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No changes?

Posted: Sun Aug 17, 2008 4:43 pm
by Fluffy_the_ic
I am currently editing the stock kamino map, and it's going better than a map for me normally would, except for a few things, each involving no changes taking place. I edited the LUA and the side REQ's and there are no changes.
LUA:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

-- REP Attacking (attacker is always #1)
local REP = 2;
local CIS = 1;
-- These variables do not change
local ATT = 1;
local 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("frog")
DisableBarriers("close")
DisableBarriers("camp")

UnblockPlanningGraphArcs("connection71")

SetProperty("cp1", "Team", "1")
SetProperty("cp2", "Team", "2")
SetProperty("cp3", "Team", "2")
SetProperty("cp4", "Team", "2")
SetProperty("cp5", "Team", "1")
SetProperty("cp6", "Team", "1")
SetAIDamageThreshold("Comp1", 0 )
SetAIDamageThreshold("Comp2", 0 )
SetAIDamageThreshold("Comp3", 0 )
SetAIDamageThreshold("Comp4", 0 )
SetAIDamageThreshold("Comp5", 0 )
SetAIDamageThreshold("Comp6", 0 )
SetAIDamageThreshold("Comp7", 0 )
SetAIDamageThreshold("Comp8", 0 )
SetAIDamageThreshold("Comp9", 0 )
SetAIDamageThreshold("Comp10", 0 )



SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)

SetProperty("Kam_Bldg_Podroom_Door33", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door34", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door35", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door27", "Islocked", 0)
SetProperty("Kam_Bldg_Podroom_Door28", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door36", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door20", "Islocked", 0)
UnblockPlanningGraphArcs("connection71")

--Objective1
UnblockPlanningGraphArcs("connection85")
UnblockPlanningGraphArcs("connection48")
UnblockPlanningGraphArcs("connection63")
UnblockPlanningGraphArcs("connection59")
UnblockPlanningGraphArcs("close")
UnblockPlanningGraphArcs("open")
DisableBarriers("frog")
DisableBarriers("close")
DisableBarriers("open")

--blocking Locked Doors
UnblockPlanningGraphArcs("connection194");
UnblockPlanningGraphArcs("connection200");
UnblockPlanningGraphArcs("connection118");
DisableBarriers("FRONTDOOR2-3");
DisableBarriers("FRONTDOOR2-1");
DisableBarriers("FRONTDOOR2-2");

--Lower cloning facility
UnblockPlanningGraphArcs("connection10")
UnblockPlanningGraphArcs("connection159")
UnblockPlanningGraphArcs("connection31")
DisableBarriers("FRONTDOOR1-3")
DisableBarriers("FRONTDOOR1-1")
DisableBarriers("FRONTDOOR1-2")

--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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}

--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()

SetProperty("cp2", "spawnpath", "cp2_spawn")
SetProperty("cp2", "captureregion", "cp2_capture")

BlockPlanningGraphArcs("group1");
BlockPlanningGraphArcs("connection165");
BlockPlanningGraphArcs("connection162");
BlockPlanningGraphArcs("connection160");
BlockPlanningGraphArcs("connection225");
end

function ScriptInit()
StealArtistHeap(2048*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3000000)
ReadDataFile("ingame.lvl")

ReadDataFile("sound\\kam.lvl;kam1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_officer",
"cis_hero_jangofett")
----"rep_bldg_defensegridturret")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"CIS_inf_officer",
"ran_inf_rancor"
"cis_hero_darthmaul")
----"cis_bldg_defensegridturret")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")

SetAttackingTeam(ATT)
SetupTeams{
rep = {
team = REP,
units = 150,
reinforcements = 500,
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",1,25},
-- turret = { "rep_bldg_defensegridturret"},

},
cis = {
team = CIS,
units = 150,
reinforcements = 500,
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 = { "ran_inf_rancor",1,25},
-- -- turret = { "cis_bldg_defensegridturret"},

},

}
SetHeroClass(REP, "cis_hero_jangofett")
SetHeroClass(CIS, "cis_hero_darthmaul")


-- Level Stats
ClearWalkers()

AddWalkerType(0, 6) -- droidekas
local weaponCnt = 215
SetMemoryPoolSize("Aimer", 39)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 210)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntityLight", 70)
SetMemoryPoolSize("EntitySoundStream", 3)
SetMemoryPoolSize("EntitySoundStatic", 84)
SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 800)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("SoundSpaceRegion", 36)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 338)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("kam\\kam1.lvl", "kamino1_conquest")
SetDenseEnvironment("false")

-- AI
SetMinFlyHeight(60)
SetAllowBlindJetJumps(0)
SetMaxFlyHeight(102)
SetMaxPlayerFlyHeight(102)

-- 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("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\kam.lvl", "kam1")
OpenAudioStream("sound\\kam.lvl", "kam1")


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

SetAmbientMusic(REP, 1.0, "rep_kam_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_kam_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_kam_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_kam_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_kam_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_kam_amb_end", 2,1)

SetVictoryMusic(REP, "rep_kam_amb_victory")
SetDefeatMusic (REP, "rep_kam_amb_defeat")
SetVictoryMusic(CIS, "cis_kam_amb_victory")
SetDefeatMusic (CIS, "cis_kam_amb_defeat")

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

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")


SetAttackingTeam(ATT)

AddDeathRegion("deathregion")

AddCameraShot(0.564619, -0.121047, 0.798288, 0.171142, 68.198814, 79.137611, 110.850922);

AddCameraShot(-0.281100, 0.066889, -0.931340, -0.221616, 10.076019, 82.958336, -26.261774);

AddCameraShot(0.209553, -0.039036, -0.960495, -0.178923, 92.558563, 58.820618, 130.675919);

AddCameraShot(0.968794, 0.154227, 0.191627, -0.030506, -173.914413, 69.858940, 52.532421);

AddCameraShot(0.744389, 0.123539, 0.647364, -0.107437, 97.475639, 53.216236, 76.477089);

AddCameraShot(-0.344152, 0.086702, -0.906575, -0.228393, 95.062233, 105.285820, -37.661552);
end
My side REQ's:
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"cis_fly_droidfighter_sc"
"cis_fly_droidfighter_dome"
"cis_fly_droidgunship"
"cis_fly_fedlander_dome"
"cis_fly_gunship_dome"
"cis_fly_greviousfighter"
"cis_fly_maf"
"cis_fly_tridroidfighter"
"cis_hero_countdooku"
"cis_hero_darthmaul"
"cis_hero_grievous"
"cis_hero_jangofett"
"cis_hover_aat"
"cis_hover_stap"
"cis_inf_droideka"
"cis_inf_rifleman"
"cis_inf_rocketeer"
"cis_inf_sniper"
"cis_inf_engineer"
"cis_inf_officer"
"cis_inf_officer_hunt"
"cis_inf_pilot"
"cis_inf_marine"
"cis_tread_hailfire"
"cis_tread_snailtank"
"cis_walk_spider"
"ran_inf_rancor"
"cis_walk_spiderkas"
}
}
I have edited the rep side, but I haven't munged it yet.

Re: No changes?

Posted: Sun Aug 17, 2008 4:45 pm
by Culvar
Clean and remunge.

Re: No changes?

Posted: Sun Aug 17, 2008 4:57 pm
by Fluffy_the_ic
Still nothing
My mungelog:
Hidden/Spoiler:
ERROR[levelpack mission\ET1c_con.req]:Expecting bracket, but none was found.
File : munged\pc\et1c_con.script.req(1)...

ucft <--
ERROR[levelpack mission\ET1c_con.req]:Expecting bracket, but none was found.
File : munged\pc\et1c_con.script.req(1)...

ucft <--

2 Errors 0 Warnings

WARNING[PC_modelmunge msh\cis_1st_droideka.msh]:cis_1st_droideka has 2908 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_tread_hailfire.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\cis_tread_hailfire.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\cis_tread_hailfire.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\cis_tread_hailfire.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\cis_1st_bdroid.msh]:cis_1st_bdroid has 1509 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_1st_jangofett.msh]:cis_1st_jangofett has 1102 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_1st_magnaguard.msh]:cis_1st_magnaguard has 1961 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_droideka_idle_low1.msh]:cis_droideka_idle_low1 has 1164 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_droideka_roll_low1.msh]:cis_droideka_roll_low1 has 1166 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_bdroid.msh]:cis_inf_bdroid has 2633 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_countdooku.msh]:cis_inf_countdooku has 1575 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_darthmaul.msh]:cis_inf_darthmaul has 1575 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_darthsidious.msh]:cis_inf_darthsidious has 2429 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_generalgrevious.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\cis_inf_generalgrevious.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\cis_inf_generalgrevious.msh]:cis_inf_generalgrevious has 5784 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_generalgrevious_low1.msh]:cis_inf_generalgrevious_low1 has 1769 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_jangofett.msh]:cis_inf_jangofett has 2949 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_magnaguard.msh]:cis_inf_magnaguard has 3527 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_sbdroid.msh]:cis_inf_sbdroid has 2894 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_walk_droideka.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\cis_walk_droideka.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\cis_walk_droideka_low1.msh]:cis_walk_droideka_low1 has 1188 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge Rancor\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge Rancor\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
0 Errors 26 Warnings

WARNING[PC_modelmunge msh\kam_bldg_bridge2.msh]:kam_bldg_bridge2 has 1374 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 1 Warnings

WARNING[pathplanningmunge world1\kamino1_1ctf.PLN]:No dynamic arcs in group 1, moving group 2 to 1
WARNING[pathplanningmunge world1\kamino1_conquest.PLN]:No dynamic arcs in group 1, moving group 2 to 1
0 Errors 2 Warnings
I have had that at the top happen to me before, but I forgot how to fix it.
EDIT: Dangit, I accidentally deleted the files in common, and now it can't open mission.lvl.

Re: No changes?

Posted: Sun Aug 17, 2008 7:06 pm
by [RDH]Zerted
You most likely have a problem in ET1c_con.lua. A full, manual clean then a remunge should tell you more exactly what the error is.

You didn't delete your Common folder did you? If so, look in your trash and try to recover it.

Re: No changes?

Posted: Sun Aug 17, 2008 7:26 pm
by Fluffy_the_ic
1: Tried it. Twice.
2: Nope, just the files.
I think it's because I uninstalled Rep's patch to try to fix the changelessness, but even after reinstalling it, it still doesn't work.

Re: No changes?

Posted: Sun Aug 17, 2008 8:56 pm
by AQT
Fluffy_the_ic, find this line in your .lua:

Code: Select all

ReadDataFile("kam\\kam1.lvl", "kamino1_conquest")
and change it to:

Code: Select all

ReadDataFile("dc:ET1\\kam1.lvl", "kamino1_conquest")
I think that should help.