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Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Sun Feb 24, 2008 12:02 pm
by Grev
Thats not you. Its the other units that spawn. Since you spawn at the same time, you think its you, but it isnt. One of your edited units is causing the crash. Or at least one.

Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Sun Feb 24, 2008 12:41 pm
by SilvaDalek
I set bots to zero and whoever I spawn with crashes the map :?!

Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Sun Feb 24, 2008 2:25 pm
by woner11
Post your lua and check your reqs, odfs and such.

Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Sun Feb 24, 2008 2:58 pm
by SilvaDalek
Hidden/Spoiler:
[code]--
-- 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"}


--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: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(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",50)
SetMemoryPoolSize ("Combo",60) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",700) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",700) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",700) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",600) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",150) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc: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("dc:SIDE\\jed.lvl",
"jed_knight_02",
"jed_knight_01",
"jed_knight_03",
"jed_knight_04",
"jed_master_01",
"jed_runner")


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

SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 400,
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 = 50,
reinforcements = 500,
soldier = { "jed_knight_02",9, 25},
assault = { "jed_knight_03",9, 25},
engineer = { "jed_knight_04",9, 25},
sniper = { "jed_knight_01",9, 25},
}
}

SetHeroClass(CIS, "jed_master_01")
SetHeroClass(REP, "rep_hero_anakin")


-- 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:ETP\\ETP.lvl", "ETP_conquest")
ReadDataFile("dc:ETP\\ETP.lvl", "ETP_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

[/code]
Which reqs would you recommend checking in this instance?

Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Sun Feb 24, 2008 3:43 pm
by Grev
Get rid of all the stuff you arent using, like the jed runner. Dnt even know what that is.

Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Sun Feb 24, 2008 3:46 pm
by SilvaDalek
I'm using him lol. Look in the jed req and you'll see most of this stuff.

Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Sun Feb 24, 2008 5:04 pm
by woner11
Forget what I said about posting your req. He may be in the req, but I don't believe he is in the odfs unless he is a creation. Take him out and see what happens. Also, I am not sure if this makes any difference or if it is supposed to be there, but I thought it should have a comma at this part:
Hidden/Spoiler:
team = CIS,
units = 50,
reinforcements = 500,
soldier = { "jed_knight_02",9, 25},
assault = { "jed_knight_03",9, 25},
engineer = { "jed_knight_04",9, 25},
sniper = { "jed_knight_01",9, 25},
},
}

Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Sun Feb 24, 2008 5:12 pm
by SilvaDalek
No comma there. He is actually in the default jed side... :wink:

Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Sun Feb 24, 2008 5:55 pm
by woner11
My mistake. Could it possibly be something in your map?

Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Sun Feb 24, 2008 6:24 pm
by SilvaDalek
Should I remove the cps I added? I can't think of anything that would crash . . .

No award weapons can't crash right?

Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Mon Feb 25, 2008 12:08 am
by woner11
An award weapon might be able to, but it is highly unlikely. Try removing the cp if it isn't too much trouble.

Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Fri Feb 29, 2008 11:48 pm
by SilvaDalek
I don't get it. If this issue doesn't get fixed soon, I'm skipping this and using the plot later.

"Earth: A Dalek" is going very well. Got a sweet guard and should work out!

Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Sun Mar 16, 2008 10:31 am
by venort
nice.

Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Sun Mar 16, 2008 11:23 am
by woner11
What can I do?

Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Sun Mar 16, 2008 7:13 pm
by obiboba3po
Lookin good sliver dalek!! :thumbs:

Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Wed Mar 19, 2008 5:11 pm
by SilvaDalek
We're back! More work is being done . . . Soon this map will be a beta . . . :P

Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Thu Mar 20, 2008 6:14 pm
by SilvaDalek
I didn't? Oops. I'll throw 'em togather now. :P

Re: WIP - Earth: The Possessed (Doctor Who Map!)

Posted: Mon May 26, 2008 3:32 am
by venort
I've recently taken a break from SWBFII to play various other games. this is coming on nicely, I can't wait for the beta.