Ambush error not stated in the ambush topic +other problems

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somen00b

Ambush error not stated in the ambush topic +other problems

Post by somen00b »

I made a map and when I enter the ambush region, the ambushers spawn in the wrong place, the path nodes are within site of the region ( I can see them running around if I head for the center of the map) I would like to fix this so they spawn on the path I set out for them. My map is basically endor with one extra path and one extra region they are both in the base layer, the region has the right name in the box on the right.

Apart from memorypools, the usual endor errors (INVEHICLE) and duplicate effect class name, this is the only error
Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `AddCommandPost'
(none): in function `ScriptPostLoad'
Here is my lua:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

Ambushteam = 6
ATM = Ambushteam

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
cp1 = CommandPost:New{name = "CP1"}
cp2 = CommandPost:New{name = "CP2"}
cp4 = CommandPost:New{name = "CP4"}
cp5 = CommandPost:New{name = "CP5"}
cp6 = CommandPost:New{name = "CP6"}
cp10 = CommandPost:New{name = "CP10"}

--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(CP4)
conquest:AddCommandPost(CP5)
conquest:AddCommandPost(CP6)
conquest:AddCommandPost(CP10)

conquest:Start()

Ambushteam = 6
ATM = Ambushteam

DisableAIAutoBalance()

EnableSPHeroRules()

SetupAmbushTrigger(AMBUSH1, AMBUSH1PATH, 3, 6)

end

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
StealArtistHeap(1150*1024)

-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(2097152 + 65536 * 8)
SetMemoryPoolSize("Combo", 30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize("Combo::State", 360) -- should be ~12x #Combo
SetMemoryPoolSize("Combo::Transition", 377) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize("Combo::Condition", 377) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize("Combo::Attack", 360) -- should be ~8-12x #Combo
SetMemoryPoolSize("Combo::DamageSample", 4320) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize("Combo::Deflect", 30) -- should be ~1x #combo
SetMemoryPoolSize("SoldierAnimation", 2300)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1270)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1270)

ReadDataFile("ingame.lvl")

SetWorldExtents(1277.3)

local ALL = 1
local IMP = 2
local ATT = 1
local DEF = 2
local ATM = 5

ReadDataFile("sound\\end.lvl;end1gcw")

SetTeamAggressiveness(ALL, 1.0)
SetTeamAggressiveness(IMP, 1.0)

SetMaxFlyHeight(43)
SetMaxPlayerFlyHeight(65)

ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_jungle",
"all_inf_marine",
"all_inf_engineer_jungle",
"all_inf_sniper_jungle",
"all_inf_officer_jungle",
"all_inf_rocketeer",
"all_inf_wookiee")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_hover_speederbike",
"imp_walk_atst_jungle")

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

ReadDataFile("SIDE\\jed.lvl",
"jed_master_01",
"jed_master_02",
"jed_master_03")

ReadDataFile("SIDE\\ewk.lvl",
"ewk_inf_basic")

SetupTeams{
all = {
team = ALL,
units = 29,
reinforcements = 150,
soldier = { "all_inf_rifleman_jungle",10, 25},
assault = { "all_inf_marine",1,4},
engineer = { "all_inf_engineer_jungle",1,4},
sniper = { "all_inf_sniper_jungle",1,4},
officer = {"all_inf_officer_jungle",1,4},
special = { "all_inf_wookiee",1,4},
},
imp = {
team = IMP,
units = 70,
reinforcements = 390,
soldier = { "imp_inf_rifleman",25, 45},
assault = { "imp_inf_rocketeer",4,5},
engineer = { "imp_inf_engineer",4,5},
sniper = { "imp_inf_sniper",4,5},
officer = {"imp_inf_officer",4,5},
special = { "imp_inf_dark_trooper",4,5},
},

ATM = {
team = ATM,
units = 3,
reinforcements = -1,
soldier = { "jed_master_01",1, 1},
assault = { "jed_master_02",1,1},
engineer = { "jed_master_03",1,1},
}
}

SetTeamAsFriend(ATM,ATT)
SetTeamAsEnemy(ATM,DEF)
SetTeamAsFriend(ATT, ATM)
SetTeamAsEnemy(DEF, ATM)
ClearAIGoals(ATM)
AddAIGoal(ATM, "Deathmatch", 100)

SetHeroClass(ALL, "all_inf_rocketeer")
SetHeroClass(DEF, "imp_hero_darthvader")

---[[ Ewoks
SetTeamName(3, "locals")
AddUnitClass(3, "ewk_inf_trooper", 3)
AddUnitClass(3, "ewk_inf_repair", 3)
SetUnitCount(3, 6)



SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(3,DEF)
SetTeamAsFriend(ATT, 3)
SetTeamAsEnemy(DEF, 3)


--]]

---[[ Jedi
--SetTeamName(5, "ambushteam")
--AddUnitClass(5, "jed_master_01", 1)
--AddUnitClass(5, "jed_master_02", 1)
--AddUnitClass(5, "jed_master_03", 1)
--SetUnitCount(5, 3)



--SetTeamAsFriend(5,ATT)
--SetTeamAsEnemy(5,DEF)
--SetTeamAsFriend(ATT, 5)
--SetTeamAsEnemy(DEF, 5)

--]]

--temp until you rescript this mission
AddAIGoal(1,"Conquest",100);
AddAIGoal(2,"Conquest",100);
AddAIGoal(3,"Conquest",100);
--temp until you rescript this mission

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- droidekas(special case: 0 leg pairs)
AddWalkerType(1, 3) -- ATSTs (1 leg pair)
AddWalkerType(2, 0) -- spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- attes with 3 leg pairs each

local weaponCnt = 240
SetMemoryPoolSize("ActiveRegion", 4)
SetMemoryPoolSize("Aimer", 27)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 9) -- 3xATST + rocket upgrade
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 23)
SetMemoryPoolSize("EntityMine", 8)
SetMemoryPoolSize("EntitySoundStatic", 95)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 6)
SetMemoryPoolSize("Navigator", 39)
SetMemoryPoolSize("Obstacle", 745)
SetMemoryPoolSize("PathFollower", 49)
SetMemoryPoolSize("PathNode", 130)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("SoundSpaceRegion", 6)
SetMemoryPoolSize("TentacleSimulator", 14)
SetMemoryPoolSize("TreeGridStack", 600)
SetMemoryPoolSize("UnitAgent", 39)
SetMemoryPoolSize("UnitController", 39)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("end\\end1.lvl", "end1_conquest")
SetDenseEnvironment("true")
AddDeathRegion("deathregion")
SetStayInTurrets(1)

-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\end.lvl", "end1gcw")
OpenAudioStream("sound\\end.lvl", "end1gcw")
OpenAudioStream("sound\\end.lvl", "end1gcw_emt")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")

SetAmbientMusic(ALL, 1.0, "all_end_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_end_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_end_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_end_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_end_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_end_amb_end", 2,1)

SetVictoryMusic(ALL, "all_end_amb_victory")
SetDefeatMusic(ALL, "all_end_amb_defeat")
SetVictoryMusic(IMP, "imp_end_amb_victory")
SetDefeatMusic(IMP, "imp_end_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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")

SetAttackingTeam(ATT)

--Endor
--Shield Bunker
AddCameraShot(0.997654, 0.066982, 0.014139, -0.000949, 155.137131, 0.911505, -138.077072)
--Village
AddCameraShot(0.729761, 0.019262, 0.683194, -0.018033, -98.584869, 0.295284, 263.239288)
--Village
AddCameraShot(0.694277, 0.005100, 0.719671, -0.005287, -11.105947, -2.753207, 67.982201)
end
Any ideas?

P.S. could someone script a timer that waits for x seconds does a function, and repeats?
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[RDH]Zerted
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RE: Ambush error not stated in the ambush topic +other probl

Post by [RDH]Zerted »

I don't remember if Lua cares about case. Change your conquest:AddCommandPost( [cp var] ) to match the [cp var] = CommandPost:New{name = "[cp name]"}
somen00b

Post by somen00b »

1.The map only started after I switched the CP names to the way they are

2. how is this going to help my ambush problem

I think it might be that my path name is too long I will edit if that is the case
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[RDH]Zerted
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Posts: 2982
Joined: Sun Feb 26, 2006 7:36 am
Projects :: Bos Wars AI - a RTS game
Games I'm Playing :: SWBF2 and Bos Wars
xbox live or psn: No gamertag set
Location: USA
Contact:

Post by [RDH]Zerted »

The error you posted says at least one of your AddCommandPost() is messed up.
xwingguy

Post by xwingguy »

What zerted told you fixes the nasty nil callback in the bfront2 log.

fixing your ambush...look at this:

Code: Select all

SetupAmbushTrigger(AMBUSH1, AMBUSH1PATH, 3, 6)
anything you place in zeroeditor needs quotes when mentioned in lua.
so it should be this:

Code: Select all

SetupAmbushTrigger("AMBUSH1", "AMBUSH1PATH", 3, 6)
somen00b

Post by somen00b »

I am getting new errors now, the ambushers spawn before I reach the region I forgot to mention I butchered the ambush script by commanting out the line that reads: "numSpawned = numSpawned + 1" I am trying to make it spawn another ambusher if one dies indefinitly I will try it without that if my current munge fails
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[RDH]Zerted
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Posts: 2982
Joined: Sun Feb 26, 2006 7:36 am
Projects :: Bos Wars AI - a RTS game
Games I'm Playing :: SWBF2 and Bos Wars
xbox live or psn: No gamertag set
Location: USA
Contact:

Post by [RDH]Zerted »

That is not how to go about spawning another unit after one dies. You will need an OnCharacterDeath event response (a team filter would be good) and must force spawn the unit back into the game.
somen00b

Post by somen00b »

I dropped the ambush script edit, now the game can't find the ambush region I copied and pasted it with quotes, double checked the RGN file, it's in the base layer like the turtorial says. HELP! If you need more info just ask.
somen00b

Post by somen00b »

I worked on this some more and I tried to use this function in script post load:
OnCharacterDispensePowerup(
function(character)
Ambush("ambushpath", 3, 5)
end
)
to spawn the ambushers when I throw a powerup as a test, they now constantly spawn.... on the other side of the map! Fixing the function so it works would be nice (do I have to call it?) but can I get the ambushers to spawn whre they should spawn?

here is a screen shot of the path in ZE
Image

here is my newer LUA:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

Ambushteam = 6
ATM = Ambushteam

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
cp1 = CommandPost:New{name = "CP1"}
cp2 = CommandPost:New{name = "CP2"}
cp4 = CommandPost:New{name = "CP4"}
cp5 = CommandPost:New{name = "CP5"}
cp6 = CommandPost:New{name = "CP6"}
cp10 = CommandPost:New{name = "CP10"}
cp11 = CommandPost:New{name = "panel"}

--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(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:Start()

Ambushteam = 6
ATM = Ambushteam

DisableAIAutoBalance()

EnableSPHeroRules()

OnCharacterDispensePowerup(
function(character)
Ambush("ambushpath", 3, 5)
end
)

-- SetupAmbushTrigger("ambushregion", "ambushpath", 3, 6)

end

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
StealArtistHeap(1150*1024)

-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(2097152 + 65536 * 8)
SetMemoryPoolSize("Combo", 30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize("Combo::State", 360) -- should be ~12x #Combo
SetMemoryPoolSize("Combo::Transition", 377) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize("Combo::Condition", 377) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize("Combo::Attack", 360) -- should be ~8-12x #Combo
SetMemoryPoolSize("Combo::DamageSample", 4320) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize("Combo::Deflect", 30) -- should be ~1x #combo
SetMemoryPoolSize("SoldierAnimation", 2300)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1270)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1800)

ReadDataFile("ingame.lvl")

SetWorldExtents(1277.3)

local ALL = 1
local IMP = 2
local ATT = 1
local DEF = 2
local ATM = 5

ReadDataFile("sound\\end.lvl;end1gcw")

SetTeamAggressiveness(ALL, 1.0)
SetTeamAggressiveness(IMP, 1.0)

SetMaxFlyHeight(43)
SetMaxPlayerFlyHeight(65)

ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_jungle",
"all_inf_marine",
"all_inf_engineer_jungle",
"all_inf_sniper_jungle",
"all_inf_officer_jungle",
"all_inf_rocketeer",
"all_inf_wookiee")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_hover_speederbike",
"imp_walk_atst_jungle")

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

ReadDataFile("SIDE\\jed.lvl",
"jed_master_01",
"jed_master_02",
"jed_master_03")

ReadDataFile("SIDE\\ewk.lvl",
"ewk_inf_basic")

SetupTeams{
all = {
team = ALL,
units = 29,
reinforcements = 150,
soldier = { "all_inf_rifleman_jungle",10, 25},
assault = { "all_inf_marine",1,4},
engineer = { "all_inf_engineer_jungle",1,4},
sniper = { "all_inf_sniper_jungle",1,4},
officer = {"all_inf_officer_jungle",1,4},
special = { "all_inf_wookiee",1,4},
},
imp = {
team = IMP,
units = 70,
reinforcements = 390,
soldier = { "imp_inf_rifleman",25, 45},
assault = { "imp_inf_rocketeer",4,5},
engineer = { "imp_inf_engineer",4,5},
sniper = { "imp_inf_sniper",4,5},
officer = {"imp_inf_officer",4,5},
special = { "imp_inf_dark_trooper",4,5},
},
ATM = {
team = ATM,
units = 3,
reinforcements = -1,
soldier = { "jed_master_01",1, 1},
assault = { "jed_master_02",1,1},
engineer = { "jed_master_03",1,1},
}
}

SetTeamAsFriend(ATM,ATT)
SetTeamAsEnemy(ATM,DEF)
SetTeamAsFriend(ATT, ATM)
SetTeamAsEnemy(DEF, ATM)
ClearAIGoals(ATM)
SetTeamAsFriend(ATM,3)
SetTeamAsFriend(3,ATM)
AddAIGoal(ATM, "Deathmatch", 100)

SetHeroClass(ALL, "all_inf_rocketeer")
SetHeroClass(DEF, "imp_hero_darthvader")

---[[ Ewoks
SetTeamName(3, "locals")
AddUnitClass(3, "ewk_inf_trooper", 3)
AddUnitClass(3, "ewk_inf_repair", 3)
SetUnitCount(3, 6)



SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(3,DEF)
SetTeamAsFriend(ATT, 3)
SetTeamAsEnemy(DEF, 3)


--]]

---[[ Jedi
--SetTeamName(5, "ambushteam")
--AddUnitClass(5, "jed_master_01", 1)
--AddUnitClass(5, "jed_master_02", 1)
--AddUnitClass(5, "jed_master_03", 1)
--SetUnitCount(5, 3)



--SetTeamAsFriend(5,ATT)
--SetTeamAsEnemy(5,DEF)
--SetTeamAsFriend(ATT, 5)
--SetTeamAsEnemy(DEF, 5)

--]]

--temp until you rescript this mission
AddAIGoal(1,"Conquest",100);
AddAIGoal(2,"Conquest",100);
AddAIGoal(3,"Conquest",100);
--temp until you rescript this mission

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- droidekas(special case: 0 leg pairs)
AddWalkerType(1, 3) -- ATSTs (1 leg pair)
AddWalkerType(2, 0) -- spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- attes with 3 leg pairs each

local weaponCnt = 240
SetMemoryPoolSize("ActiveRegion", 4)
SetMemoryPoolSize("Aimer", 27)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 9) -- 3xATST + rocket upgrade
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 23)
SetMemoryPoolSize("EntityMine", 8)
SetMemoryPoolSize("EntitySoundStatic", 95)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 6)
SetMemoryPoolSize("Navigator", 39)
SetMemoryPoolSize("Obstacle", 745)
SetMemoryPoolSize("PathFollower", 49)
SetMemoryPoolSize("PathNode", 130)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("SoundSpaceRegion", 6)
SetMemoryPoolSize("TentacleSimulator", 14)
SetMemoryPoolSize("TreeGridStack", 600)
SetMemoryPoolSize("UnitAgent", 39)
SetMemoryPoolSize("UnitController", 39)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("end\\end1.lvl", "end1_conquest")
SetDenseEnvironment("true")
AddDeathRegion("deathregion")
SetStayInTurrets(1)

-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\end.lvl", "end1gcw")
OpenAudioStream("sound\\end.lvl", "end1gcw")
OpenAudioStream("sound\\end.lvl", "end1gcw_emt")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")

SetAmbientMusic(ALL, 1.0, "all_end_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_end_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_end_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_end_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_end_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_end_amb_end", 2,1)

SetVictoryMusic(ALL, "all_end_amb_victory")
SetDefeatMusic(ALL, "all_end_amb_defeat")
SetVictoryMusic(IMP, "imp_end_amb_victory")
SetDefeatMusic(IMP, "imp_end_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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")

SetAttackingTeam(ATT)

--Endor
--Shield Bunker
AddCameraShot(0.997654, 0.066982, 0.014139, -0.000949, 155.137131, 0.911505, -138.077072)
--Village
AddCameraShot(0.729761, 0.019262, 0.683194, -0.018033, -98.584869, 0.295284, 263.239288)
--Village
AddCameraShot(0.694277, 0.005100, 0.719671, -0.005287, -11.105947, -2.753207, 67.982201)
end
Please help, I will put you inthe credits of my mod if you fix this!

Note to moderators, I think it is ok to ressurect my own topic because it wasn't solved, if not please tell me
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[RDH]Zerted
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Post by [RDH]Zerted »

The units will spawn at the location of the path you give it.
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