Random map setup, how to get it working?

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Dreadnot9
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Random map setup, how to get it working?

Post by Dreadnot9 »

I'm using the following script to load different layers for conquest, it works fine but the AI do not spawn from any command posts. Any helps would be appreciated.
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
ScriptCB_DoFile("RandomHeroREP")
ScriptCB_DoFile("RandomHeroCIS")
ScriptCB_DoFile("RandomSetupCIS")
ScriptCB_DoFile("RandomSetupMAR")

-- 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"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}



--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:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)

conquest:Start()

---------------------------------
-- AIHEROSUPPORT NOTE:
-- The following lines were added!

if not ScriptCB_InMultiplayer() then
herosupport:AddSpawnCP("cp1","cp1_spawn")
herosupport:AddSpawnCP("cp2","cp2_spawn")
herosupport:AddSpawnCP("cp3","cp3_spawn")
herosupport:AddSpawnCP("cp4","cp4_spawn")
herosupport:AddSpawnCP("cp5","cp5_spawn")
herosupport:AddSpawnCP("cp6","cp6_spawn")
herosupport:AddSpawnCP("cp7","cp7_spawn")
herosupport:AddSpawnCP("cp8","cp8_spawn")
herosupport:AddSpawnCP("cp9","cp9_spawn")
herosupport:AddSpawnCP("cp10","cp10_spawn")
herosupport:AddSpawnCP("cp11","cp11_spawn")
herosupport:Start()
else
end

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("dc:Load\\ric.lvl")
ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

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:sound\\bx_sound.lvl")
ReadDataFile("dc:sound\\ric.lvl;riccw")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_sniper_snow")
ReadDataFile("SIDE\\rep.lvl",
"rep_hover_fightertank",
"rep_walk_atte")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
if not ScriptCB_InMultiplayer() then
RandomSetupCIS()
RandomSetupMAR()

SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 200,
soldier = { repsoldier,8, 24},
assault = { repassault,2, 6},
sniper = { repsniper,2, 6},
engineer = { repengineer,2, 4},
heavy = { repheavy,2, 4},
special = { repspecial,1, 2},
officer = { repofficer,1, 1},
},
cis = {
team = CIS,
units = 30,
reinforcements = 200,
soldier = { cissoldier,8, 24},
assault = { cisassault,2, 6},
sniper = { cissniper,2, 6},
engineer = { cisengineer,2, 4},
heavy = { cisheavy,2, 4},
special = { cisspecial,2, 4},
officer = { cisofficer,1, 1},
}
}
else
ReadDataFile("dc:SIDE\\modrep.lvl",
"rep_inf_rifleman",
"rep_inf_sniper",
"rep_inf_blank",
"rep_inf_support",
"rep_inf_engineer",
"rep_inf_flametrooper",
"rep_inf_rocketeer",
"rep_inf_gunner",
"rep_inf_commander",
"rep_inf_arc",
"rep_inf_driver",
"rep_inf_radio",
"rep_inf_medic",
"rep_inf_shadow",
"rep_inf_jettrooper",
"rep_hero_boss")
ReadDataFile("dc:SIDE\\mar.lvl",
"mar_inf_rifleman",
"mar_inf_sniper",
"mar_inf_support",
"mar_inf_engineer",
"mar_inf_rocketeer",
"mar_inf_gunner",
"mar_inf_commander",
"mar_inf_arc",
"mar_inf_radio",
"mar_inf_medic",
"mar_inf_jettrooper")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_bdroid",
"cis_inf_sniper",
"cis_inf_ig",
"cis_inf_merc",
"cis_inf_sbd",
"cis_inf_bx",
"cis_inf_ubd",
"cis_inf_magnaguard",
"cis_inf_rocketeer",
"cis_inf_droideka",
"cis_inf_engineer",
"cis_inf_airdroid",
"cis_inf_sarge",
"cis_inf_geonosian",
"cis_inf_OOM")
ReadDataFile("dc:SIDE\\her.lvl",
"cis_hero_ventress",
"rep_hero_kiyadimundi")
SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 200,
soldier = { "mar_inf_rifleman",8, 24},
assault = { "mar_inf_rocketeer",2, 6},
sniper = { "mar_inf_sniper",2, 6},
engineer = { "mar_inf_medic",2, 4},
heavy = {"mar_inf_gunner",2, 4},
special = { "mar_inf_jettrooper",2, 2},
officer = { "mar_inf_commander",1, 1},
},
cis = {
team = CIS,
units = 30,
reinforcements = 200,
soldier = { "cis_inf_bdroid",8, 24},
assault = { "cis_inf_rocketeer",2, 6},
sniper = { "cis_inf_sniper",2, 6},
engineer = {"cis_inf_nemodian",2, 4},
heavy = { "cis_inf_sbd",2, 4},
special = { "cis_inf_airdroid",2, 4},
officer = { "cis_inf_bx",1, 2},
}
}
end

SetClassProperty("cis_inf_bdroid", "OverrideTexture", "cis_inf_battledroid_blue")
SetClassProperty("cis_inf_sniper", "OverrideTexture", "cis_inf_battledroid_snow")
SetClassProperty("cis_inf_sniper", "FirstPerson", "cis\cis;cis_1st_bdroid_snow")
SetClassProperty("cis_inf_engineer", "OverrideTexture", "cis_inf_battledroid_blue")
SetClassProperty("cis_inf_rocketeer", "OverrideTexture", "cis_inf_battledroid_blue")

if not ScriptCB_InMultiplayer() then
--AIHeroSupport
herosupport = AIHeroSupport:New{AIATTHeroHealth = 3000, AIDEFHeroHealth = 3000, gameMode = "Conquest",}
RandomHeroREP()
RandomHeroCIS()
herosupport:SetHeroClass(REP, rephero)
herosupport:SetHeroClass(CIS, cishero)
else
SetHeroClass(CIS, "cis_inf_ventress")
SetHeroClass(REP, "rep_hero_kiyadimundi")
end

-- 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)
SetDenseEnvironment("false")

if not ScriptCB_InMultiplayer() then
RandomConquest = math.random(1,8) --Pic a number between 1 and 10
if RandomConquest <5 then --if math.random results in 2 or three (and maybe 1)
ReadDataFile("dc:RNV\\RNV.lvl", "RNV_conquest")
end

if RandomConquest >4 and RandomConquest <9 then --if math.random results in 4 or 5
ReadDataFile("dc:RNV\\RNV.lvl", "RNV_conquest_2")
end
else
ReadDataFile("dc:RNV\\RNV.lvl", "RNV_conquest")
end



-- 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
I know Marth and Wulf did something similar for Virmire in the ME mod.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Random map setup, how to get it working?

Post by AQT »

Are all 11 CPs being used at once in either layer? If not, then that's most likely the problem. You only need to add (and maybe define as well) CPs that are actually going to be used. Just make:

Code: Select all

RandomConquest = math.random(1,8)
the first thing in ScriptPostLoad, and use the same function* you're using to load the layers for adding the CPs.

* It'd be more efficient to use the following:

Code: Select all

if not ScriptCB_InMultiplayer() then
	if RandomConquest <5 then
		--Stuff
	elseif RandomConquest >= 5 then
		--Stuff
	end
else
	--Stuff
end
Dreadnot9
Chief Warrant Officer
Chief Warrant Officer
Posts: 341
Joined: Wed Jun 06, 2012 2:05 pm
Projects :: Rising Conflict CW v2.0
Games I'm Playing :: Skyrim TF2 FTL
xbox live or psn: Steam is Dreadnot9

Re: Random map setup, how to get it working?

Post by Dreadnot9 »

Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
ScriptCB_DoFile("RandomHeroREP")
ScriptCB_DoFile("RandomHeroCIS")
ScriptCB_DoFile("RandomSetupCIS")
ScriptCB_DoFile("RandomSetupMAR")

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


function ScriptPostLoad()

RandomConquest = math.random(1,8) --Pic a number between 1 and 10

if not ScriptCB_InMultiplayer() then
if RandomConquest <5 then

cp1 = CommandPost:New{name = "cp1"}
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}

conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

conquest:Start()

herosupport:AddSpawnCP("cp1","cp1_spawn")
herosupport:AddSpawnCP("cp3","cp3_spawn")
herosupport:AddSpawnCP("cp4","cp4_spawn")
herosupport:AddSpawnCP("cp5","cp5_spawn")
herosupport:AddSpawnCP("cp6","cp6_spawn")
herosupport:AddSpawnCP("cp7","cp7_spawn")
herosupport:Start()

ReadDataFile("dc:RNV\\RNV.lvl", "RNV_conquest")

elseif RandomConquest >= 5 then

cp2 = CommandPost:New{name = "cp2"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}

--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}

conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)

conquest:Start()

herosupport:AddSpawnCP("cp2","cp2_spawn")
herosupport:AddSpawnCP("cp8","cp8_spawn")
herosupport:AddSpawnCP("cp9","cp9_spawn")
herosupport:AddSpawnCP("cp10","cp10_spawn")
herosupport:AddSpawnCP("cp11","cp11_spawn")
herosupport:Start()

ReadDataFile("dc:RNV\\RNV.lvl", "RNV_conquest_2")

end
else
cp1 = CommandPost:New{name = "cp1"}
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}

conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

conquest:Start()

ReadDataFile("dc:RNV\\RNV.lvl", "RNV_conquest")
end


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("dc:Load\\ric.lvl")
ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

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:sound\\bx_sound.lvl")
ReadDataFile("dc:sound\\ric.lvl;riccw")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_sniper_snow")
ReadDataFile("SIDE\\rep.lvl",
"rep_hover_fightertank",
"rep_walk_atte")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
if not ScriptCB_InMultiplayer() then
RandomSetupCIS()
RandomSetupMAR()

SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 200,
soldier = { repsoldier,8, 24},
assault = { repassault,2, 6},
sniper = { repsniper,2, 6},
engineer = { repengineer,2, 4},
heavy = { repheavy,2, 4},
special = { repspecial,1, 2},
officer = { repofficer,1, 1},
},
cis = {
team = CIS,
units = 30,
reinforcements = 200,
soldier = { cissoldier,8, 24},
assault = { cisassault,2, 6},
sniper = { cissniper,2, 6},
engineer = { cisengineer,2, 4},
heavy = { cisheavy,2, 4},
special = { cisspecial,2, 4},
officer = { cisofficer,1, 1},
}
}
else
ReadDataFile("dc:SIDE\\modrep.lvl",
"rep_inf_rifleman",
"rep_inf_sniper",
"rep_inf_blank",
"rep_inf_support",
"rep_inf_engineer",
"rep_inf_flametrooper",
"rep_inf_rocketeer",
"rep_inf_gunner",
"rep_inf_commander",
"rep_inf_arc",
"rep_inf_driver",
"rep_inf_radio",
"rep_inf_medic",
"rep_inf_shadow",
"rep_inf_jettrooper",
"rep_hero_boss")
ReadDataFile("dc:SIDE\\mar.lvl",
"mar_inf_rifleman",
"mar_inf_sniper",
"mar_inf_support",
"mar_inf_engineer",
"mar_inf_rocketeer",
"mar_inf_gunner",
"mar_inf_commander",
"mar_inf_arc",
"mar_inf_radio",
"mar_inf_medic",
"mar_inf_jettrooper")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_bdroid",
"cis_inf_sniper",
"cis_inf_ig",
"cis_inf_merc",
"cis_inf_sbd",
"cis_inf_bx",
"cis_inf_ubd",
"cis_inf_magnaguard",
"cis_inf_rocketeer",
"cis_inf_droideka",
"cis_inf_engineer",
"cis_inf_airdroid",
"cis_inf_sarge",
"cis_inf_geonosian",
"cis_inf_OOM")
ReadDataFile("dc:SIDE\\her.lvl",
"cis_hero_ventress",
"rep_hero_kiyadimundi")
SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 200,
soldier = { "mar_inf_rifleman",8, 24},
assault = { "mar_inf_rocketeer",2, 6},
sniper = { "mar_inf_sniper",2, 6},
engineer = { "mar_inf_medic",2, 4},
heavy = {"mar_inf_gunner",2, 4},
special = { "mar_inf_jettrooper",2, 2},
officer = { "mar_inf_commander",1, 1},
},
cis = {
team = CIS,
units = 30,
reinforcements = 200,
soldier = { "cis_inf_bdroid",8, 24},
assault = { "cis_inf_rocketeer",2, 6},
sniper = { "cis_inf_sniper",2, 6},
engineer = {"cis_inf_nemodian",2, 4},
heavy = { "cis_inf_sbd",2, 4},
special = { "cis_inf_airdroid",2, 4},
officer = { "cis_inf_bx",1, 2},
}
}
end

SetClassProperty("cis_inf_bdroid", "OverrideTexture", "cis_inf_battledroid_blue")
SetClassProperty("cis_inf_sniper", "OverrideTexture", "cis_inf_battledroid_snow")
SetClassProperty("cis_inf_sniper", "FirstPerson", "cis\cis;cis_1st_bdroid_snow")
SetClassProperty("cis_inf_engineer", "OverrideTexture", "cis_inf_battledroid_blue")
SetClassProperty("cis_inf_rocketeer", "OverrideTexture", "cis_inf_battledroid_blue")

if not ScriptCB_InMultiplayer() then
--AIHeroSupport
herosupport = AIHeroSupport:New{AIATTHeroHealth = 3000, AIDEFHeroHealth = 3000, gameMode = "Conquest",}
RandomHeroREP()
RandomHeroCIS()
herosupport:SetHeroClass(REP, rephero)
herosupport:SetHeroClass(CIS, cishero)
else
SetHeroClass(CIS, "cis_inf_ventress")
SetHeroClass(REP, "rep_hero_kiyadimundi")
end

-- 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)
SetDenseEnvironment("false")

-- if not ScriptCB_InMultiplayer() then

--if RandomConquest <5 then --if math.random results in 2 or three (and maybe 1)
-- ReadDataFile("dc:RNV\\RNV.lvl", "RNV_conquest")
--end
--
--if RandomConquest >=5 then --if math.random results in 4 or 5
-- ReadDataFile("dc:RNV\\RNV.lvl", "RNV_conquest_2")
--end
-- else

--end



-- 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
That's what I've currently got, none of the cps show up on the map now, and I can't spawn. I probably messed something up, but I'm not exactly sure...
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Random map setup, how to get it working?

Post by AQT »

I was aiming at something more like this:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
ScriptCB_DoFile("RandomHeroREP")
ScriptCB_DoFile("RandomHeroCIS")
ScriptCB_DoFile("RandomSetupCIS")
ScriptCB_DoFile("RandomSetupMAR")

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


function ScriptPostLoad()

RandomConquest = math.random(1,8)

--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"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}



--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

if not ScriptCB_InMultiplayer() then
if RandomConquest <5 then
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

elseif RandomConquest >=5 then
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
end
else
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
end

conquest:Start()

---------------------------------
-- AIHEROSUPPORT NOTE:
-- The following lines were added!

if not ScriptCB_InMultiplayer() then
herosupport:AddSpawnCP("cp1","cp1_spawn")
herosupport:AddSpawnCP("cp2","cp2_spawn")
herosupport:AddSpawnCP("cp3","cp3_spawn")
herosupport:AddSpawnCP("cp4","cp4_spawn")
herosupport:AddSpawnCP("cp5","cp5_spawn")
herosupport:AddSpawnCP("cp6","cp6_spawn")
herosupport:AddSpawnCP("cp7","cp7_spawn")
herosupport:AddSpawnCP("cp8","cp8_spawn")
herosupport:AddSpawnCP("cp9","cp9_spawn")
herosupport:AddSpawnCP("cp10","cp10_spawn")
herosupport:AddSpawnCP("cp11","cp11_spawn")
herosupport:Start()
else
end

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("dc:Load\\ric.lvl")
ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

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:sound\\bx_sound.lvl")
ReadDataFile("dc:sound\\ric.lvl;riccw")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_sniper_snow")
ReadDataFile("SIDE\\rep.lvl",
"rep_hover_fightertank",
"rep_walk_atte")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
if not ScriptCB_InMultiplayer() then
RandomSetupCIS()
RandomSetupMAR()

SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 200,
soldier = { repsoldier,8, 24},
assault = { repassault,2, 6},
sniper = { repsniper,2, 6},
engineer = { repengineer,2, 4},
heavy = { repheavy,2, 4},
special = { repspecial,1, 2},
officer = { repofficer,1, 1},
},
cis = {
team = CIS,
units = 30,
reinforcements = 200,
soldier = { cissoldier,8, 24},
assault = { cisassault,2, 6},
sniper = { cissniper,2, 6},
engineer = { cisengineer,2, 4},
heavy = { cisheavy,2, 4},
special = { cisspecial,2, 4},
officer = { cisofficer,1, 1},
}
}
else
ReadDataFile("dc:SIDE\\modrep.lvl",
"rep_inf_rifleman",
"rep_inf_sniper",
"rep_inf_blank",
"rep_inf_support",
"rep_inf_engineer",
"rep_inf_flametrooper",
"rep_inf_rocketeer",
"rep_inf_gunner",
"rep_inf_commander",
"rep_inf_arc",
"rep_inf_driver",
"rep_inf_radio",
"rep_inf_medic",
"rep_inf_shadow",
"rep_inf_jettrooper",
"rep_hero_boss")
ReadDataFile("dc:SIDE\\mar.lvl",
"mar_inf_rifleman",
"mar_inf_sniper",
"mar_inf_support",
"mar_inf_engineer",
"mar_inf_rocketeer",
"mar_inf_gunner",
"mar_inf_commander",
"mar_inf_arc",
"mar_inf_radio",
"mar_inf_medic",
"mar_inf_jettrooper")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_bdroid",
"cis_inf_sniper",
"cis_inf_ig",
"cis_inf_merc",
"cis_inf_sbd",
"cis_inf_bx",
"cis_inf_ubd",
"cis_inf_magnaguard",
"cis_inf_rocketeer",
"cis_inf_droideka",
"cis_inf_engineer",
"cis_inf_airdroid",
"cis_inf_sarge",
"cis_inf_geonosian",
"cis_inf_OOM")
ReadDataFile("dc:SIDE\\her.lvl",
"cis_hero_ventress",
"rep_hero_kiyadimundi")
SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 200,
soldier = { "mar_inf_rifleman",8, 24},
assault = { "mar_inf_rocketeer",2, 6},
sniper = { "mar_inf_sniper",2, 6},
engineer = { "mar_inf_medic",2, 4},
heavy = {"mar_inf_gunner",2, 4},
special = { "mar_inf_jettrooper",2, 2},
officer = { "mar_inf_commander",1, 1},
},
cis = {
team = CIS,
units = 30,
reinforcements = 200,
soldier = { "cis_inf_bdroid",8, 24},
assault = { "cis_inf_rocketeer",2, 6},
sniper = { "cis_inf_sniper",2, 6},
engineer = {"cis_inf_nemodian",2, 4},
heavy = { "cis_inf_sbd",2, 4},
special = { "cis_inf_airdroid",2, 4},
officer = { "cis_inf_bx",1, 2},
}
}
end

SetClassProperty("cis_inf_bdroid", "OverrideTexture", "cis_inf_battledroid_blue")
SetClassProperty("cis_inf_sniper", "OverrideTexture", "cis_inf_battledroid_snow")
SetClassProperty("cis_inf_sniper", "FirstPerson", "cis\cis;cis_1st_bdroid_snow")
SetClassProperty("cis_inf_engineer", "OverrideTexture", "cis_inf_battledroid_blue")
SetClassProperty("cis_inf_rocketeer", "OverrideTexture", "cis_inf_battledroid_blue")

if not ScriptCB_InMultiplayer() then
--AIHeroSupport
herosupport = AIHeroSupport:New{AIATTHeroHealth = 3000, AIDEFHeroHealth = 3000, gameMode = "Conquest",}
RandomHeroREP()
RandomHeroCIS()
herosupport:SetHeroClass(REP, rephero)
herosupport:SetHeroClass(CIS, cishero)
else
SetHeroClass(CIS, "cis_inf_ventress")
SetHeroClass(REP, "rep_hero_kiyadimundi")
end

-- 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)
SetDenseEnvironment("false")

if not ScriptCB_InMultiplayer() then
if RandomConquest <5 then
ReadDataFile("dc:RNV\\RNV.lvl", "RNV_conquest")
elseif RandomConquest >=5 then
ReadDataFile("dc:RNV\\RNV.lvl", "RNV_conquest_2")
end
else
ReadDataFile("dc:RNV\\RNV.lvl", "RNV_conquest")
end



-- 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]
Try that and see.
Dreadnot9
Chief Warrant Officer
Chief Warrant Officer
Posts: 341
Joined: Wed Jun 06, 2012 2:05 pm
Projects :: Rising Conflict CW v2.0
Games I'm Playing :: Skyrim TF2 FTL
xbox live or psn: Steam is Dreadnot9

Re: Random map setup, how to get it working?

Post by Dreadnot9 »

It crashed again, I used your exact script as well...

EDIT: I should specify; no cp showed up again, just a blank map, units and no spawning.

EDIT 2: I should also point out i've gotten both layers to work without random selection.
User avatar
Locutus
1st Lieutenant
1st Lieutenant
Posts: 420
Joined: Fri Jun 04, 2010 10:08 am
Projects :: Stargate Battlefront Pegasus
Location: Germany
Contact:

Re: Random map setup, how to get it working?

Post by Locutus »

Try RandomConquest = math.random(1,8) before ScriptPostLoad().
The ErrorLog would be helpful, too.

(Btw, You really don't need that "else" in the hero support script section;))
Dreadnot9
Chief Warrant Officer
Chief Warrant Officer
Posts: 341
Joined: Wed Jun 06, 2012 2:05 pm
Projects :: Rising Conflict CW v2.0
Games I'm Playing :: Skyrim TF2 FTL
xbox live or psn: Steam is Dreadnot9

Re: Random map setup, how to get it working? [SOLVED]

Post by Dreadnot9 »

Locutus wrote:Try RandomConquest = math.random(1,8) before ScriptPostLoad().
The ErrorLog would be helpful, too.

(Btw, You really don't need that "else" in the hero support script section;))
Worked like a charm! Thank you so much.
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