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Posted: Sun Jul 23, 2006 11:55 am
by Hebes24
Edit: wait, reinfocements?? it should be reinforcements. that might be the problem.
I already fixed that. I'll try the other thing.

Edit: BAH!!! still getting the same error message as above!!:evil:

Edit2: :3po: "wait! wait!" The region was not named ambushregion!!

Edit3: BAH!!! still getting the same error message as above!!:evil:

here is mu updated LUA
Hidden/Spoiler:
[quote="c_con.lua"]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
AmbushTeam = 5
ATM = AmbushTeam

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"}



--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:Start()

EnableSPHeroRules()
SetupAmbush("ambushregion", "ambushpath", 6, 5)

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()

--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(150)
SetMaxPlayerFlyHeight (150)

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\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_kiyadimundi",
"rep_hover_barcspeeder",
"rep_fly_anakinstarfighter_sc")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_pilot",
"cis_inf_marine",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_fly_tridroidfighter")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
pilot = { "rep_inf_ep3_pilot",1, 4},
marine = { "rep_inf_ep3_marine",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
pilot = { "cis_inf_pilot",1, 4},
marine = { "cis_inf_marine",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
},

atm = {
team = ATM,
units = 6,
reinforcements = -1,
soldier = { "cis_inf_rifleman", 6, 6},
}
}

SetTeamName(ATM, CIS)
SetTeamAsFriend(ATM, CIS)
SetTeamAsFriend(CIS, ATM)
SetTeamAsEnemy(ATM, REP)
SetTeamAsEnemy(REP, ATM)
ClearAIGoals(ATM)
AddAIGoal(ATM, "Deathmatch", 100)

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_kiyadimundi")


-- 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:TST\\TST.lvl", "TST_conquest")
ReadDataFile("dc:TST\\TST.lvl", "TST_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

[/quote]

Posted: Sun Jul 23, 2006 12:49 pm
by xwingguy
comment out the set team name line and see what happens.

Posted: Sun Jul 23, 2006 12:53 pm
by Hebes24
I meant this severity 3
Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `SetupAmbush' (a nil value)
stack traceback:
(none): in function `ScriptPostLoad'
what does "comment out" mean? just delete it?

Posted: Sun Jul 23, 2006 12:54 pm
by Chamboozer
Can an AI ambush be done with vehicles, you know, have 6 spider walkers spawn when you enter an area like in the tutorial

Posted: Sun Jul 23, 2006 1:09 pm
by xwingguy
No, because the things that spawn must be infantry that has a defined team setup.

There is somthing though...

PowerCellSpawn = GetPathPoint("powercell_spawn", 0)
CreateEntity("fel1_flag_powercell", PowerCellSpawn, "powercell") --Spawns the Holocron.

Posted: Sun Jul 23, 2006 5:06 pm
by Hebes24
what about me? :cry: jk, jk

Posted: Sun Jul 23, 2006 5:12 pm
by xwingguy
put a "--" (without quotes before the stuff on that line)

--SetTeamName(ATM, CIS)

Posted: Sun Jul 23, 2006 6:19 pm
by Hebes24
GRRR!!! the map works but the ambush doesn't!!! I'm getting this error message

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `SetupAmbush' (a nil value)
stack traceback:
(none): in function `ScriptPostLoad'

:evil: :evil: :evil: !!!!

Posted: Sun Jul 23, 2006 6:28 pm
by xwingguy
omg...Why did I screw that up in the tutorial.

SetupAmbushTrigger() is the function name.

wow...sorry I'm idiot....

Posted: Mon Jul 24, 2006 9:13 am
by Hebes24
Yup! that was it!! thanks! don't feel bad, i do stuff like that all the time.

Question: Do ambushes only work once? if so, can you get it to work any time someone enters the ambushregion?

Posted: Mon Jul 24, 2006 12:19 pm
by Tohron
Hey Xwingguy, are you planning to use this to help defend the main reactors in your map? Sudden ambush spawns would be nice as yet another line of defense :D

Posted: Mon Jul 24, 2006 1:11 pm
by xwingguy
No, ambush triggers only work once. If you wanted, I could make up some code to make it continous.

yes I am using them.

Posted: Mon Jul 24, 2006 1:35 pm
by Hebes24
you mean the enemy keeps spawning? if so, then that would be interesting.:D

Posted: Mon Jul 24, 2006 4:32 pm
by Tohron
Any way to spawn vehicles using an Ambush system?

Posted: Tue Jul 25, 2006 9:11 pm
by crazytieguy
Chamboozer wrote:Can an AI ambush be done with vehicles, you know, have 6 spider walkers spawn when you enter an area like in the tutorial
xwingguy wrote:No, because the things that spawn must be infantry that has a defined team setup.
This might help.

Posted: Tue Jul 25, 2006 9:21 pm
by xwingguy
No, because the things that spawn must be infantry that has a defined team setup.

There is somthing though...

PowerCellSpawn = GetPathPoint("powercell_spawn", 0)
CreateEntity("fel1_flag_powercell", PowerCellSpawn, "powercell") --Spawns the Holocron.

Posted: Sat Jul 29, 2006 12:05 pm
by Hebes24
sorry to bother you again, xwingguy, but I tried to set up an ambush using the same codes, region, and path, but in GCW (obviously changing the team names in the SetTeamAsFriend/Enemy lines) but again, it doesn't work. I got the same severity 3 message as before:
BFront2.log wrote:Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to call global `SetupAmbushTrigger' (a nil value)
stack traceback:
(none): in function `ScriptPostLoad'
is this not the right thing to do? if so, here is the LUA:
Hidden/Spoiler:
[quote="TSTg_con.lua"]--
-- 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
AmbushTeam = 5
ATM = AmbushTeam

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"}



--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:Start()

EnableSPHeroRules()
SetupAmbushTrigger("ambushregion", "ambushpath", 6, 5)

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()

--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(150)
SetMaxPlayerFlyHeight(150)


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("dc:SIDE\\all.lvl",
"all_inf_rifleman_urban",
"all_inf_rocketeer_jungle",
"all_inf_sniper",
"all_inf_pilot",
"all_inf_marine",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_luke_jedi",
"all_hover_combatspeeder",
"all_fly_awing")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_sniper",
"imp_inf_pilot",
"imp_inf_marine",
"imp_inf_officer_gray",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_fly_destroyer_dome",
"imp_hover_fightertank",
"imp_fly_tieinterceptor")

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

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman_urban",9, 25},
assault = { "all_inf_rocketeer_jungle",1,4},
sniper = { "all_inf_sniper",1,4},
pilot = { "all_inf_pilot",1,4},
marine = { "all_inf_marine",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
sniper = { "imp_inf_sniper",1,4},
pilot = { "imp_inf_pilot",1,4},
marine = { "imp_inf_marine",1,4},
officer = { "imp_inf_officer_gray",1,4},
special = { "imp_inf_dark_trooper",1,4},
},

atm = {
team = ATM,
units = 6,
reinforcements = -1,
soldier = { "all_inf_rifleman", 6, 6},
}
}

SetTeamName(ATM, ALL)
SetTeamAsFriend(ATM, ALL)
SetTeamAsFriend(ALL, ATM)
SetTeamAsEnemy(ATM, IMP)
SetTeamAsEnemy(IMP, ATM)
ClearAIGoals(ATM)
AddAIGoal(ATM, "Deathmatch", 100)

SetHeroClass(ALL, "all_hero_luke_jedi")
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:TST\\TST.lvl", "TST_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);
end
[/quote]
if not, do I have to create a new ambushregion/path, or change atm to a different name? :?

Note: still works in CW

Posted: Sat Jul 29, 2006 12:45 pm
by xwingguy
You forgot to call the Ambush script in the LUA

Posted: Sun Jul 30, 2006 11:55 am
by Hebes24
*growls* it is still not working. that got rid of the severity 3 but now i'm getting these:

Code: Select all

Message Severity: 2
.\Source\Character.cpp(1217)
Trying to spawn a character with no class. Skipping this character. Perhaps the UnitClassCounts are too low?

Message Severity: 2
.\Source\Character.cpp(1217)
Trying to spawn a character with no class. Skipping this character. Perhaps the UnitClassCounts are too low?

Message Severity: 2
.\Source\Character.cpp(1217)
Trying to spawn a character with no class. Skipping this character. Perhaps the UnitClassCounts are too low?

Message Severity: 2
.\Source\Character.cpp(1217)
Trying to spawn a character with no class. Skipping this character. Perhaps the UnitClassCounts are too low?

Message Severity: 2
.\Source\Character.cpp(1217)
Trying to spawn a character with no class. Skipping this character. Perhaps the UnitClassCounts are too low?

Message Severity: 2
.\Source\Character.cpp(1217)
Trying to spawn a character with no class. Skipping this character. Perhaps the UnitClassCounts are too low?
WARNING: could not spawn all the ambushers...team is too small or there are too many dudes running around alive
and this one:

Code: Select all

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "all_inf_rifleman" (check the side's .req file)
the thing is, I don't know which side it is talking about. the alliance side is fine, so i'm assuming it is the ambush team?

I also have no idea what these mean:

Code: Select all

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Posted: Sun Jul 30, 2006 12:06 pm
by xwingguy
You didn't call an "all_inf_rifleman", you called an "all_inf_rifleman_urban"