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Mini map yellow circle help [Solved]

Posted: Sat Aug 19, 2017 9:56 am
by LitFam
I set up some .lua that is supposed to have the yellow circle on the mini map, however its not a circle. It appears as a black square!

Picture of problem: http://www.moddb.com/members/litfam/ima ... n#imagebox

My .lua
Hidden/Spoiler:
[code]

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveBossBattle")
ScriptCB_DoFile("setup_teams")

-- CIS Attacking (attacker is always #1)
REP = 1;
CIS = 2;

-- These variables do not change
ATT = REP;
DEF = CIS;

function ScriptPostLoad()

-- This would go into ScriptPostLoad()
-- and you would have one for each team capturing CPs

--This defines the CPs. These need to happen first
bo1 = CommandPost:New{name = "bo1"}
bo2 = CommandPost:New{name = "bo2"}

--This sets up the actual objective. This needs to happen after cp's are defined
surv = ObjectiveBossBattle:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.surv",
textDEF = "game.modes.surv2",
modename = "modename.description.surv",
mapIcon = "hud_objective_icon_circle",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
surv:AddCommandPost(bo1)
surv:AddCommandPost(bo2)

surv:Start()

SetUberMode(1);

EnableSPHeroRules()

--ClearAIGoals(1)
--AddAIGoal(1,"Defend", 100, 0)
--AddAIGoal(1,"Destroy", 100, cis_walk_tridroid_boss)
ClearAIGoals(2)
goalKillPlayer = AddAIGoal(2, "Destroy", 100, 0)
--DeleteAIGoal(goalKillPlayer)

MapAddEntityMarker("cis_walk_tridroid_boss", "hud_objective_icon", 4.0, ATT, "YELLOW", true)
MapAddEntityMarker("cis_walk_tridroid_boss", "hud_objective_icon_circle_circle", 4.0, ATT, "YELLOW", true)

cis_walk_tridroid_boss = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "cis_walk_tridroid_boss" then
MissionVictory(ATT)
end
end
)

ForceHumansOntoTeam1(0)

DisableAIAutoBalance()
SetAIDifficulty(10,10,"easy")
SetAIDifficulty(10,10,"medium")
SetAIDifficulty(10,10,"hard")
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
SetDefenderSnipeRange(170)
SetAttackerSnipeRange(170)

BlockPlanningGraphArcs("Connection1");
BlockPlanningGraphArcs("Connection2");
BlockPlanningGraphArcs("Connection3");
BlockPlanningGraphArcs("Connection4");
BlockPlanningGraphArcs("Connection5");
BlockPlanningGraphArcs("Connection6");
BlockPlanningGraphArcs("Connection7");
BlockPlanningGraphArcs("Connection8");
BlockPlanningGraphArcs("Connection9");
BlockPlanningGraphArcs("Connection10");
BlockPlanningGraphArcs("Connection11");
BlockPlanningGraphArcs("Connection12");
BlockPlanningGraphArcs("Connection13");
BlockPlanningGraphArcs("Connection14");
BlockPlanningGraphArcs("Connection15");
BlockPlanningGraphArcs("Connection16");
BlockPlanningGraphArcs("Connection17");
BlockPlanningGraphArcs("Connection18");
BlockPlanningGraphArcs("Connection19");
BlockPlanningGraphArcs("Connection20");
BlockPlanningGraphArcs("Connection21");
BlockPlanningGraphArcs("Connection22");
BlockPlanningGraphArcs("Connection23");
BlockPlanningGraphArcs("Connection24");

AddDeathRegion("deathregion1")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")

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\\load3.lvl")

ReadDataFile("ingame.lvl")

SetMaxFlyHeight(300)
SetMaxPlayerFlyHeight (300)

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("dc:sound\\CHR.lvl")
ReadDataFile("dc:sound\\UW2.lvl;UW2cw")
ReadDataFile("sound\\yav.lvl;yav1cw")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul")

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_anakin")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_clone_trooper_C_boss",
"cis_walk_tridroid_boss",
"cis_inf_battle_droid_A")

SetupTeams{

cis = {
team = CIS,
units = 30,
reinforcements = -1,
soldier = {"cis_inf_battle_droid_A",30,30},

},

rep = {
team = REP,
units = 1,
reinforcements = 1,
soldier = {"rep_inf_clone_trooper_C_boss",1,1},

},

}

-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 25) -- special -> droidekas
AddWalkerType(1, 25) -- 1x2 (1 pair of legs)
AddWalkerType(2, 25) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 25) -- 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", weaponCnt)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", weaponCnt)
SetMemoryPoolSize("UnitController", weaponCnt)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("Music",33)
SetMemoryPoolSize("SoldierAnimation",656)
SetMemoryPoolSize("PathFollower",weaponCnt)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix",2000)
SetMemoryPoolSize("ParticleTransformer::ColorTrans",1648)
SetMemoryPoolSize("ParticleTransformer::PositionTr",2000)
SetMemoryPoolSize("ParticleTransformer::SizeTransf",1165)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:CHR\\CHR.lvl", "CHR_death")
ReadDataFile("dc:CHR\\CHR.lvl", "CHR_death")
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("dc:sound\\CHR.lvl", "CHR_S")
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, "Christophsis_Soundtrack", 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, "Christophsis_Soundtrack", 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(0.724803, -0.042610, 0.686452, 0.040355, -426.571167, 12.269985, 5.119960);
end[/code]

Re: Mini map yellow circle help

Posted: Sat Aug 19, 2017 12:18 pm
by ARCTroopaNate
You're likely missing a texture if you're getting a black square.

Re: Mini map yellow circle help

Posted: Sat Aug 19, 2017 12:18 pm
by LitFam
I thought the objectives .tga files were part of the game.

Re: Mini map yellow circle help

Posted: Sat Aug 19, 2017 3:42 pm
by Marth8880
You can't just give us your Lua script and assume that we will know which texture file you're referring to, so I ask, which is it?

Re: Mini map yellow circle help

Posted: Sat Aug 19, 2017 4:51 pm
by LitFam
Marth8880 wrote:You can't just give us your Lua script and assume that we will know which texture file you're referring to, so I ask, which is it?
hud_objective_icon_circle

Re: Mini map yellow circle help

Posted: Sat Aug 19, 2017 4:52 pm
by Marth8880
Mmm, I see it, it's just a typo. You're telling it to look for "hud_objective_icon_circle_circle". ;)

Code: Select all

MapAddEntityMarker("cis_walk_tridroid_boss", "hud_objective_icon_circle_circle", 4.0, ATT, "YELLOW", true)