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2 questions: Changing weapons and adding a class

Posted: Sat Jan 03, 2015 7:47 am
by superimperial11
Note: I searched and read thread after thread.*
1. I was reading a thread and it told me that to add a weapon I had to open the soldier's odf file and change his code to what weapon I wanted him to have, the only problem is when I open(lets say scout trooper) the odf I don't see the section for his weapons.So basically I am asking is what am I doing wrong.

2. When I put a custom model in the "all" folder in Sides and put "AddUnitClass" I get "0 errors, 2 warnings" telling me there is no collision geometry and it will be SLOW. When I launch my map, nothing is different. So instead of adding a class how can I replace the standard rebel model with a custom one?


8) :shock:

Re: 2 questions: Changing weapons and adding a class

Posted: Sat Jan 03, 2015 7:58 am
by Anakin
Have you read this?
http://www.gametoast.com/viewtopic.php?f=27&t=12729

If you did:
1. what was the name of the scout's odf?? there are default odf files that contains mostly the weapon names. so for example there is an odf file called rep_inf_ep2_sniper.odf. the default odf (ClassParent) is named rep_inf_default_sniper. There are the weapon names.
2. You can ignore the warning it says that an msh has no collision, so the munge bats need to build it. That's why the munge process takes a little longer. to tell you why the side is not ingame we need to see your lua file.

Re: 2 questions: Changing weapons and adding a class

Posted: Sat Jan 03, 2015 8:27 am
by superimperial11
1. Never mind for the weapons. Thank you I was looking at the wrong one.
2. My .lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

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"}



--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:Start()

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("ingame.lvl")



SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)


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\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")
AddUnitClass(ALL, "all_inf_rebel_flametrooper",1,4)[/code]


The "flametrooper" is the unit I wanted to add. His model and texture is in the all folder too.

Re: 2 questions: Changing weapons and adding a class

Posted: Sat Jan 03, 2015 9:05 am
by Anakin
please put the code between the code tags, and add hide tags around it.

You forgot this from the tutorial:
Image

Re: 2 questions: Changing weapons and adding a class

Posted: Sat Jan 03, 2015 6:59 pm
by superimperial11
Okay I guess I missed that. But I am not adding a side, I am just adding a class.

Re: 2 questions: Changing weapons and adding a class

Posted: Sat Jan 03, 2015 8:03 pm
by AQT
You are adding a custom unit that needs to be loaded from a custom all.lvl side file, yes? If so, then you need to do what Anakin pointed out.

Re: 2 questions: Changing weapons and adding a class

Posted: Sat Jan 03, 2015 8:29 pm
by superimperial11
AQT wrote:You are adding a custom unit that needs to be loaded from a custom all.lvl side file, yes? If so, then you need to do what Anakin pointed out.
I thought it says "pms.lvl" so would I, instead of labeling it as a custom side, I would just put all.lvl?

Re: 2 questions: Changing weapons and adding a class

Posted: Sat Jan 03, 2015 9:02 pm
by AQT
Yes, you would. It was only an example. You would also replace pms_inf_supr_tropr with all_inf_rebel_flametrooper, the name of you custom unit.

Re: 2 questions: Changing weapons and adding a class

Posted: Sat Jan 03, 2015 9:25 pm
by superimperial11
Yes okay thank you.
:D
This is my .lua for the all.lvl:
Hidden/Spoiler:
[code]
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat",
"all_inf_rebel_flametrooper")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")
AddUnitClass(ALL, "all_inf_rebel_flametrooper",1,4)[/code]

Re: 2 questions: Changing weapons and adding a class

Posted: Sat Jan 03, 2015 11:08 pm
by commanderawesome
That's still incorrect. You need to add the "dc:" to SIDE\\all.lvl.

Re: 2 questions: Changing weapons and adding a class

Posted: Sat Jan 03, 2015 11:19 pm
by superimperial11
commanderawesome wrote:That's still incorrect. You need to add the "dc:" to SIDE\\all.lvl.
Okay tried that munging now.
edit: still not working.
double edit: Now my Clone Wars era crashes after I changed the weapons

Re: 2 questions: Changing weapons and adding a class

Posted: Sun Jan 04, 2015 5:29 am
by hunpeter12
Generate a log using the debug exe. Post all Message Severity: 3 Errors you find in there.

Re: 2 questions: Changing weapons and adding a class

Posted: Sun Jan 04, 2015 6:37 am
by superimperial11
They are all Message Severity 2. Here take a look for yourself: :thumbs:
Hidden/Spoiler:
[code]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: 0536116C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie ABC 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment ABC0.000000ly

+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 22
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 44
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 34
EraSelection.subst = c era_c
EraSelection.subst = c era_c
num, Selection = 1 table: 0536116C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 29
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie ABC 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment ABC0.000000ly

this.CurButton = check_era2
cur_button = nil
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 0536116C
EraSelection.subst = c era_c
EraSelection.subst = g era_g
this.CurButton = nil
cur_button = nil
+++ DoubleClicked
bEra_CloneWar = 1 bEra_Galactic = nil
clonewar_visable = true galactic_visable = true
Adding map: ONFc_con idx: 1
play movie ABC 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment ABC0.000000ly

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: 3
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10680)
Soldier "rep_inf_default_officer" weapon 2 "all_weap_inf_incinerator" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10680)
Soldier "rep_inf_default_officer" weapon 4 "all_weap_inf_timebomb" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

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: 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: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

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: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

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: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

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: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

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: 2
C:\Battlefront2\main\Battlefront2\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(185)
AttachEffects: effect 'bazarre_sprays' not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(185)
AttachEffects: effect 'bazarre_sprays' not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(185)
AttachEffects: effect 'bazarre_sprays' not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(185)
AttachEffects: effect 'bazarre_sprays' not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(684)
Aimer "nab_hover_gianspeeder BODY WEAPON1" mount node "gun_left" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(711)
Aimer "nab_hover_gianspeeder BODY WEAPON1" barrel node "barrel_left" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(753)
Aimer "nab_hover_gianspeeder BODY WEAPON1" fire node "hp_fire_2" is not a child of aimer node

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(684)
Aimer "(null)" mount node "gun_right" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(711)
Aimer "(null)" barrel node "barrel_right" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(753)
Aimer "(null)" fire node "hp_fire_3" is not a child of aimer node

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1641)
Mounted turret "nab_hover_gianspeeder TURRET1" node "turret_body" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(684)
Aimer "(null)" mount node "turret_aimer" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(711)
Aimer "(null)" barrel node "turret_barrel" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(753)
Aimer "(null)" fire node "hp_fire_1" is not a child of aimer node[/code]
Edit: I know the problem now. Hunpeter you helped me on my other thread so again, thank you.

Double edit: Now I cannot find the msh and tga for the timbomb and incinerator. But I cannot trouble you with anymore of my problems.

Re: 2 questions: Changing weapons and adding a class

Posted: Sun Jan 04, 2015 6:51 am
by Anakin
1. use search functions to find all message severity: 3:
2. please use hide tags if you post something long
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10680)
Soldier "rep_inf_default_officer" weapon 2 "all_weap_inf_incinerator" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10680)
Soldier "rep_inf_default_officer" weapon 4 "all_weap_inf_timebomb" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(684)
Aimer "nab_hover_gianspeeder BODY WEAPON1" mount node "gun_left" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(711)
Aimer "nab_hover_gianspeeder BODY WEAPON1" barrel node "barrel_left" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(753)
Aimer "nab_hover_gianspeeder BODY WEAPON1" fire node "hp_fire_2" is not a child of aimer node

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(684)
Aimer "(null)" mount node "gun_right" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(711)
Aimer "(null)" barrel node "barrel_right" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(753)
Aimer "(null)" fire node "hp_fire_3" is not a child of aimer node

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1641)
Mounted turret "nab_hover_gianspeeder TURRET1" node "turret_body" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(684)
Aimer "(null)" mount node "turret_aimer" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(711)
Aimer "(null)" barrel node "turret_barrel" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(753)
Aimer "(null)" fire node "hp_fire_1" is not a child of aimer node

Re: 2 questions: Changing weapons and adding a class

Posted: Sun Jan 04, 2015 7:18 am
by superimperial11
Okay sorry, should have thought of that. I will fix it(edit: it won't hide). Last question,(I successfully fixed everything) how do I get the sounds for the incinerator and the all_inf_rifle?

Re: 2 questions: Changing weapons and adding a class

Posted: Sun Jan 04, 2015 7:32 am
by Anakin
if you used an gcw weapon and if you are playing an gcw map and you have load the gcw map's soundfile. it should work. So what's the name of the weapons fire sound and we need the whole lua file

Re: 2 questions: Changing weapons and adding a class

Posted: Sun Jan 04, 2015 7:34 am
by superimperial11
It's actually gcw weapons to cw weapons. But I don't know where the sound file is or the lua file.

Re: 2 questions: Changing weapons and adding a class

Posted: Sun Jan 04, 2015 7:49 am
by Anakin
Ok. But you know that you already posted a part of your lua file? All we need is the full file (please between hide and code tags)
the sound file is called in your weapon's odf file there need to be a line called firesound. If there is no search in the base class (you know the ClassParent line tolds you what the base class is called)

Re: 2 questions: Changing weapons and adding a class

Posted: Sun Jan 04, 2015 7:54 am
by superimperial11
Okay, I am kind of lost. My lua from earlier in the thread was about adding a class, not changing a weapon. But the odf does say this:
Hidden/Spoiler:
[code]
FireSound = "all_weap_inf_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
ProneSound = "com_weap_inf_rifle_mvt_squat"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"[/code]

Re: 2 questions: Changing weapons and adding a class

Posted: Sun Jan 04, 2015 9:21 am
by Anakin
Looks good so far. your lua should look like that:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

ReadDataFile("dc:common.lvl")
ReadDataFile("common.lvl")

-- REP Attacking (attacker is always #1)
REP = 1
CIS = 2
GEONO = 3
CLONEDEA = 4
JEDI = 5
CLONECON = 6
-- 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()
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", 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(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()
SetUberMode(1)
EnableSPHeroRules()

AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")

SetProperty("cp1", "AllyPath", "cp1_spawn")
SetProperty("cp2", "AllyPath", "cp2_spawn")
SetProperty("cp3", "AllyPath", "cp3_spawn")
SetProperty("cp4", "AllyPath", "cp4_spawn")
SetProperty("cp6", "AllyPath", "cp6_spawn")
SetProperty("cp7", "AllyPath", "cp7_spawn")
SetProperty("cp8", "AllyPath", "cp8_spawn")

end

function ScriptInit()
ReadDataFile("dc:Load\\RCM_Load.lvl")

StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)

SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 3000)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 2500)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo

local screenWidth, screenHeight = ScriptCB_GetScreenInfo()
local aspectRatio = screenWidth / screenHeight

ReadDataFile("dc:SIDE\\fpanimset.lvl")

if aspectRatio <= 1.4 then
print("RCM_loading: Aspect Ratio 4:3 detected")
ReadDataFile("dc:HUD\\hud43.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:HUD\\hudBmpKill.lvl")
elseif aspectRatio <= 1.63 and aspectRatio >= 1.5 then
print("RCM_loading: Aspect Ratio 16:10 detected")
ReadDataFile("dc:HUD\\hud1610.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:HUD\\hudBmpKill.lvl")
elseif aspectRatio <= 1.9 and aspectRatio >= 1.63 then
print("RCM_loading: Aspect Ratio 16:9 detected")
ReadDataFile("dc:HUD\\hud169.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:HUD\\hudBmpKill.lvl")
else
print("RCM_loading: Aspect Ratio unkown. Loading stock HUD.")
ReadDataFile("dc:HUD\\hudUnknown.lvl")
ReadDataFile("ingame.lvl")
end



SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 0.5)

SetMemoryPoolSize("Music", 40)
ReadDataFile("dc:sound\\rcm.lvl;comSnd")
ReadDataFile("dc:sound\\rcm.lvl")
ReadDataFile("sound\\geo.lvl;geo1cw")

ReadDataFile("SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_master_01",
"jed_master_02")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_tread_hailfire",
"cis_hover_stap",
"cis_walk_spider")

ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
--"rep_fly_gunship",
--"rep_bldg_forwardcenter",
"rep_fly_jedifighter_dome",
"rep_walk_atte")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_commando_01_rifleman",
"rep_inf_commando_02_roketeer",
"rep_inf_commando_03_sniper",
"rep_inf_commando_04_engineer",
"rep_inf_commando_05_electronic",
"rep_inf_commando_06_sergeant",
"rep_inf_commando_07_havoc",
"rep_inf_commando_08_elite")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_b1_rifleman",
"cis_inf_b1_rocketeer",
"cis_inf_b1_sniper",
"cis_inf_sbd",
"cis_inf_magnaguard",
"cis_inf_droideka")

ReadDataFile("dc:SIDE\\geo.lvl",
"geo_inf_geonosian",
"geo_inf_geonosian_elite")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")

ReadDataFile("dc:SIDE\\rrl.lvl",
"rrl_inf_ep2_rifleman",
"rrl_inf_ep2_commander",
"rrl_inf_ep2_jettrooper")

-- GEOS ---------------------------
SetTeamName(3, "locals")
AddUnitClass(3, "geo_inf_geonosian", 7)
AddUnitClass(3, "geo_inf_geonosian_elite", 7)
SetUnitCount(3, 7)
AddAIGoal(GEONO, "Deathmatch", 100)
-----------------------------------

-- Jedi ---------------------------
SetTeamName (5, "jedi")
AddUnitClass(5, "jed_knight_01",4)
AddUnitClass(5, "jed_knight_02",4)
AddUnitClass(5, "jed_knight_03",4)
AddUnitClass(5, "jed_master_01",2)
AddUnitClass(5, "jed_master_02",2)
SetUnitCount (5, 10)
AddAIGoal(JEDI, "Deathmatch", 100)
-----------------------------------

-- Clones -------------------------
SetTeamName (4, "clone")
AddUnitClass (4, "rrl_inf_ep2_rifleman", 15)
AddUnitClass (4, "rrl_inf_ep2_jettrooper", 5)
AddUnitClass(4, "rrl_inf_ep2_commander",3)
SetUnitCount (4, 8)
AddAIGoal(CLONEDEA, "Deathmatch", 100)
-----------------------------------

-- Clones -------------------------
SetTeamName (6, "clone")
AddUnitClass (6, "rrl_inf_ep2_rifleman", 15)
AddUnitClass (6, "rrl_inf_ep2_jettrooper", 5)
AddUnitClass(6, "rrl_inf_ep2_commander",3)
SetUnitCount (6, 7)
AddAIGoal(CLONECON, "Conquest", 100)
-----------------------------------

-- Friends ------------------------
SetTeamAsFriend(REP,JEDI)
SetTeamAsFriend(JEDI,REP)

SetTeamAsFriend(REP,CLONECON)
SetTeamAsFriend(CLONECON,REP)

SetTeamAsFriend(REP,CLONEDEA)
SetTeamAsFriend(CLONEDEA,REP)

SetTeamAsFriend(JEDI,CLONECON)
SetTeamAsFriend(CLONECON,JEDI)

SetTeamAsFriend(JEDI,CLONEDEA)
SetTeamAsFriend(CLONEDEA,JEDI)

SetTeamAsFriend(CLONECON,CLONEDEA)
SetTeamAsFriend(CLONEDEA,CLONECON)

SetTeamAsFriend(CIS,GEONO)
SetTeamAsFriend(GEONO,CIS)
-----------------------------------

-- Enemys -------------------------
SetTeamAsEnemy(REP,GEONO)
SetTeamAsEnemy(GEONO,REP)

SetTeamAsEnemy(GEONO,JEDI)
SetTeamAsEnemy(JEDI,GEONO)

SetTeamAsEnemy(GEONO,CLONECON)
SetTeamAsEnemy(CLONECON,GEONO)

SetTeamAsEnemy(GEONO,CLONEDEA)
SetTeamAsEnemy(CLONEDEA,GEONO)

SetTeamAsEnemy(CIS,JEDI)
SetTeamAsEnemy(JEDI,CIS)

SetTeamAsEnemy(CIS,CLONECON)
SetTeamAsEnemy(CLONECON,CIS)

SetTeamAsEnemy(CIS,CLONEDEA)
SetTeamAsEnemy(CLONEDEA,CIS)
-----------------------------------

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 8 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", 100)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntityCloth", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 70)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 70)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 70)
SetMemoryPoolSize("UnitController", 70)
SetMemoryPoolSize("Weapon", weaponcnt)
SetMemoryPoolSize("SoldierAnimation", 580)

SetSpawnDelay(10.0, 0.25)

SetupTeams{
rep = {
team = REP,
units = 16,
reinforcements = 150,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
assault = { "rep_inf_commando_02_roketeer",1,4},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
officer = { "rep_inf_commando_05_electronic",1,4},
special = { "rep_inf_commando_06_sergeant",1,4},
commander={ "rep_inf_commando_07_havoc", 1, 4},
general = { "rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"geo_inf_geonosian",1, 6},
officer = {"cis_inf_sbd",1, 2},
special = {"geo_inf_geonosian_elite", 1, 2},
commander={"cis_inf_droideka", 1, 2},
general = {"cis_inf_magnaguard", 1, 2},
}
}




-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()

-- Local Stats

--SetTeamName(4, "locals")
--AddUnitClass(4, "rep_inf_jedimale",1)
--AddUnitClass(4, "rep_inf_jedimaleb",1)
--AddUnitClass(4, "rep_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)

ReadDataFile("GEO\\geo1.lvl", "geo1_conquest")

SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)



-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)

-- Sound

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("dc:sound\\rcm.lvl", "rcm_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

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_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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")


--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")

SetAttackingTeam(ATT)

--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)



if aspectRatio <= 1.4 then
ReadDataFile("dc:SIDE\\43.lvl")
ReadDataFile("dc:HUD\\hudTxtKill.lvl")
elseif aspectRatio <= 1.63 and aspectRatio >= 1.5 then
ReadDataFile("dc:SIDE\\1610.lvl")
ReadDataFile("dc:HUD\\hudTxtKill.lvl")
elseif aspectRatio <= 1.9 and aspectRatio >= 1.63 then
ReadDataFile("dc:SIDE\\169.lvl")
ReadDataFile("dc:HUD\\hudTxtKill.lvl")
else
ReadDataFile("dc:SIDE\\unkown.lvl")
end


end

[/code]

Code: Select all

ReadDataFile("sound\\geo.lvl;geo1cw")
This is the special line it need to be gcw. not cw. if you have something like that in your lua everything is ok. (i think you made a tat map, so it should be something like

Code: Select all

ReadDataFile("sound\\tat.lvl;tat2gcw")