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Adding dwarf spider droid

Posted: Mon Dec 08, 2008 3:42 pm
by Deviss
hello to all, well this is my problem i want add the dwarf spider droid to mygeeto xl mod but this don't appear this is my lua file:
myg1c_xl.odf
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

ReadDataFile("dc:SIDE\\myg1.lvl", "myg1c_xl")
SetClassProperty("add_cis_player", "PointsToUnlock", 0)
SetClassProperty("add_rep_player", "PointsToUnlock", 0)

DisableBarriers("dropship")
DisableBarriers("shield_03")
DisableBarriers("shield_02")
DisableBarriers("shield_01")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
DisableBarriers("coresh1")

EnableSPHeroRules()

KillObject("CP4_CON")
SetProperty("CP1_CON", "CaptureRegion", "nil")
SetProperty("CP2_CON", "CaptureRegion", "nil")
SetProperty("CP4_CON", "CaptureRegion", "nil")
SetProperty("CP5_CON", "CaptureRegion", "nil")
SetProperty("CP7_CON", "CaptureRegion", "nil")
SetProperty("CP1_CON", "HUDIndexDisplay", "")
SetProperty("CP2_CON", "HUDIndexDisplay", "")
SetProperty("CP4_CON", "HUDIndexDisplay", "")
SetProperty("CP5_CON", "HUDIndexDisplay", "")
SetProperty("CP7_CON", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)

--This sets up the actual objective. This needs to happen after cp's are defined
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
SetUberMode(1);

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\\myg.lvl;myg1cw")

ReadDataFile("dc:SIDE\\41st.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_engineer",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_recon",
"rep_inf_commando",
"rep_inf_ep3_commander",
"rep_hero_plokoon")

ReadDataFile("dc:SIDE\\dwarfspider.lvl",
"cis_walk_dwarfspider")

ReadDataFile("dc:SIDE\\fed.lvl",
"cis_droid1",
"cis_droid2",
"cis_droid3",
"cis_droid4",
"cis_droid5",
"cis_droid6",
"cis_droid7",
"cis_droid8",
"cis_droid9",
"cis_hero")

SetupTeams{

rep={
team = REP,
units = 120,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",10, 20},
pilot = { "rep_inf_ep3_rocketeer",1,15},
assault = { "rep_inf_ep3_sniper",1,15},
sniper = { "rep_inf_ep3_engineer",1,15},
marine = { "rep_inf_ep3_officer",1,15},
engineer = { "rep_inf_ep3_jettrooper",1,15},
officer = { "rep_inf_ep3_recon",1,15},
special = { "rep_inf_commando",1,15},
commander = { "rep_inf_ep3_commander",1,2},


},

cis={
team = CIS,
units = 120,
reinforcements = -1,
soldier = { "cis_droid1",10, 20},
pilot = { "cis_droid2",1,15},
assault = { "cis_droid3",1,15},
sniper = { "cis_droid4",1,15},
marine = { "cis_droid5",1,15},
engineer = { "cis_droid6",1,15},
officer = { "cis_droid7",1,15},
special = { "cis_droid8",1,15},
commander = { "cis_droid9",1,2},
}
}

SetHeroClass(REP, "rep_hero_plokoon")
SetHeroClass(CIS, "cis_hero")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 20)
AddWalkerType(2, 8)
local weaponCnt = 300
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("CommandWalker", 8)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 6)
SetMemoryPoolSize("EntityWalker", 8)
SetMemoryPoolSize("EntityLight", 36)
SetMemoryPoolSize("FlagItem", 2)
SetMemoryPoolSize("MountedTurret", 12)
SetMemoryPoolSize("Music", 34)
SetMemoryPoolSize("Obstacle", 410)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("myg\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight(20)

-- Sound Stats

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\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_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)

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

SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)

SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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 Shizzle--

-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end
thanks in advance :)

Re: adding dwarf spider droid

Posted: Mon Dec 08, 2008 5:44 pm
by obiboba3po
1-rofl all the "...8 ) turned into smilies in the lua
2-im not sure how youre going about adding it, but i would just add it to the cis side. if its not working it may be due to custom sides not working (you made it its own side) so if its custom sides go through the checklist:
-reqs working?
-odfs working?
-msh working?
-all side files copied?
etc...

hope this helps :thumbs:

Re: adding dwarf spider droid

Posted: Mon Dec 08, 2008 5:50 pm
by Deviss
obiboba3po wrote:1-rofl all the "...8 ) turned into smilies in the lua
2-im not sure how youre going about adding it, but i would just add it to the cis side. if its not working it may be due to custom sides not working (you made it its own side) so if its custom sides go through the checklist:
-reqs working?
-odfs working?
-msh working?
-all side files copied?
etc...

hope this helps :thumbs:
yes, all the sides, reqs,odfs and msh working i tested it before of add the dwarf spider droid for this reason the problem must be the lua file,could be the problem i want add 8 dwarf spider droids??

Re: adding dwarf spider droid

Posted: Mon Dec 08, 2008 5:53 pm
by obiboba3po
hmm...youre addwalkertype stats seem a bit odd:
AddWalkerType(0, 20)
AddWalkerType(2, 8 )

should be:

-- 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)
and then for the 2nd 0 how many of each you want. so what you would want is:

AddWalkerType(2, 1) -- 2x2 (2 pairs of legs) <--for one dwarf droid.

Re: adding dwarf spider droid

Posted: Mon Dec 08, 2008 6:02 pm
by Deviss
obiboba3po wrote:hmm...youre addwalkertype stats seem a bit odd:
AddWalkerType(0, 20)
AddWalkerType(2, 8 )

should be:

-- 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)
and then for the 2nd 0 how many of each you want. so what you would want is:

AddWalkerType(2, 1) -- 2x2 (2 pairs of legs) <--for one dwarf droid.
wow thanks :D i will try now with that changes

Re: adding dwarf spider droid

Posted: Mon Dec 08, 2008 6:13 pm
by Frisbeetarian
There's nothing wrong with how he put that, so long as he wanted 20 droidekas and 8 dwarf spider droids.

Re: adding dwarf spider droid

Posted: Mon Dec 08, 2008 6:15 pm
by Deviss
Frisbeetarian wrote:There's nothing wrong with how he put that, so long as he wanted 20 droidekas and 8 dwarf spider droids.
well so must i put less walkers for the dwarf spider droid appear??
i also tried put 3 droidekas and 3 dwarf spiders the same geonosis but dont appear the dwarf :(
this is my new lua but the dwark dont appear yet
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

ReadDataFile("dc:SIDE\\myg1.lvl", "myg1c_xl")
SetClassProperty("add_cis_player", "PointsToUnlock", 0)
SetClassProperty("add_rep_player", "PointsToUnlock", 0)

DisableBarriers("dropship")
DisableBarriers("shield_03")
DisableBarriers("shield_02")
DisableBarriers("shield_01")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
DisableBarriers("coresh1")

EnableSPHeroRules()

KillObject("CP4_CON")
SetProperty("CP1_CON", "CaptureRegion", "nil")
SetProperty("CP2_CON", "CaptureRegion", "nil")
SetProperty("CP4_CON", "CaptureRegion", "nil")
SetProperty("CP5_CON", "CaptureRegion", "nil")
SetProperty("CP7_CON", "CaptureRegion", "nil")
SetProperty("CP1_CON", "HUDIndexDisplay", "")
SetProperty("CP2_CON", "HUDIndexDisplay", "")
SetProperty("CP4_CON", "HUDIndexDisplay", "")
SetProperty("CP5_CON", "HUDIndexDisplay", "")
SetProperty("CP7_CON", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)

--This sets up the actual objective. This needs to happen after cp's are defined
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
SetUberMode(1);

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\\myg.lvl;myg1cw")

ReadDataFile("dc:SIDE\\41st.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_engineer",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_recon",
"rep_inf_commando",
"rep_inf_ep3_commander",
"rep_hero_plokoon")

ReadDataFile("dc:SIDE\\dwarfspider.lvl",
"cis_walk_dwarfspider")

ReadDataFile("dc:SIDE\\fed.lvl",
"cis_droid1",
"cis_droid2",
"cis_droid3",
"cis_droid4",
"cis_droid5",
"cis_droid6",
"cis_droid7",
"cis_droid8",
"cis_droid9",
"cis_hero")

SetupTeams{

rep={
team = REP,
units = 120,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",10, 20},
pilot = { "rep_inf_ep3_rocketeer",1,15},
assault = { "rep_inf_ep3_sniper",1,15},
sniper = { "rep_inf_ep3_engineer",1,15},
marine = { "rep_inf_ep3_officer",1,15},
engineer = { "rep_inf_ep3_jettrooper",1,15},
officer = { "rep_inf_ep3_recon",1,15},
special = { "rep_inf_commando",1,15},
commander = { "rep_inf_ep3_commander",1,2},


},

cis={
team = CIS,
units = 120,
reinforcements = -1,
soldier = { "cis_droid1",10, 20},
pilot = { "cis_droid2",1,15},
assault = { "cis_droid3",1,15},
sniper = { "cis_droid4",1,15},
marine = { "cis_droid5",1,15},
engineer = { "cis_droid6",1,15},
officer = { "cis_droid7",1,15},
special = { "cis_droid8",1,15},
commander = { "cis_droid9",1,2},
}
}

SetHeroClass(REP, "rep_hero_plokoon")
SetHeroClass(CIS, "cis_hero")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 20) -- 20 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 300
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("CommandWalker", 8)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 6)
SetMemoryPoolSize("EntityWalker", 3)
SetMemoryPoolSize("EntityLight", 36)
SetMemoryPoolSize("FlagItem", 2)
SetMemoryPoolSize("MountedTurret", 12)
SetMemoryPoolSize("Music", 34)
SetMemoryPoolSize("Obstacle", 410)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("myg\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight(20)

-- Sound Stats

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\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_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)

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

SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)

SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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 Shizzle--

-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end

Re: adding dwarf spider droid

Posted: Mon Dec 08, 2008 10:15 pm
by obiboba3po
Frisbeetarian wrote:There's nothing wrong with how he put that, so long as he wanted 20 droidekas and 8 dwarf spider droids.
ehh...you may be right but it cant hurt

Re: adding dwarf spider droid

Posted: Tue Dec 09, 2008 11:25 am
by Deviss
obiboba3po wrote:
Frisbeetarian wrote:There's nothing wrong with how he put that, so long as he wanted 20 droidekas and 8 dwarf spider droids.
ehh...you may be right but it cant hurt
that isn't the problem because i changed this to 3 and don't work

Re: adding dwarf spider droid

Posted: Tue Dec 09, 2008 12:36 pm
by Teancum
Post bfront2.log

Re: adding dwarf spider droid

Posted: Tue Dec 09, 2008 12:51 pm
by Deviss
Teancum wrote:Post bfront2.log
yes is HERE

Re: adding dwarf spider droid

Posted: Tue Dec 09, 2008 1:41 pm
by FragMe!
Try setting the:

SetMemoryPoolSize("EntityWalker", 8 )

to a higher number, if you are intent on 20 droidekas and 8 spiders try putting in 30 instead of 8 (note I put in space after the 8 to get rid of the smiley)

Re: adding dwarf spider droid

Posted: Tue Dec 09, 2008 1:48 pm
by Deviss
FragMe! wrote:Try setting the:

SetMemoryPoolSize("EntityWalker", 8 )

to a higher number, if you are intent on 20 droidekas and 8 spiders try putting in 30 instead of 8 (note I put in space after the 8 to get rid of the smiley)
i tried that just how you said but don't appear yet this is my new lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

ReadDataFile("dc:SIDE\\myg1.lvl", "myg1c_xl")
SetClassProperty("add_cis_player", "PointsToUnlock", 0)
SetClassProperty("add_rep_player", "PointsToUnlock", 0)

DisableBarriers("dropship")
DisableBarriers("shield_03")
DisableBarriers("shield_02")
DisableBarriers("shield_01")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
DisableBarriers("coresh1")

EnableSPHeroRules()

KillObject("CP4_CON")
SetProperty("CP1_CON", "CaptureRegion", "nil")
SetProperty("CP2_CON", "CaptureRegion", "nil")
SetProperty("CP4_CON", "CaptureRegion", "nil")
SetProperty("CP5_CON", "CaptureRegion", "nil")
SetProperty("CP7_CON", "CaptureRegion", "nil")
SetProperty("CP1_CON", "HUDIndexDisplay", "")
SetProperty("CP2_CON", "HUDIndexDisplay", "")
SetProperty("CP4_CON", "HUDIndexDisplay", "")
SetProperty("CP5_CON", "HUDIndexDisplay", "")
SetProperty("CP7_CON", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)

--This sets up the actual objective. This needs to happen after cp's are defined
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
SetUberMode(1);

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\\myg.lvl;myg1cw")

ReadDataFile("dc:SIDE\\41st.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_engineer",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_recon",
"rep_inf_commando",
"rep_inf_ep3_commander",
"rep_hero_plokoon")

ReadDataFile("dc:SIDE\\dwarfspider.lvl",
"cis_walk_dwarfspider")

ReadDataFile("dc:SIDE\\fed.lvl",
"cis_droid1",
"cis_droid2",
"cis_droid3",
"cis_droid4",
"cis_droid5",
"cis_droid6",
"cis_droid7",
"cis_droid8",
"cis_droid9",
"cis_hero")

SetupTeams{

rep={
team = REP,
units = 120,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",10, 20},
pilot = { "rep_inf_ep3_rocketeer",1,15},
assault = { "rep_inf_ep3_sniper",1,15},
sniper = { "rep_inf_ep3_engineer",1,15},
marine = { "rep_inf_ep3_officer",1,15},
engineer = { "rep_inf_ep3_jettrooper",1,15},
officer = { "rep_inf_ep3_recon",1,15},
special = { "rep_inf_commando",1,15},
commander = { "rep_inf_ep3_commander",1,2},


},

cis={
team = CIS,
units = 120,
reinforcements = -1,
soldier = { "cis_droid1",10, 20},
pilot = { "cis_droid2",1,15},
assault = { "cis_droid3",1,15},
sniper = { "cis_droid4",1,15},
marine = { "cis_droid5",1,15},
engineer = { "cis_droid6",1,15},
officer = { "cis_droid7",1,15},
special = { "cis_droid8",1,15},
commander = { "cis_droid9",1,2},
}
}

SetHeroClass(REP, "rep_hero_plokoon")
SetHeroClass(CIS, "cis_hero")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 16) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 8) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 300
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("CommandWalker", 8)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 6)
SetMemoryPoolSize("EntityWalker", 30)
SetMemoryPoolSize("EntityLight", 36)
SetMemoryPoolSize("FlagItem", 2)
SetMemoryPoolSize("MountedTurret", 12)
SetMemoryPoolSize("Music", 34)
SetMemoryPoolSize("Obstacle", 410)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("myg\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight(20)

-- Sound Stats

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\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_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)

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

SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)

SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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 Shizzle--

-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end

Re: adding dwarf spider droid

Posted: Tue Dec 09, 2008 10:25 pm
by Teancum
Fill these memory pools first:

"Weapon" -- to 600
"EnergyBar" -- to 600
"AmmoCounter" -- to 600
"SoldierAnimation" -- to 600
"Obstacle" -- to 600
"BaseHint" -- to 350

Other than that these were the errors I found that are of small-->big importance:
Hidden/Spoiler:
Opened logfile BFront2.log 2008-12-09 1345
ingame stream movies\crawlsp.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03CE494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie cor1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CE494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 18
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie cor1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

this.CurButton = check_mode2
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CE494C
EraSelection.subst = c era_c
EraSelection.subst = g era_g
this.CurButton = nil
cur_button = nil
+++ DoubleClicked
bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = true galactic_visable = true
Adding map: myg1c_xl idx: 1
play movie cor1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2a727dda)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (628b70cf)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2e48181b)!

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_rifle" missing high res geometry "cis_1st_weap_inf_rifle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_pistol" missing high res geometry "cis_1st_weap_inf_pistol"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_rifle" missing high res geometry "cis_1st_weap_inf_rifle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_pistol" missing high res geometry "cis_1st_weap_inf_pistol"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_sniper_rifle" missing high res geometry "cis_1st_weap_inf_sniperrifle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_sniper_rifle" missing high res geometry "cis_1st_weap_inf_sniperrifle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(917)
Combo[43011e28]::State[ATTACK1]::Transition[ATTACK2]::If unexpected data [495b1788]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2645)
Combo[43011e28]::State[ATTACK2]: unexpected data [495b1788]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(917)
Combo[43011e28]::State[ATTACK2]::Transition[ATTACK3]::If unexpected data [495b1788]

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_bulldog" missing high res geometry "cis_1st_weap_inf_pistol"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1172)
Could not find odf "tur_bldg_recoilless_lg"!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1222)
Attempting to build an object, newobjturret1, that does not have an .odf file associated with it

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_aat"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_hover_fightertank"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\myg1.lvl

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(668)
EntityClass "add_cis_player" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(668)
EntityClass "add_rep_player" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\CommandPost.cpp(493)
Command Post missing capture region "nil"

Re: adding dwarf spider droid

Posted: Wed Dec 10, 2008 10:19 am
by Deviss
Teancum wrote:Fill these memory pools first:

"Weapon" -- to 600
"EnergyBar" -- to 600
"AmmoCounter" -- to 600
"SoldierAnimation" -- to 600
"Obstacle" -- to 600
"BaseHint" -- to 350

Other than that these were the errors I found that are of small-->big importance:
Hidden/Spoiler:
Opened logfile BFront2.log 2008-12-09 1345
ingame stream movies\crawlsp.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03CE494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie cor1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CE494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 18
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie cor1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

this.CurButton = check_mode2
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CE494C
EraSelection.subst = c era_c
EraSelection.subst = g era_g
this.CurButton = nil
cur_button = nil
+++ DoubleClicked
bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = true galactic_visable = true
Adding map: myg1c_xl idx: 1
play movie cor1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2a727dda)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (628b70cf)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2e48181b)!

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_rifle" missing high res geometry "cis_1st_weap_inf_rifle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_pistol" missing high res geometry "cis_1st_weap_inf_pistol"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_rifle" missing high res geometry "cis_1st_weap_inf_rifle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_pistol" missing high res geometry "cis_1st_weap_inf_pistol"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_sniper_rifle" missing high res geometry "cis_1st_weap_inf_sniperrifle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_sniper_rifle" missing high res geometry "cis_1st_weap_inf_sniperrifle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(917)
Combo[43011e28]::State[ATTACK1]::Transition[ATTACK2]::If unexpected data [495b1788]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2645)
Combo[43011e28]::State[ATTACK2]: unexpected data [495b1788]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(917)
Combo[43011e28]::State[ATTACK2]::Transition[ATTACK3]::If unexpected data [495b1788]

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_bulldog" missing high res geometry "cis_1st_weap_inf_pistol"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1172)
Could not find odf "tur_bldg_recoilless_lg"!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1222)
Attempting to build an object, newobjturret1, that does not have an .odf file associated with it

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_aat"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_hover_fightertank"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\myg1.lvl

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(668)
EntityClass "add_cis_player" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(668)
EntityClass "add_rep_player" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\CommandPost.cpp(493)
Command Post missing capture region "nil"
i make this but don't work yet and this is my new lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

ReadDataFile("dc:SIDE\\myg1.lvl", "myg1c_xl")
SetClassProperty("add_cis_player", "PointsToUnlock", 0)
SetClassProperty("add_rep_player", "PointsToUnlock", 0)

DisableBarriers("dropship")
DisableBarriers("shield_03")
DisableBarriers("shield_02")
DisableBarriers("shield_01")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
DisableBarriers("coresh1")

EnableSPHeroRules()

KillObject("CP4_CON")
SetProperty("CP1_CON", "CaptureRegion", "nil")
SetProperty("CP2_CON", "CaptureRegion", "nil")
SetProperty("CP4_CON", "CaptureRegion", "nil")
SetProperty("CP5_CON", "CaptureRegion", "nil")
SetProperty("CP7_CON", "CaptureRegion", "nil")
SetProperty("CP1_CON", "HUDIndexDisplay", "")
SetProperty("CP2_CON", "HUDIndexDisplay", "")
SetProperty("CP4_CON", "HUDIndexDisplay", "")
SetProperty("CP5_CON", "HUDIndexDisplay", "")
SetProperty("CP7_CON", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)

--This sets up the actual objective. This needs to happen after cp's are defined
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
SetUberMode(1);

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\\myg.lvl;myg1cw")

ReadDataFile("dc:SIDE\\41st.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_engineer",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_recon",
"rep_inf_commando",
"rep_inf_ep3_commander",
"rep_hero_plokoon")

ReadDataFile("dc:SIDE\\dwarfspider.lvl",
"cis_walk_dwarfspider")

ReadDataFile("dc:SIDE\\fed.lvl",
"cis_droid1",
"cis_droid2",
"cis_droid3",
"cis_droid4",
"cis_droid5",
"cis_droid6",
"cis_droid7",
"cis_droid8",
"cis_droid9",
"cis_hero")

SetupTeams{

rep={
team = REP,
units = 120,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",10, 20},
pilot = { "rep_inf_ep3_rocketeer",1,15},
assault = { "rep_inf_ep3_sniper",1,15},
sniper = { "rep_inf_ep3_engineer",1,15},
marine = { "rep_inf_ep3_officer",1,15},
engineer = { "rep_inf_ep3_jettrooper",1,15},
officer = { "rep_inf_ep3_recon",1,15},
special = { "rep_inf_commando",1,15},
commander = { "rep_inf_ep3_commander",1,2},


},

cis={
team = CIS,
units = 120,
reinforcements = -1,
soldier = { "cis_droid1",10, 20},
pilot = { "cis_droid2",1,15},
assault = { "cis_droid3",1,15},
sniper = { "cis_droid4",1,15},
marine = { "cis_droid5",1,15},
engineer = { "cis_droid6",1,15},
officer = { "cis_droid7",1,15},
special = { "cis_droid8",1,15},
commander = { "cis_droid9",1,2},
}
}

SetHeroClass(REP, "rep_hero_plokoon")
SetHeroClass(CIS, "cis_hero")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 16) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 8) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 300
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", 600)
SetMemoryPoolSize("BaseHint", 350)
SetMemoryPoolSize("SoldierAnimation", 600)
SetMemoryPoolSize("EnergyBar", 600)
SetMemoryPoolSize("EntityFlyer", 7)
SetMemoryPoolSize("EntityHover", 8)
SetMemoryPoolSize("EntityWalker", 30)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("FlagItem", 2)
SetMemoryPoolSize("MountedTurret", 12)
SetMemoryPoolSize("Music", 34)
SetMemoryPoolSize("Obstacle", 600)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("Weapon", 600)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("myg\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight(20)

-- Sound Stats

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\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_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)

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

SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)

SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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 Shizzle--

-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end
EDIT: i rename the dwarf spider droid to cis_hover_aat for this reason:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_aat"

very thanks teancum :D , and the spider spawn now but this fall for the avism here an image of the new problem:
Hidden/Spoiler:
Image