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Why the reinforcement are not downing? [Solved]

Posted: Mon Apr 09, 2018 2:29 pm
by DaviidHL
I activated Ubermode and the reinforcement stayed in 150 all the match. After I removed Ubermode and reinforcement still in 150. Why?

This is my .lua
Hidden/Spoiler:
[code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("LinkedShield")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

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"}
cp5 = CommandPost:New{name = "Local_CP"}



--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}

att_obj1_aigoal = AddAIGoal(ATT, "Conquest", 100)
def_obj1_aigoal = AddAIGoal(DEF, "Conquest", 100)

--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:Start()
EnableSPHeroRules()


end

function SetupShields ()

local linkedShieldObjectsALL = { "myg1_prop_shield_generator2","myg1_prop_shield_generator20"}
shieldStuffALL = LinkedShields:New{objs = linkedShieldObjectsALL, controllerObject = "myg1_prop_shield_generator"}
shieldStuffALL:Init()

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(200)
SetMaxPlayerFlyHeight(100)


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


ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\\\des.lvl",
"all_inf_wookiee",
"all_inf_officer",
"ewk_inf_basic",
"geo_inf_geonosian",
"tat_inf_jawa")

ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_inf_pilot",
"all_inf_marine",
"all_fly_xwing_sc",
"all_hero_hansolo_tat")


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

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



SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_marine",1,4},
special = { "all_inf_pilot",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},

},
}
SetTeamName (3, "slave")
AddUnitClass (3, "all_inf_wookiee", 4,5)
AddUnitClass (3, "all_inf_officer", 1,5)
AddUnitClass (3, "ewk_inf_basic", 3,5)
AddUnitClass (3, "geo_inf_geonosian", 6,5)
AddUnitClass (3, "tat_inf_jawa", 6,5)
SetUnitCount (3, 20)
AddAIGoal(3, "Conquest", 100)
SetTeamAsEnemy(ATT,3) --sets Attacking team hostile towards team 3 (slave)
SetTeamAsEnemy(3,ATT) --sets team 3 (slave) hostile towards Attacking team
SetTeamAsFriend(DEF,3) --sets Defending team friendly towards team 3 (slave)
SetTeamAsFriend(3,DEF) -- sets team 3 (slave) friendly towards Defending team


AddUnitClass(ALL,"all_inf_marine",60,60)
AddUnitClass(ALL,"all_inf_pilot",60,60)

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_darthvader")

-- 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)

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:KSM\\KSM.lvl", "KSM_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_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\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

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(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);

AddDeathRegion("deathregion")
AddLandingRegion("cp3_landingregion")
AddLandingRegion("cp2_landingregion")
AddLandingRegion("cp1_landingregion")
AddLandingRegion("all_landingregion")


end
[/code]

Re: Why the reinforcement are not downing?

Posted: Mon Apr 09, 2018 3:11 pm
by DylanRocket
It seems you've defined "cp5" twice here:

Code: Select all

    --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"}
   cp5 = CommandPost:New{name = "Local_CP"}
Try changing the last one to "cp6" instead.

Re: Why the reinforcement are not downing?

Posted: Mon Apr 09, 2018 4:09 pm
by DaviidHL
Still in 150

Re: Why the reinforcement are not downing?

Posted: Mon Apr 09, 2018 5:46 pm
by AQT
DaviidHL wrote:

Code: Select all

team = ALL,
...
reinforcements = 150,
...
team = IMP,
...
reinforcements = 150,
You have the reinforcement count set to 150 for both teams. What did you want/expect the reinforcement count to change to?

Re: Why the reinforcement are not downing?

Posted: Mon Apr 09, 2018 8:16 pm
by Marth8880
DaviidHL wrote:Still in 150
What did you do to correct the duplicate cp5 issue?

Re: Why the reinforcement are not downing?

Posted: Tue Apr 10, 2018 6:11 am
by DaviidHL
I wanted put 300 reinforcement, but I saw that no worked and I putted 150 again, but not worked.

EDIT
I changed the last CP5 to CP6.

Re: Why the reinforcement are not downing?

Posted: Tue Apr 10, 2018 1:40 pm
by Marth8880
DaviidHL wrote:I changed the last CP5 to CP6.
Did you make sure to keep the capitalization the same between `cp6 = blahblahblah` and `conquest:AddCommandPost(cp6)`? Could we please see the relevant code?

Re: Why the reinforcement are not downing?

Posted: Tue Apr 10, 2018 2:37 pm
by DaviidHL
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

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 = "Local_CP"}



--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}

att_obj1_aigoal = AddAIGoal(ATT, "Conquest", 100)
def_obj1_aigoal = AddAIGoal(DEF, "Conquest", 100)

--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:Start()
SetUberMode(1);
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(280)
SetMaxPlayerFlyHeight(100)


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


ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\\\des.lvl",
"all_inf_wookiee",
"all_inf_officer",
"ewk_inf_basic",
"tat_inf_jawa",
"geo_inf_geonosian")

ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_inf_pilot",
"all_inf_marine",
"all_fly_xwing_sc",
"all_hero_hansolo_tat")


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

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



SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 200,
soldier = { "all_inf_rifleman",8},
officer = { "all_inf_marine",2},
assault = { "all_inf_rocketeer",2},
engineer = { "all_inf_engineer",3},
sniper = { "all_inf_sniper",3},
special = { "all_inf_pilot",2},

},
imp = {
team = IMP,
units = 30,
reinforcements = 200,
soldier = { "imp_inf_rifleman",12},
assault = { "imp_inf_rocketeer",2},
engineer = { "imp_inf_engineer",5},
sniper = { "imp_inf_sniper",5},
officer = { "imp_inf_officer",3},
special = { "imp_inf_dark_trooper",3},

},
}
SetTeamName (3, "slave")
AddUnitClass (3, "all_inf_wookiee", 4,5)
AddUnitClass (3, "all_inf_officer", 1,5)
AddUnitClass (3, "ewk_inf_basic", 3,5)
AddUnitClass (3, "geo_inf_geonosian", 6,5)
AddUnitClass (3, "tat_inf_jawa", 6,5)
SetUnitCount (3, 15)
AddAIGoal(3, "Conquest", 100)
SetTeamAsEnemy(ATT,3) --sets Attacking team hostile towards team 3 (slave)
SetTeamAsEnemy(3,ATT) --sets team 3 (slave) hostile towards Attacking team
SetTeamAsFriend(DEF,3) --sets Defending team friendly towards team 3 (slave)
SetTeamAsFriend(3,DEF) -- sets team 3 (slave) friendly towards Defending team


AddUnitClass(ALL,"all_inf_marine",60,60)
AddUnitClass(ALL,"all_inf_pilot",60,60)

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_darthvader")

-- 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)

local function ForceShieldDest()
KillObject("myg1_prop_shield_generator");
end

OnObjectKillName(ForceShieldDest, "myg1_prop_shield_generator1","myg1_prop_shield_generator2","myg1_prop_energy_collector_shield");


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:KSM\\KSM.lvl", "KSM_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_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\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

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(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);

AddDeathRegion("deathregion")
AddLandingRegion("cp3_landingregion")
AddLandingRegion("cp2_landingregion")
AddLandingRegion("cp1_landingregion")
AddLandingRegion("all_landingregion")


end
[/code]

Re: Why the reinforcement are not downing?

Posted: Wed Apr 11, 2018 12:08 am
by Marth8880
I don't know if this is causing the issue described, but:

Code: Select all

ReadDataFile("SIDE\\\\des.lvl",
                     "all_inf_wookiee",
                  "all_inf_officer",
                  "ewk_inf_basic",
                  "tat_inf_jawa",
                  "geo_inf_geonosian")
You definitely should not have 4 backslashes there like that - it should only be 2.

Also this:

Code: Select all

   local function ForceShieldDest()
   KillObject("myg1_prop_shield_generator");
   end

OnObjectKillName(ForceShieldDest, "myg1_prop_shield_generator1","myg1_prop_shield_generator2","myg1_prop_energy_collector_shield");
should be in ScriptPostLoad.

Re: Why the reinforcement are not downing?

Posted: Wed Apr 11, 2018 2:45 pm
by DaviidHL
I removed this

Code: Select all

local function ForceShieldDest()
   KillObject("myg1_prop_shield_generator");
   end

OnObjectKillName(ForceShieldDest, "myg1_prop_shield_generator1","myg1_prop_shield_generator2","myg1_prop_energy_collector_shield");
and I erase some classes

Code: Select all

	ReadDataFile("SIDE\\\\des.lvl",
                     "all_inf_wookiee",
						"all_inf_officer")
and still not working :(

Re: Why the reinforcement are not downing?

Posted: Wed Apr 11, 2018 8:01 pm
by Calrissian97
I think you should read what Marth said more carefully...

Re: Why the reinforcement are not downing?

Posted: Thu Apr 12, 2018 2:01 am
by Marth8880
What I meant was this:

Code: Select all

ReadDataFile("SIDE\\\\des.lvl",
should be this:

Code: Select all

ReadDataFile("SIDE\\des.lvl",
;)

Re: Why the reinforcement are not downing?

Posted: Sun Apr 15, 2018 8:49 am
by DaviidHL
I solved!
Only I Changed Cp's name

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    --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 = "Local_CP"}
to

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    --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"}