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Flyers and space template odf. files to shipped map

Posted: Sun Mar 31, 2013 3:25 pm
by JazzMaster
Hi everyone, i am fairly new to modding.

So i am making a map using the shipped Mygeeto map. But with flyers on each team and a rep and cis frigates above the map with turrets.

I've followed all the directions for adding vehicles (adding vehicle spawns, filling out object instance, writing them in the LUA file) but they do not show up when i load the map in battlefront. It just plays like your stock Mygeeto map. the props for the frigates don't show up either.

I've added the LUA file below. any help would be extremely appreciated!
Hidden/Spoiler:
[code]-- load the gametype script --
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- 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()

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

EnableSPHeroRules()

cp1 = CommandPost:New{name = "CP1_CON"}
cp2 = CommandPost:New{name = "CP2_CON"}
--cp3 = CommandPost:New{name = "CP3_CON"}
cp4 = CommandPost:New{name = "CP4_CON"}
cp5 = CommandPost:New{name = "CP5_CON"}
cp7 = CommandPost:New{name = "CP7_CON"}
--cp8 = CommandPost:New{name = "CP8_CON"}

conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
--conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp7)
--conquest:AddCommandPost(cp8)

conquest:Start()

end

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

ReadDataFile("sound\\myg.lvl;myg1cw")

ReadDataFile("SIDE\\rep.lvl",
--"rep_fly_assault_dome",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_fly_vwing",
"rep_fly_arc170figther",
"rep_hero_kiyadimundi")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_aat",
"cis_fly_droidfighter",
"cis_fly_gunship_dome",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous")

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


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", 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},
}
}


-- Hero Setup Section --

SetHeroClass(REP, "rep_hero_kiyadimundi")
SetHeroClass(CIS, "cis_hero_grievous")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
AddWalkerType(2, 0)
local weaponCnt = 230
SetMemoryPoolSize("Aimer", 60)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityHover", 7)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 76)
SetMemoryPoolSize("MountedTurret", 16)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 500)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TreeGridStack", 275)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("myg\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(1500)
SetMaxPlayerFlyHeight(1500)

-- 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




[/code]

Re: Flyers and space template odf. files to shipped map

Posted: Mon Apr 01, 2013 10:30 am
by noMatt
You have to put a new SetMemoryPoolsize

But that is specific to every flyer
Have a look in stock luas

Re: Flyers and space template odf. files to shipped map

Posted: Mon Apr 01, 2013 11:19 am
by Nedarb7
Welcome to Gametoast! :D

Flyers usually have _sc at the end of their names, here's your LUA:
Hidden/Spoiler:
ReadDataFile("SIDE\\rep.lvl",
--"rep_fly_assault_dome",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_fly_vwing",
"rep_fly_arc170figther",
"rep_hero_kiyadimundi")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_aat",
"cis_fly_droidfighter",
"cis_fly_gunship_dome",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous")
You should add an _sc to the end of each flyer name (except for vwing):
Hidden/Spoiler:
ReadDataFile("SIDE\\rep.lvl",
--"rep_fly_assault_dome",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_fly_vwing",
"rep_fly_arc170figther_sc",
"rep_hero_kiyadimundi")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_aat",
"cis_fly_droidfighter_sc",
"cis_fly_gunship_dome",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous")
You also misspelled fighter:
arc170figther

Re: Flyers and space template odf. files to shipped map

Posted: Mon Apr 01, 2013 3:38 pm
by JazzMaster
noMatt wrote:You have to put a new SetMemoryPoolsize

But that is specific to every flyer
Have a look in stock luas
where exactly are the stock luas? im assuming its in C:\BF2_ModTools\assets\sides\rep\req, right?
Nedarb7 wrote:Welcome to Gametoast! :D

Flyers usually have _sc at the end of their names, here's your LUA:
Hidden/Spoiler:
ReadDataFile("SIDE\\rep.lvl",
--"rep_fly_assault_dome",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_fly_vwing",
"rep_fly_arc170figther",
"rep_hero_kiyadimundi")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_aat",
"cis_fly_droidfighter",
"cis_fly_gunship_dome",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous")
You should add an _sc to the end of each flyer name (except for vwing):
Hidden/Spoiler:
ReadDataFile("SIDE\\rep.lvl",
--"rep_fly_assault_dome",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_fly_vwing",
"rep_fly_arc170figther_sc",
"rep_hero_kiyadimundi")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_aat",
"cis_fly_droidfighter_sc",
"cis_fly_gunship_dome",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous")
You also misspelled fighter:
arc170figther
thanks, i have added the _sc where it was needed and fixed that typo :oops:

I followed some of the advice here about how to edit shipped maps. My Lua now looks like this:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

-- 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()

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

EnableSPHeroRules()

cp1 = CommandPost:New{name = "CP1_CON"}
cp2 = CommandPost:New{name = "CP2_CON"}
--cp3 = CommandPost:New{name = "CP3_CON"}
cp4 = CommandPost:New{name = "CP4_CON"}
cp5 = CommandPost:New{name = "CP5_CON"}
cp7 = CommandPost:New{name = "CP7_CON"}
--cp8 = CommandPost:New{name = "CP8_CON"}

conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
--conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp7)
--conquest:AddCommandPost(cp8)

conquest:Start()

end

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

ReadDataFile("sound\\myg.lvl;myg1cw")

ReadDataFile("SIDE\\rep.lvl",
--"rep_fly_assault_dome",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_fly_vwing",
"rep_fly_arc170fighter_sc",
"rep_hero_kiyadimundi")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_aat",
"cis_fly_droidfighter_sc",
"cis_fly_gunship_dome",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous")

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


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", 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},
}
}


-- Hero Setup Section --

SetHeroClass(REP, "rep_hero_kiyadimundi")
SetHeroClass(CIS, "cis_hero_grievous")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
AddWalkerType(2, 0)
local weaponCnt = 230
SetMemoryPoolSize("Aimer", 60)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityHover", 7)
SetMemoryPoolSize("EntityFlyer", 30)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 76)
SetMemoryPoolSize("MountedTurret", 16)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 500)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TreeGridStack", 275)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:MCA\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(1500)
SetMaxPlayerFlyHeight(1500)

-- 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
But now my map crashes during the loading sequence in battlefront.

Here is the Bfront2_log errors:
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_arc170fighter in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in SIDE\rep.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "spa2_prop_minirepassaultship" missing geometry "spa2_prop_minirepassault"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(666)
Entity "spa2_prop_minirepassaultship" missing chunk geometry "spa2_prop_minirepassault_chunk1"


I am pretty sure i fixed the one regarding the arc170fighter by adding the "_sc"
I also attempted to fix the "missing geometry" and "missing chunk geometry" errors by adding the proper msh files into the msh folder in the worlds folder, but the map still crashes. any ideas?

Thanks again for the help!

Re: Flyers and space template odf. files to shipped map

Posted: Tue Apr 02, 2013 2:03 pm
by Nedarb7
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_arc170fighter in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in SIDE\rep.lvl
Is the vehicle spawner using rep_fly_arc170fighter instead of the rep_fly_arc170fighter_sc?

Re: Flyers and space template odf. files to shipped map

Posted: Tue Apr 02, 2013 2:50 pm
by JazzMaster
Nedarb7 wrote:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_arc170fighter in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in SIDE\rep.lvl
Is the vehicle spawner using rep_fly_arc170fighter instead of the rep_fly_arc170fighter_sc?
by vehicle spawner do you mean the object instance box? if so, yes i changed that when i changed the lua scripts. I've done a manual clean but it still crashes :x

Re: Flyers and space template odf. files to shipped map

Posted: Thu Apr 04, 2013 1:22 pm
by CressAlbane
It can't find whatever vehicle it's trying to spawn, so this could be caused by a typo in the name of the object in the vehicle spawn properties, loading the wrong one in the LUA, or a REQ mistake if you're using custom sides (which I don't think you are).
Could you post your current error log, please?

Re: Flyers and space template odf. files to shipped map

Posted: Thu Apr 04, 2013 2:23 pm
by JazzMaster
i am not using any custom sides.

I would load my error log but now i have another problem the level wont show up in mod tools. in the normal version of battlefront it shows up twice in instant action.