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Conquest --> Assault

Posted: Mon Oct 12, 2009 6:27 pm
by Fiodis
I'm attempting to replace the conquest mode of my map with assault. To that end, I replaced the cps in the conquest layer with the uncapturable version and copied the ScriptPostLoad section of my eli.lua.bak into my con.lua. I get a crash and this:

Code: Select all

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #1 to `SetTeamName' (number expected, got nil)
stack traceback:
	[C]: in function `SetTeamName'
	(none): in function `SetupTeams'
	(none): in function `ScriptInit'
I also get this:

Code: Select all

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk snw_inf_wampa in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\ARI\Data\_lvl_pc\SIDE\cre.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk  in DC:SIDE\cre.lvl
Which is odd because it's always worked before, and I didn't mess with the SetupTeams section and left the cre side alone.... What's wrong?

Re: Conquest --> Assault

Posted: Mon Oct 12, 2009 6:36 pm
by vampire_lord
I am no expert in this matter, but there is one question... Did you mess up with multiple layers or something?

Re: Conquest --> Assault

Posted: Mon Oct 12, 2009 6:44 pm
by 501st_commander
If i would get that, i'd clean/munge.

Re: Conquest --> Assault

Posted: Mon Oct 12, 2009 6:59 pm
by [RDH]Zerted
You have a bad team variable. One or more of your CIS, REP, ALL, IMP, ATT, and/or DEF is wrong. I'd tell you which one, but you didn't post the lua... I'm also assuming that you posted the error messages in the order they appeared in your debug log.

Re: Conquest --> Assault

Posted: Mon Oct 12, 2009 7:06 pm
by Teancum
Post the lua

Re: Conquest --> Assault

Posted: Mon Oct 12, 2009 7:46 pm
by Fiodis
Here's the lua:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end


---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()


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 -- should be ~1x #combo

ReadDataFile("ingame.lvl")

ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(60)
SetMaxPlayerFlyHeight(60)

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("DC:SIDE\\big.lvl",
"all_inf_rifleman_urban",
"all_inf_rocketeer",
"all_inf_engineer",
"all_inf_rifleman_fleet",
"ter_inf_sniper",
"cha_inf_hunter",
"cha_inf_soldier",
"all_inf_officer_jungle",
"wok_inf_warrior")
ReadDataFile("DC:SIDE\\cre.lvl",
"snw_inf_wampa")
ReadDataFile("DC:SIDE\\tur.lvl",
"thu_bldg_orbigun")



SetupTeams{
hero = {
team = REP,
units = 20,
reinforcements = -1,
soldier = { "all_inf_rifleman_urban",10, 25},
assault = { "all_inf_engineer",1,4},
engineer = { "all_inf_rifleman_fleet",1,4},
sniper = { "ter_inf_sniper",1,4},
officer = {"all_inf_rocketeer",1,4},

},
villain = {
team = CIS,
units = 20,
reinforcements = -1,
soldier = { "cha_inf_soldier",10, 25},
assault = { "wok_inf_warrior",1,4},
engineer = { "all_inf_officer_jungle",1,4},
sniper = { "snw_inf_wampa",1,2},
special = { "cha_inf_hunter",1, 1},
}
}




-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)

SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:ARI\\ARI.lvl", "ARI_conquest")
ReadDataFile("dc:ARI\\ARI.lvl", "ARI_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

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

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
[/code]
[/size]

The snw_inf_wampa errors are actually above the other two in the error log.

Re: Conquest --> Assault

Posted: Mon Oct 12, 2009 8:01 pm
by Xavious
Change these to REP and CIS.

Code: Select all

   ALL = 1
   IMP = 2