Check my .lua, sith yoda side wont load [Solved]

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4l4ny4ng
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Posts: 18
Joined: Wed Aug 13, 2008 4:57 pm

Check my .lua, sith yoda side wont load [Solved]

Post by 4l4ny4ng »

i made a darthyoda called yod_darthyoda under the side yod...to test him i copied the geonosis map into a map i called yod, and munged but when i load it loads all the red circles then exits to desktop heres my lua...it ran fine without the darth yoda so idk...dont tell me its the readdatafile for geo1.lvl because i did that on purpos...
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

---------------------------------------------------------------------------
-- 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()
AddAIGoal(3, "Deathmatch", 100)
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text =

"level.geo1.objectives.conquest", 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(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()

EnableSPHeroRules()

AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")

end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")

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

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_engineer",
"rep_hero_macewindu",
"rep_walk_atte")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
--"cis_hover_stap",
"cis_walk_spider")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")
ReadDataFile("dc:SIDE\\yod.lvl",
"yod_darthyoda")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponcnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 28,
reinforcements = 150,
soldier = { "yod_darthyoda",10, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 28,
reinforcements = 150,
soldier = { "cis_inf_rifleman",10, 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(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")


-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)

-- Local Stats
SetTeamName(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "rep_inf_jedimale",1)
--AddUnitClass(4, "rep_inf_jedimaleb",1)
--AddUnitClass(4, "rep_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)

ReadDataFile("GEO\\geo1.lvl", "geo1_conquest")

SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)



-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)

-- Sound

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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

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_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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")


--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")

SetAttackingTeam(ATT)

--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201,

26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874,

122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568,

-49.293945, -69.571136)
end[/code]
edit: solved...you guys didnt point out my lua problem, anyways i found it...i loaded the rep rifleman and didnt use him so it crashed i changed it and it works...
Last edited by 4l4ny4ng on Sat Aug 16, 2008 4:24 pm, edited 3 times in total.
computergeek
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Re: check my .lua sith yoda side wont load

Post by computergeek »

Run the BF2_Modtools and post your BFront.log
If you don't know how to do this


Question - I have the CD version of SWBF2 and I get a bink32.dll error when trying to launch the BF2_modtools.exe, what's wrong?
Answer - Put the BF2_modtools.exe in the same directory as your battlefront2.exe, usually \LucasArts\Star Wars Battlefront II\GameData, then you can launch BF2_modtools.exe to get a BFront2.log located in that same directory.

From the FAQ/Everything you need to know thread (Thanks Tean!)
4l4ny4ng
Private Recruit
Posts: 18
Joined: Wed Aug 13, 2008 4:57 pm

Re: check my .lua sith yoda side wont load

Post by 4l4ny4ng »

computergeek wrote:Run the BF2_Modtools and post your BFront.log
If you don't know how to do this


Question - I have the CD version of SWBF2 and I get a bink32.dll error when trying to launch the BF2_modtools.exe, what's wrong?
Answer - Put the BF2_modtools.exe in the same directory as your battlefront2.exe, usually \LucasArts\Star Wars Battlefront II\GameData, then you can launch BF2_modtools.exe to get a BFront2.log located in that same directory.

From the FAQ/Everything you need to know thread (Thanks Tean!)
i lost my dvd and its asking me to insert the dvd....Edited: No profanities on gametoast please. Staff.

anyways can some1 test it...its a small file because it uses the packaged geo1 map from the data file...


Edit
also could it be that i need to change the poolsize for "hover" because i want like 25 yodas...
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