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mtt not showing up ingame

Posted: Sat Mar 22, 2008 10:25 am
by elfie
I just recently downloaded the mtt. I put all the necesarry files in my cis folder, placed it in ZE and in my lua and when i play it is not there. here is my lua:

Code: Select all

--
-- 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"}
    
    --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: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(300)
    SetMaxPlayerFlyHeight (300)
    
    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\\nab.lvl;nab2gcw")
    ReadDataFile("dc:SIDE\\gar.lvl",
                             "gar_inf_soldier",
                             "gar_inf_vanguard",
                             "gar_inf_pilot",
                             "gun_inf_soldier",
                             "cis_inf_grievousguard",
                             "gar_inf_naboo_queen",
                             "gar_inf_temple_soldier",
                             "gar_hover_combatspeeder")
    
    ReadDataFile("dc:SIDE\\all.lvl",
                             "all_fly_n1")
    
    ReadDataFile("dc:SIDE\\cis.lvl",
                             "cis_inf_marine",
                             "cis_inf_pilot",
                             "cis_inf_rocketeer",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul",
                             "cis_hover_mtt",
                             "cis_hover_aat")   
                             
                             
    ReadDataFile("SIDE\\tur.lvl", 
    			"tur_bldg_recoilless_kas",
    			"tur_bldg_chaingun_roof")          
                             
	SetupTeams{
		rep = {
			team = REP,
			units = 80,
			reinforcements = 350,
			soldier  = { "gar_inf_soldier",10, 75},
			assault  = { "gar_inf_vanguard",1, 75},
			engineer = { "gar_inf_pilot",1, 75},
			sniper   = { "gar_inf_temple_soldier",1, 75},
			officer = {"gun_inf_soldier",1, 75},
			special = { "cis_inf_grievousguard",1, 75},
	        
		},
		cis = {
			team = CIS,
			units = 80,
			reinforcements = 450,
			soldier  = { "cis_inf_marine",10, 75},
			assault  = { "cis_inf_pilot",1, 75},
			engineer = { "cis_inf_rocketeer",1, 75},
			sniper   = { "",1, 75},
			officer = {"",1, 75},
			special = { "cis_inf_droideka",1, 75},
		}
	}
     
    SetHeroClass(CIS, "cis_hero_darthmaul")
    SetHeroClass(REP, "gar_inf_naboo_queen")
   

    --  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:N1B\\N1B.lvl", "N1B_conquest")
    ReadDataFile("dc:N1B\\N1B.lvl", "N1B_conquest")
    SetDenseEnvironment("true")
I know i must be doing something wrong, but what?

Re: mtt not showing up ingame

Posted: Sat Mar 22, 2008 12:26 pm
by Xavious
Add this line to your lua

Code: Select all

SetMemoryPoolSize("CommandHover", 1)
Also, make sure the vehicle spawn in ZeroEditor is set up for team 2, and does not have anything in the control region box.