hello to all, well this is my problem i want add the dwarf spider droid to mygeeto xl mod but this don't appear this is my lua file:
myg1c_xl.odf
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script --
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- 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()
--This sets up the actual objective. This needs to happen after cp's are defined
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()
end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
SetUberMode(1);
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
1-rofl all the "...8 ) turned into smilies in the lua
2-im not sure how youre going about adding it, but i would just add it to the cis side. if its not working it may be due to custom sides not working (you made it its own side) so if its custom sides go through the checklist:
-reqs working?
-odfs working?
-msh working?
-all side files copied?
etc...
obiboba3po wrote:1-rofl all the "...8 ) turned into smilies in the lua
2-im not sure how youre going about adding it, but i would just add it to the cis side. if its not working it may be due to custom sides not working (you made it its own side) so if its custom sides go through the checklist:
-reqs working?
-odfs working?
-msh working?
-all side files copied?
etc...
hope this helps
yes, all the sides, reqs,odfs and msh working i tested it before of add the dwarf spider droid for this reason the problem must be the lua file,could be the problem i want add 8 dwarf spider droids??
Last edited by Deviss on Mon Dec 08, 2008 5:53 pm, edited 1 time in total.
hmm...youre addwalkertype stats seem a bit odd:
AddWalkerType(0, 20)
AddWalkerType(2, 8 )
should be:
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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)
and then for the 2nd 0 how many of each you want. so what you would want is:
AddWalkerType(2, 1) -- 2x2 (2 pairs of legs) <--for one dwarf droid.
obiboba3po wrote:hmm...youre addwalkertype stats seem a bit odd:
AddWalkerType(0, 20)
AddWalkerType(2, 8 )
should be:
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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)
and then for the 2nd 0 how many of each you want. so what you would want is:
AddWalkerType(2, 1) -- 2x2 (2 pairs of legs) <--for one dwarf droid.
Frisbeetarian wrote:There's nothing wrong with how he put that, so long as he wanted 20 droidekas and 8 dwarf spider droids.
well so must i put less walkers for the dwarf spider droid appear??
i also tried put 3 droidekas and 3 dwarf spiders the same geonosis but dont appear the dwarf
this is my new lua but the dwark dont appear yet
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script --
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- 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()
--This sets up the actual objective. This needs to happen after cp's are defined
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()
end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
SetUberMode(1);
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
to a higher number, if you are intent on 20 droidekas and 8 spiders try putting in 30 instead of 8 (note I put in space after the 8 to get rid of the smiley)
to a higher number, if you are intent on 20 droidekas and 8 spiders try putting in 30 instead of 8 (note I put in space after the 8 to get rid of the smiley)
i tried that just how you said but don't appear yet this is my new lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script --
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- 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()
--This sets up the actual objective. This needs to happen after cp's are defined
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()
end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
SetUberMode(1);
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
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_rifle" missing high res geometry "cis_1st_weap_inf_rifle"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_pistol" missing high res geometry "cis_1st_weap_inf_pistol"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_rifle" missing high res geometry "cis_1st_weap_inf_rifle"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_pistol" missing high res geometry "cis_1st_weap_inf_pistol"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_sniper_rifle" missing high res geometry "cis_1st_weap_inf_sniperrifle"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_sniper_rifle" missing high res geometry "cis_1st_weap_inf_sniperrifle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(917)
Combo[43011e28]::State[ATTACK1]::Transition[ATTACK2]::If unexpected data [495b1788]
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2645)
Combo[43011e28]::State[ATTACK2]: unexpected data [495b1788]
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(917)
Combo[43011e28]::State[ATTACK2]::Transition[ATTACK3]::If unexpected data [495b1788]
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_bulldog" missing high res geometry "cis_1st_weap_inf_pistol"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1172)
Could not find odf "tur_bldg_recoilless_lg"!
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1222)
Attempting to build an object, newobjturret1, that does not have an .odf file associated with it
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_aat"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_hover_fightertank"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\myg1.lvl
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(668)
EntityClass "add_cis_player" not found
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(668)
EntityClass "add_rep_player" not found
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\CommandPost.cpp(493)
Command Post missing capture region "nil"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_rifle" missing high res geometry "cis_1st_weap_inf_rifle"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_pistol" missing high res geometry "cis_1st_weap_inf_pistol"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_rifle" missing high res geometry "cis_1st_weap_inf_rifle"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_pistol" missing high res geometry "cis_1st_weap_inf_pistol"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_sniper_rifle" missing high res geometry "cis_1st_weap_inf_sniperrifle"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_sniper_rifle" missing high res geometry "cis_1st_weap_inf_sniperrifle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(917)
Combo[43011e28]::State[ATTACK1]::Transition[ATTACK2]::If unexpected data [495b1788]
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2645)
Combo[43011e28]::State[ATTACK2]: unexpected data [495b1788]
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(917)
Combo[43011e28]::State[ATTACK2]::Transition[ATTACK3]::If unexpected data [495b1788]
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_bulldog" missing high res geometry "cis_1st_weap_inf_pistol"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1172)
Could not find odf "tur_bldg_recoilless_lg"!
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1222)
Attempting to build an object, newobjturret1, that does not have an .odf file associated with it
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_aat"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_hover_fightertank"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\myg1.lvl
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(668)
EntityClass "add_cis_player" not found
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(668)
EntityClass "add_rep_player" not found
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\CommandPost.cpp(493)
Command Post missing capture region "nil"
i make this but don't work yet and this is my new lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script --
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- 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()
--This sets up the actual objective. This needs to happen after cp's are defined
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()
end
function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
SetUberMode(1);
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
EDIT: i rename the dwarf spider droid to cis_hover_aat for this reason:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_aat"
very thanks teancum , and the spider spawn now but this fall for the avism here an image of the new problem: