Acklay problem

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
GolfBulb

Acklay problem

Post by GolfBulb »

Still have an Acklay problem lol this is my lua, but even wiht the comma, which som1 has mentioned, didnt help much, it did in the long run tho

ReadDataFile("SIDE\\geo.lvl",
"gen_inf_acklay",
"gen_inf_geonosian")

ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = ,
reinforcements =
soldier = { "rep_inf_ep2_rifleman",
assault = { "rep_inf_ep2_rocketeer",
engineer = { "rep_inf_ep2_engineer",
sniper = { "rep_inf_ep2_sniper",
officer = {"rep_inf_ep3_officer",
special = { "rep_inf_ep2_jettrooper",

},
cis = {
team = CIS,
units =
reinforcements =
soldier = { "gen_inf_acklay",
assault = { "cis_inf_rifleman",
engineer = { "geo_inf_geonosian",
sniper = { "cis_inf_sniper",
officer = {"",,
special = { "cis_inf_droideka",


Here is my munge log:

ERROR[localizemunge japanese.cfg]:Text file syntax error. (No matching bracket)ERROR[localizemunge japanese.cfg]:Text file syntax error. (No matching bracket) [continuing]
2 Errors 0 Warnings

soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_DDW\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_DDW\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_DDW\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_DDW\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DDW\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_DDW\Sound\shell\shell.sfx





PS: I took out the numbers of hte lua
Master Fionwë
Rebel Colonel
Rebel Colonel
Posts: 598
Joined: Wed May 30, 2007 3:33 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: At RCTC
Contact:

RE: Acklay problem

Post by Master Fionwë »

"gen_inf_acklay",
That should be geo_inf_acklay. As for the errors, I don't know about sound.
GolfBulb

RE: Acklay problem

Post by GolfBulb »

HAHAHAH!!! thank yoU!
User avatar
Superm9
Second Lance Corporal
Second Lance Corporal
Posts: 104
Joined: Thu Aug 23, 2007 8:41 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Acklay problem

Post by Superm9 »

Hey, I'm a bit new to adding in ai sides. Can you go back a step and tell me the resources that would be needed to be copied over for putting aclays onto my map? :?:
Master Fionwë
Rebel Colonel
Rebel Colonel
Posts: 598
Joined: Wed May 30, 2007 3:33 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: At RCTC
Contact:

RE: Acklay problem

Post by Master Fionwë »

You just need the geo side to be loaded into your lua, and the unit called for in one of the rosters.
User avatar
Superm9
Second Lance Corporal
Second Lance Corporal
Posts: 104
Joined: Thu Aug 23, 2007 8:41 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Acklay problem

Post by Superm9 »

So, there's no need to move any extra files around!?
Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

RE: Acklay problem

Post by Penguin »

only if you wish to edit the side
User avatar
Superm9
Second Lance Corporal
Second Lance Corporal
Posts: 104
Joined: Thu Aug 23, 2007 8:41 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Acklay problem

Post by Superm9 »

Great! Thanks for the advice, I'll try it. Just one more thing: This may sound very newbish, but do the acklays attack the CIS and the Republic equally, or is there some sort of bias when it comes to them slaughtering droids?
Master Fionwë
Rebel Colonel
Rebel Colonel
Posts: 598
Joined: Wed May 30, 2007 3:33 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: At RCTC
Contact:

RE: Acklay problem

Post by Master Fionwë »

No, you need to set that in the lua.
User avatar
Superm9
Second Lance Corporal
Second Lance Corporal
Posts: 104
Joined: Thu Aug 23, 2007 8:41 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Acklay problem

Post by Superm9 »

What do you mean? Could you give me an example? A sample of an lua that would work like that?
Taivyx
2008 Best Games Related Avatar
Posts: 1706
Joined: Thu Jun 07, 2007 3:34 pm
Projects :: Terra Strife - discontinued
Games I'm Playing :: none
xbox live or psn: No gamertag set
Contact:

RE: Acklay problem

Post by Taivyx »

For acklays not be on any specific team, you need to put them on a "locals" side.

Check the FAQ for a local sides tutorial.
And set the local side up to have an acklay in it.

For information on making sides, see the jedi creation doc.

And check your e-mail.

For the 3rd time, glad to see you're here now.
User avatar
Superm9
Second Lance Corporal
Second Lance Corporal
Posts: 104
Joined: Thu Aug 23, 2007 8:41 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Acklay problem

Post by Superm9 »

Thanks taivyx, I'll check it out!
Taivyx
2008 Best Games Related Avatar
Posts: 1706
Joined: Thu Jun 07, 2007 3:34 pm
Projects :: Terra Strife - discontinued
Games I'm Playing :: none
xbox live or psn: No gamertag set
Contact:

RE: Acklay problem

Post by Taivyx »

Oh, and since you asked for one, here's the stock Felucia lua.
Just the default felucia.

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

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

---------------------------------------------------------------------------
-- 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()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1-1"}
cp2 = CommandPost:New{name = "cp2-1"}
cp3 = CommandPost:New{name = "cp3-1"}
cp4 = CommandPost:New{name = "cp4-1"}
cp5 = CommandPost:New{name = "cp5-1"}
cp6 = CommandPost:New{name = "cp6-1"}


--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()
EnableSPHeroRules()

end

function ScriptInit()
StealArtistHeap(132*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3200000)
ReadDataFile("ingame.lvl")

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

SetMemoryPoolSize("Music", 39)


ReadDataFile("sound\\fel.lvl;fel1cw")
SetMaxFlyHeight(53)
SetMaxPlayerFlyHeight (53)
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper_felucia",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_officer",
"rep_hero_aalya",
"rep_walk_oneman_atst")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"CIS_inf_officer",
"cis_inf_droideka",
"cis_hero_jangofett",
"cis_tread_snailtank")

--ReadDataFile("SIDE\\geo.lvl",
--"geo_walk_acklay")

SetAttackingTeam(ATT)
SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper_felucia",1, 4},
officer = { "rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "CIS_inf_rifleman",9, 25},
assault = { "CIS_inf_rocketeer",1, 4},
engineer = { "CIS_inf_engineer",1, 4},
sniper = { "CIS_inf_sniper",1, 4},
officer = { "CIS_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},

},

}

SetHeroClass(REP, "rep_HERO_aalya")
SetHeroClass(CIS, "cis_hero_jangofett")


-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 8)
--AddWalkerType(5, 2) -- 2 attes with 2 leg pairs each
--AddWalkerType(3, 1) -- 3 acklays with 3 leg pairs each
AddWalkerType(1, 2)
AddWalkerType(0, 4)
local weaponCnt = 260
SetMemoryPoolSize("Aimer", 20)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 200)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityHover", 3)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 0)
SetMemoryPoolSize("EntityWalker", 5)
SetMemoryPoolSize("MountedTurret", 6)
SetMemoryPoolSize("Obstacle", 400)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("TreeGridStack", 280)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("fel\\fel1.lvl", "fel1_conquest")
SetDenseEnvironment("false")
SetAIViewMultiplier(0.65)
--AddDeathRegion("Sarlac01")

-- Birdies
SetNumBirdTypes(1)
SetBirdType(0,1.0,"bird")


-- 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\\fel.lvl", "fel1")
OpenAudioStream("sound\\fel.lvl", "fel1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\fel.lvl", "fel1_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(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_fel_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_fel_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_fel_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_fel_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_fel_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_fel_amb_end", 2,1)

SetVictoryMusic(REP, "rep_fel_amb_victory")
SetDefeatMusic (REP, "rep_fel_amb_defeat")
SetVictoryMusic(CIS, "cis_fel_amb_victory")
SetDefeatMusic (CIS, "cis_fel_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 Stats
AddCameraShot(0.896307, -0.171348, -0.401716, -0.076796, -116.306931, 31.039505, 20.757469)
AddCameraShot(0.909343, -0.201967, -0.355083, -0.078865, -116.306931, 31.039505, 20.757469)
AddCameraShot(0.543199, 0.115521, -0.813428, 0.172990, -108.378189, 13.564240, -40.644150)
AddCameraShot(0.970610, 0.135659, 0.196866, -0.027515, -3.214346, 11.924586, -44.687294)
AddCameraShot(0.346130, 0.046311, -0.928766, 0.124267, 87.431061, 20.881388, 13.070729)
AddCameraShot(0.468084, 0.095611, -0.860724, 0.175812, 18.063482, 19.360580, 18.178158)



end
User avatar
Superm9
Second Lance Corporal
Second Lance Corporal
Posts: 104
Joined: Thu Aug 23, 2007 8:41 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Acklay problem

Post by Superm9 »

Oh, wait! I think that I figured out why, when I followed the FAQ tutorial, it didn't work: does the acklay have to be geo_inf_acklay or geo_walk_acklay? I put geo_inf_acklay into my lua and they won't spawn! Could this be the problem?
Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

Re: Acklay problem

Post by Penguin »

just geo_inf_acklay.

Post your LUA aswell so I can check it.
Post Reply