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Local Team Unitcount

Posted: Mon Jul 21, 2008 5:32 pm
by Aman/Pinguin
Well...
I will explain it short:

This is what I have in my .LUA:

Code: Select all

	SetTeamName(4, "egg")
    	SetTeamIcon(4, "imp_icon")
    	AddUnitClass(4, "egg_1", 90,100)
    	AddUnitClass(4, "egg_2", 90,100)
    	AddUnitClass(4, "egg_3", 90,100)
    
    	SetUnitCount(4, 300)
	AddAIGoal(Eggs, "Deathmatch", 100)
	SetTeamAsEnemy(ATT,4)
    	SetTeamAsEnemy(4,ATT)
    	SetTeamAsEnemy(DEF,4)
    	SetTeamAsEnemy(4,DEF)  
You will probably notice the high unit counts.
Problem: There spawn only like 10 eggs, thats definitively not enough.

I already tried it with Ubermode, didn't help.

Hopefully someone knows my failure / a way.

Thanks in advance.

Re: Local Team Unitcount

Posted: Mon Jul 21, 2008 9:21 pm
by [RDH]Zerted
Did you give team 4 any reinforcements?
If there is a problem spawning units, its sometimes in the error log.

Re: Local Team Unitcount

Posted: Tue Jul 22, 2008 4:00 am
by Aman/Pinguin
No I didn't, all lines I made for team 4 are in my first post. (Except Eggs = 4 at the top of my script)
Also there are no unusual errors in my logs... :?

Except this one...

Code: Select all

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Controllable.cpp(383)
trying to AddController to a Controllable that already has one.
(x5)

I don't think it has anything to do with my problem though... :|

Re: Local Team Unitcount

Posted: Tue Jul 22, 2008 4:18 am
by MandeRek
For huge amounts you need to SetUberMode (1), btw, are those my eggs? :lol:

Re: Local Team Unitcount

Posted: Tue Jul 22, 2008 7:04 am
by Aman/Pinguin
1. Read my full first post, not only a part of it. ;)
2. Yes. Just bigger. :P

Re: Local Team Unitcount

Posted: Tue Jul 22, 2008 8:48 am
by [RDH]Zerted
Aman/Pinguin wrote:No I didn't...
So did you try increasing the reinforcement count or just said you didn't do it?

Re: Local Team Unitcount

Posted: Tue Jul 22, 2008 8:49 am
by Teancum
One thing that could be an issue is that your using SetUnitCount() after you've already set up the units. So it's loading the default number of units before, then increasing the total number after, which means you'd have 10 eggs at a time, but they'd keep respawning until 300.

Re: Local Team Unitcount

Posted: Tue Jul 22, 2008 8:52 am
by Aman/Pinguin
[RDH]Zerted wrote:
Aman/Pinguin wrote:No I didn't...
So did you try increasing the reinforcement count or just said you didn't do it?
I didn't do it. Should I?
Teancum wrote:One thing that could be an issue is that your using SetUnitCount() after you've already set up the units. So it's loading the default number of units before, then increasing the total number after, which means you'd have 10 eggs at a time, but they'd keep respawning until 300.
Thanks I will try placing that line infront of the unit setup. :)

EDIT: No success.

EDIT2: Even this one didn't work (still only like 10 eggs):

Code: Select all

    SetupTeams{ 
        eastereggs = {
            team = Eggs,
            units = 300,
            reinforcements = -1,
            soldier  = { "egg_1",90, 100},
            assault  = { "egg_2",90, 100},
            engineer = { "egg_3",90, 100},
        }
    }

Re: Local Team Unitcount

Posted: Wed Jul 23, 2008 4:56 am
by Aman/Pinguin
Seems like nobody knows a solution, I will just add more teams with the same unit setup then...
Still, if someone knows whats wrong, please post. <.<