Problem getting commando names to display properly in select

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Molokai
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Joined: Wed Dec 19, 2007 4:46 pm

Problem getting commando names to display properly in select

Post by Molokai »

Alright, I was having the same problem as Cody (in this thread: http://www.gametoast.com/forums/viewtop ... 27&t=12275), but I thought this would make a better topic by itself. Anyway, so I wanted to put in "Fixer", and I put in that line:

Code: Select all

AddUnitClass(REP,"rep_inf_fixer_commando",1,1),
I have it in my ReadDataFile lists, and in my Team Setups as the last one, and I got it to show up, but now it's on the top, and it doesn't display the names properly. For example, the name of the profile was a hex string or something (the whole string was 0xE8D2ABCA), and the names of the weapons are in "rep_weap_inf_ . . ." format, instead of names. How do I make it last in the list and have it display the names properly?

Edit: Here's my complete mission LUA (cause I know some of you are gonna want it):
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

-- REP Attacking (attacker is always #1)
local REP = 2;
local CIS = 1;
-- These variables do not change
local ATT = 1;
local DEF = 2;
---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
DisableBarriers("frog")
DisableBarriers("close")
DisableBarriers("camp")

UnblockPlanningGraphArcs("connection71")

SetProperty("cp1", "Team", "1")
SetProperty("cp2", "Team", "2")
SetProperty("cp3", "Team", "2")
SetProperty("cp4", "Team", "2")
SetProperty("cp5", "Team", "1")
SetProperty("cp6", "Team", "1")
SetAIDamageThreshold("Comp1", 0 )
SetAIDamageThreshold("Comp2", 0 )
SetAIDamageThreshold("Comp3", 0 )
SetAIDamageThreshold("Comp4", 0 )
SetAIDamageThreshold("Comp5", 0 )
SetAIDamageThreshold("Comp6", 0 )
SetAIDamageThreshold("Comp7", 0 )
SetAIDamageThreshold("Comp8", 0 )
SetAIDamageThreshold("Comp9", 0 )
SetAIDamageThreshold("Comp10", 0 )



SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)

SetProperty("Kam_Bldg_Podroom_Door33", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door34", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door35", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door27", "Islocked", 0)
SetProperty("Kam_Bldg_Podroom_Door28", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door36", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door20", "Islocked", 0)
UnblockPlanningGraphArcs("connection71")

--Objective1
UnblockPlanningGraphArcs("connection85")
UnblockPlanningGraphArcs("connection48")
UnblockPlanningGraphArcs("connection63")
UnblockPlanningGraphArcs("connection59")
UnblockPlanningGraphArcs("close")
UnblockPlanningGraphArcs("open")
DisableBarriers("frog")
DisableBarriers("close")
DisableBarriers("open")

--blocking Locked Doors
UnblockPlanningGraphArcs("connection194");
UnblockPlanningGraphArcs("connection200");
UnblockPlanningGraphArcs("connection118");
DisableBarriers("FRONTDOOR2-3");
DisableBarriers("FRONTDOOR2-1");
DisableBarriers("FRONTDOOR2-2");

--Lower cloning facility
UnblockPlanningGraphArcs("connection10")
UnblockPlanningGraphArcs("connection159")
UnblockPlanningGraphArcs("connection31")
DisableBarriers("FRONTDOOR1-3")
DisableBarriers("FRONTDOOR1-1")
DisableBarriers("FRONTDOOR1-2")

--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"}

--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:Start()

SetUberMode(1);

EnableSPHeroRules()

SetProperty("cp2", "spawnpath", "cp2_spawn")
SetProperty("cp2", "captureregion", "cp2_capture")

BlockPlanningGraphArcs("group1");
BlockPlanningGraphArcs("connection165");
BlockPlanningGraphArcs("connection162");
BlockPlanningGraphArcs("connection160");
BlockPlanningGraphArcs("connection225");
end

function ScriptInit()
StealArtistHeap(2048*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3000000)
ReadDataFile("ingame.lvl")

ReadDataFile("sound\\kam.lvl;kam1cw")
ReadDataFile("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_hero_obiwan")
----"rep_bldg_defensegridturret")
ReadDataFile("SIDE\\infantry.lvl",
"rep_inf_fixer_commando")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_droideka",
"CIS_inf_officer",
"cis_hero_jangofett")
----"cis_bldg_defensegridturret")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")

SetAttackingTeam(ATT)
SetupTeams{
rep = {
team = REP,
units = 150,
reinforcements = 500,
soldier = { "rep_inf_ep3_rifleman",9,35},
assault = { "rep_inf_ep3_rocketeer",2,20},
engineer = { "rep_inf_ep3_engineer",2,20},
sniper = { "rep_inf_ep3_sniper",1,20},
officer = { "rep_inf_ep3_officer",1,15},
special = { "rep_inf_ep3_jettrooper",1,20},
AddUnitClass(REP,"rep_inf_fixer_commando",1,20),
-- turret = { "rep_bldg_defensegridturret"},

},
cis = {
team = CIS,
units = 150,
reinforcements = 500,
soldier = { "CIS_inf_rifleman",9, 50},
assault = { "CIS_inf_rocketeer",1, 20},
engineer = { "CIS_inf_engineer", 1, 20},
sniper = { "CIS_inf_sniper",1, 20},
officer = { "CIS_inf_officer",1, 20},
special = { "cis_inf_droideka",1,20},
-- -- turret = { "cis_bldg_defensegridturret"},

},

}
SetHeroClass(REP, "rep_hero_obiwan")
SetHeroClass(CIS, "cis_hero_jangofett")


-- Level Stats
ClearWalkers()

AddWalkerType(0, 6) -- droidekas
local weaponCnt = 215
SetMemoryPoolSize("Aimer", 39)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 210)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntityLight", 70)
SetMemoryPoolSize("EntitySoundStream", 3)
SetMemoryPoolSize("EntitySoundStatic", 84)
SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 800)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("SoundSpaceRegion", 36)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 338)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:KMN\\kam1.lvl", "kamino1_conquest")
SetDenseEnvironment("false")

-- AI
SetMinFlyHeight(60)
SetAllowBlindJetJumps(0)
SetMaxFlyHeight(102)
SetMaxPlayerFlyHeight(102)

-- Sound

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\\kam.lvl", "kam1")
OpenAudioStream("sound\\kam.lvl", "kam1")


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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_victory_im", .1, 1)

SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_kam_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_kam_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_kam_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_kam_amb_end", 2,1)

SetVictoryMusic(REP, "rep_kam_amb_victory")
SetDefeatMusic (REP, "rep_kam_amb_defeat")
SetVictoryMusic(CIS, "cis_kam_amb_victory")
SetDefeatMusic (CIS, "cis_kam_amb_defeat")

SetOutOfBoundsVoiceOver(2, "repleaving")
SetOutOfBoundsVoiceOver(1, "cisleaving")

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")


SetAttackingTeam(ATT)

AddDeathRegion("deathregion")

AddCameraShot(0.564619, -0.121047, 0.798288, 0.171142, 68.198814, 79.137611, 110.850922);

AddCameraShot(-0.281100, 0.066889, -0.931340, -0.221616, 10.076019, 82.958336, -26.261774);

AddCameraShot(0.209553, -0.039036, -0.960495, -0.178923, 92.558563, 58.820618, 130.675919);

AddCameraShot(0.968794, 0.154227, 0.191627, -0.030506, -173.914413, 69.858940, 52.532421);

AddCameraShot(0.744389, 0.123539, 0.647364, -0.107437, 97.475639, 53.216236, 76.477089);

AddCameraShot(-0.344152, 0.086702, -0.906575, -0.228393, 95.062233, 105.285820, -37.661552);
end
NullCommando
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Re: Problem getting commando names to display properly in select

Post by NullCommando »

You have to localize the weapons and units. Nothing to do with your .lua..
User avatar
Molokai
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Joined: Wed Dec 19, 2007 4:46 pm

Re: Problem getting commando names to display properly in select

Post by Molokai »

So all I have to do is check Localize when I munge, and it should be all good?
NullCommando
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Joined: Sat Dec 01, 2007 12:29 pm
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Re: Problem getting commando names to display properly in select

Post by NullCommando »

No you must localize it yourself in: editlocalize
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Molokai
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Joined: Wed Dec 19, 2007 4:46 pm

Re: Problem getting commando names to display properly in select

Post by Molokai »

And where's that? (Sorry, I'm still quite a noob).

Edit: Nevermind, I found it. Now how do I get the things I need to localize into the list?
Aman/Pinguin
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Re: Problem getting commando names to display properly in select

Post by Aman/Pinguin »

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