Posted: Fri May 08, 2009 6:41 pm
by [TFA]Padawan_Fighter
Oh my, youre right! I am terribly sorry, I feel so stupid! :(

It works fine now, and sorry for all the trouble guys, but thank you for helping me out! This topic can be locked now...