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Multiple problems [Solved]

Posted: Sat Jul 31, 2010 6:28 pm
by linksith
Hi, I munged my map one time and no AI units showed up. the only thing changed was I added things to the LUA that were supposed to be added after adding a cp and some turrets. some turrets and other added cps worked but none of the new things showed up. So somehow I got two different problems after adding to the LUA. I made sure everything was typed correctly and the only thing I could think could be wrong was the unit count part what should I do to fix this part, and should this effect the other problems. Thanks for the help.

Re: Multiple problems

Posted: Sat Jul 31, 2010 6:36 pm
by fasty
It would probably help a lot if you posted your lua :D .

Re: Multiple problems

Posted: Sat Jul 31, 2010 6:40 pm
by DarthD.U.C.K.
you must have referenced your cps wrong in the lua/named them wrong in ZE, that will prevent the ai from spawning

Re: Multiple problems

Posted: Sun Aug 01, 2010 9:42 am
by linksith
Here is my entire LUA.
Hidden/Spoiler:
--
-- 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"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}



--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:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)

conquest:Start()

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(100)
SetMaxPlayerFlyHeight (100)

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("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_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 70,
reinforcements = 300,
soldier = { "rep_inf_ep3_rifleman",9, 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 = 70,
reinforcements = 300,
soldier = { "cis_inf_rifleman",9, 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},
}
}

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


-- 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:WOB\\WOB.lvl", "WOB_conquest")
ReadDataFile("dc:WOB\\WOB.lvl", "WOB_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

Re: Multiple problems

Posted: Sun Aug 01, 2010 9:54 am
by lucasfart
Could you post your bfront2.log? Your lua looks fine...

Re: Multiple problems

Posted: Sun Aug 01, 2010 5:31 pm
by linksith
Here is my munge log.
Hidden/Spoiler:
ERROR[levelpack WOB.req]:Expecting bracket, but none was found.
File : munged\pc\wob_map.texture.req(1)...

ucft <--
ERROR[levelpack WOB.req]:Expecting bracket, but none was found.
File : munged\pc\wob_map.texture.req(1)...

ucft <--

2 Errors 0 Warnings

ERROR[levelpack WOB.req]:Expecting bracket, but none was found.
File : munged\pc\wob_map.texture.req(1)...

ucft <--
ERROR[levelpack WOB.req]:Expecting bracket, but none was found.
File : munged\pc\wob_map.texture.req(1)...

ucft <--

2 Errors 0 Warnings
lucasfart wrote:Could you post your bfront2.log? Your lua looks fine...
This is the bfront2.log you were talking about right?

Re: Multiple problems

Posted: Sun Aug 01, 2010 5:58 pm
by fiddler_on_the_roof
no they mean the one you get from running BF2modtools.exe from the battlefront2\gamedata folder

but what size(Y xZ) are those textures?

Re: Multiple problems

Posted: Sun Aug 01, 2010 6:39 pm
by linksith
I have the 1 disk set version of SWBF2 so BF2modtools wont work because it looks for a CD instead of a DVD. I thought it would work but it doesn't.
fiddler_on_the_roof wrote:but what size(Y xZ) are those textures?
The textures used in the map are the default settings. Why would that be important?

Re: Multiple problems

Posted: Sun Aug 01, 2010 6:43 pm
by Marvel4
linksith wrote:I have the 1 disk set version of SWBF2 so BF2modtools wont work because it looks for a CD instead of a DVD. I thought it would work but it doesn't.
Read the FAQ :wink:

Re: Multiple problems

Posted: Sun Aug 01, 2010 7:21 pm
by linksith
Thanks for the info Marvel4. Ok, now I have come across another problem, the heros won't show up and I have hardly any idea of what to do.

Re: Multiple problems

Posted: Sun Aug 01, 2010 7:23 pm
by Marvel4
Replace anakin with yoda and darthmaul with grievous.

Re: Multiple problems

Posted: Sun Aug 01, 2010 7:25 pm
by linksith
I did replace Anikin with yoda and Darth Maul with Grievous, in case you didn't read the LUA.

Re: Multiple problems

Posted: Sun Aug 01, 2010 7:27 pm
by Marvel4
linksith wrote:I did replace Anikin with yoda and Darth Maul with Grievous, in case you didn't read the LUA.
I did read it, and you didn't edit the ones under ReadDataFile.

Re: Multiple problems

Posted: Sun Aug 01, 2010 7:30 pm
by linksith
Oooooohhhhhhhh that's what I did wrong with the heros. Now it makes sense, thanks for pointing it out :thumbs: . I hope this fixes a few problems but that wouldn't explain why some cp's and objects wouldn't show up.

Re: Multiple problems

Posted: Sun Aug 01, 2010 7:32 pm
by Marvel4
linksith wrote:Oooooohhhhhhhh that's what I did wrong with the heros. Now it makes sense, thanks for pointing it out :thumbs: . I hope this fixes a few problems but that wouldn't explain why some cp's and objects wouldn't show up.
To solve this, the log should help. :)

Re: Multiple problems

Posted: Sun Aug 01, 2010 7:34 pm
by linksith
I'm not sure how to get a log, so how do Iget it?

Re: Multiple problems

Posted: Sun Aug 01, 2010 7:43 pm
by Marvel4
fiddler_on_the_roof wrote:no they mean the one you get from running BF2modtools.exe from the battlefront2\gamedata folder
The log appears in the same folder after you run the game.

Re: Multiple problems

Posted: Sun Aug 01, 2010 7:59 pm
by linksith
Thanks. Now that I know where it is it could be helpful but not to my understanding. There is too much in the log to the point that it won't let me put it in. :( Oh would cleaning the map work? I've never done a clean because I'm not sure what it does.

Re: Multiple problems

Posted: Sun Aug 01, 2010 8:02 pm
by fasty
Marvel4 wrote:
fiddler_on_the_roof wrote:no they mean the one you get from running BF2modtools.exe from the battlefront2\gamedata folder
The log appears in the same folder after you run the game.

Just my little contribution:
Sometimes in my case you have to click compatibility files to find the error log. :P

Re: Multiple problems

Posted: Sun Aug 01, 2010 8:03 pm
by Marvel4
Look for something about the missing objects.
You could try cleaning, maybe it helps.