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Re: A New Problem with LUA (Again) (updated)

Posted: Mon May 23, 2011 11:58 am
by Slime615
Eh?

Sorry guys, some one is going to have to spell this out to me...

How would I apply this to my Map? I have hadd a hard day of exams, so learning new things is trickey at the moment...

Re: A New Problem with LUA (Again) (updated)

Posted: Mon May 23, 2011 12:29 pm
by THEWULFMAN
I sat down and finally went over the script, I think I have it working. It munges, but I couldn't test it ingame.
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

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

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup

TDM = ObjectiveTDM:New{teamATT = 3, teamDEF = 4,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
hunt = ObjectiveTDM:New{teamATT = 3, teamDEF = 4, pointsPerKillATT = 10, pointsPerKillDEF = 10, textATT = "game.modes.hunt", textDEF = "game.modes.hunt2", multiplayerRules = true}

TDM:Start()

AddAIGoal(1, "Deathmatch", 50)
AddAIGoal(2, "Deathmatch", 50)
AddAIGoal(3, "Deathmatch", 50)
AddAIGoal(4, "Deathmatch", 50)
end

SetProperty("cp1_capture", "CaptureRegion", "")
SetProperty("cp2_capture", "CaptureRegion", "")
SetProperty("cp3_capture", "CaptureRegion", "")
SetProperty("cp4_capture", "CaptureRegion", "")

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

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")

REP = 1
CIS = 2
ARC = 3
EGD = 4
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\ARC.lvl",
"arc_inf_Ordo")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_clone_commando_leader",
"rep_inf_clone_commando_demospec",
"rep_inf_clone_commando_techspec",
"rep_inf_clone_commando_sniper")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_commando_leader",
"cis_inf_commando_biospec",
"cis_inf_commando_weapspec",
"cis_inf_commando_sniper")

ReadDataFile("dc:SIDE\\eg5.lvl",
"cis_inf_eg5")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_clone_commando_leader",5, 20},
assault = { "rep_inf_clone_commando_demospec",5, 20},
engineer = { "rep_inf_clone_commando_sniper",5, 20},
sniper = { "rep_inf_clone_commando_techspec",5, 20},

},

cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_commando_leader",5, 20},
assault = { "cis_inf_commando_sniper",5, 20},
engineer = { "cis_inf_commando_biospec",5, 20},
sniper = { "cis_inf_commando_weapspec",5, 20},
},


ARC = {
team = ARC,
units = 1,
reinforcements = -1,
officer = { "arc_inf_Ordo",1},
},


EGD = {
team = EGD,
units = 1,
reinforcements = -1,
soldier = { "cis_inf_eg5",1},
}
}

SetTeamAsEnemy(ARC, CIS)
SetTeamAsEnemy(CIS, ARC)
SetTeamAsFriend(REP, ARC)
SetTeamAsFriend(ARC, REP)

SetTeamAsEnemy(EGD, REP)
SetTeamAsEnemy(REP, EGD)
SetTeamAsFriend(CIS, EGD)
SetTeamAsFriend(EGD, CIS)

SetTeamAsEnemy(ARC, EGD)
SetTeamAsEnemy(EGD, ARC)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 10)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 480)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1770)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1056)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1210)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:CMD\\CMD.lvl", "CMD_conquest")

SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

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", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

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(CIS, 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, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(REP, 0.9, "rep_tat_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1, "rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(CIS, 0.9, "cis_tat_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1, "cis_tat_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tat_amb_victory")
SetDefeatMusic (REP, "rep_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_tat_amb_victory")
SetDefeatMusic (CIS, "cis_tat_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")

SetAttackingTeam(ATT)

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end

My Lua Project

Posted: Tue May 24, 2011 11:51 am
by Slime615
LUA Project:

Essencialy, a Assalt mode/Unlimitedtime Hunt Mode, where you only get points for killing certain Units...
and none (idealy) for killing other units...

Unfortuanatly I have two problems:
1) The Local SIdes (the ones needed to be killed) wont spawn...
2) I do not think that the code I am using works (Although withiout the units spawning it is hard to test...

I would be greatfull for any help offered...

LUA:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

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

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup

TDM = ObjectiveTDM:New{teamATT = 3, teamDEF = 4,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
hunt = ObjectiveTDM:New{teamATT = 3, teamDEF = 4, pointsPerKillATT = 10, pointsPerKillDEF = 10, textATT = "game.modes.hunt", textDEF = "game.modes.hunt2", multiplayerRules = true}

TDM:Start()

AddAIGoal(1, "Deathmatch", 50)
AddAIGoal(2, "Deathmatch", 50)
AddAIGoal(3, "Deathmatch", 50)
AddAIGoal(4, "Deathmatch", 50)
end

SetProperty("cp1_capture", "CaptureRegion", "")
SetProperty("cp2_capture", "CaptureRegion", "")
SetProperty("cp3_capture", "CaptureRegion", "")
SetProperty("cp4_capture", "CaptureRegion", "")

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

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")

REP = 1
CIS = 2
ARC = 3
EGD = 4
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\ARC.lvl",
"arc_inf_Ordo")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_clone_commando_leader",
"rep_inf_clone_commando_demospec",
"rep_inf_clone_commando_techspec",
"rep_inf_clone_commando_sniper")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_commando_leader",
"cis_inf_commando_biospec",
"cis_inf_commando_weapspec",
"cis_inf_commando_sniper")

ReadDataFile("dc:SIDE\\eg5.lvl",
"cis_inf_eg5")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_clone_commando_leader",5, 20},
assault = { "rep_inf_clone_commando_demospec",5, 20},
engineer = { "rep_inf_clone_commando_sniper",5, 20},
sniper = { "rep_inf_clone_commando_techspec",5, 20},

},

cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_commando_leader",5, 20},
assault = { "cis_inf_commando_sniper",5, 20},
engineer = { "cis_inf_commando_biospec",5, 20},
sniper = { "cis_inf_commando_weapspec",5, 20},
},


ARC = {
team = ARC,
units = 1,
reinforcements = -1,
officer = { "arc_inf_Ordo",1},
},


EGD = {
team = EGD,
units = 1,
reinforcements = -1,
soldier = { "cis_inf_eg5",1},
}
}

SetTeamAsEnemy(ARC, CIS)
SetTeamAsEnemy(CIS, ARC)
SetTeamAsFriend(REP, ARC)
SetTeamAsFriend(ARC, REP)

SetTeamAsEnemy(EGD, REP)
SetTeamAsEnemy(REP, EGD)
SetTeamAsFriend(CIS, EGD)
SetTeamAsFriend(EGD, CIS)

SetTeamAsEnemy(ARC, EGD)
SetTeamAsEnemy(EGD, ARC)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 188
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 34)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 32)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 10)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 34)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 480)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1770)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1056)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1210)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:CMD\\CMD.lvl", "CMD_conquest")

SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

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", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

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(CIS, 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, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(REP, 0.9, "rep_tat_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1, "rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(CIS, 0.9, "cis_tat_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1, "cis_tat_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tat_amb_victory")
SetDefeatMusic (REP, "rep_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_tat_amb_victory")
SetDefeatMusic (CIS, "cis_tat_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")

SetAttackingTeam(ATT)

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
Topics merged, -Staff

Re: My Lua Project

Posted: Tue May 24, 2011 12:02 pm
by skelltor
How is this topic different from this one? http://www.gametoast.com/forums/viewtop ... 27&t=26056

Re: My Lua Project

Posted: Tue May 24, 2011 12:08 pm
by Slime615
Simple. That topic is about individual Bugs and CTDs that occur as a result of the LUA, while this one is a topic dedicated to actualy finding out whatcode works... Simply put, this one is working outthe LUA, while that one is fixing it when It breaks,... Which will...

Re: My Lua Project

Posted: Tue May 24, 2011 1:17 pm
by DarthD.U.C.K.
if you dont want somebody else to write the lua for you here, this topic isnt different from the initial one.
anyway, as i said before locals are set up differently. your extrateams are set up like ambushteams. that could be the reason why they dont spawn. do you have any errors in the bfront2log? do the mainteams span in other modes?

Re: A New Problem with LUA (Again) (updated)

Posted: Wed May 25, 2011 11:56 am
by Slime615
Ok, that is my Lua Up there. Does anyone know why The locals wont spawn?

Re: My Lua Project

Posted: Wed May 25, 2011 12:16 pm
by DarthD.U.C.K.
DarthD.U.C.K. wrote:anyway, as i said before locals are set up differently. your extrateams are set up like ambushteams. that could be the reason why they dont spawn. do you have any errors in the bfront2log? do the mainteams spawn in other modes?

Re: A New Problem with LUA (Again) (updated)

Posted: Wed May 25, 2011 12:38 pm
by Slime615
Eh? How Have I set them up wrong then?

Re: A New Problem with LUA (Again) (updated)

Posted: Wed May 25, 2011 1:32 pm
by DarthD.U.C.K.
you didnt set them up like that

Re: A New Problem with LUA (Again) (updated)

Posted: Thu May 26, 2011 3:14 am
by Slime615
Like what? How should I have set them up then?

Re: A New Problem with LUA (Again) (updated)

Posted: Thu May 26, 2011 3:41 am
by THEWULFMAN
DarthD.U.C.K. wrote:you didnt set them up like that

Re: A New Problem with LUA (Again) (updated)

Posted: Thu May 26, 2011 11:16 am
by Slime615
Oh, I did not see that was a hyperlink.

Ok, Getting sick of this now... I still am having probs.... Here is the Erorr.
Hidden/Spoiler:
[code]C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\CMD\CMDc_surv.lua:111: `}' expected (to close `{' at line 88) near `AddUnitClass'
ERROR[scriptmunge scripts\CMD\CMDc_surv.lua]:Could not read input file.ERROR[scriptmunge scripts\CMD\CMDc_surv.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

ERROR[levelpack mission\CMDc_surv.req]:Expecting bracket, but none was found.
File : munged\pc\cmdc_surv.script.req(1)...

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

ucft <--

2 Errors 0 Warnings

[/code]
Here is the LUA:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

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

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup

TDM = ObjectiveTDM:New{teamATT = 3, teamDEF = 4,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
hunt = ObjectiveTDM:New{teamATT = 3, teamDEF = 4, pointsPerKillATT = 10, pointsPerKillDEF = 10, textATT = "game.modes.hunt", textDEF = "game.modes.hunt2", multiplayerRules = true}

TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
AddAIGoal(3, "Deathmatch", 100)
AddAIGoal(4, "Deathmatch", 100)
end

SetProperty("cp1_capture", "CaptureRegion", "")
SetProperty("cp2_capture", "CaptureRegion", "")
SetProperty("cp3_capture", "CaptureRegion", "")
SetProperty("cp4_capture", "CaptureRegion", "")

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

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")

REP = 1
CIS = 2
ARC = 3
EGD = 4
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

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

ReadDataFile("dc:SIDE\\ARC.lvl",
"arc_inf_Ordo")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_clone_commando_leader",
"rep_inf_clone_commando_demospec",
"rep_inf_clone_commando_techspec",
"rep_inf_clone_commando_sniper")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_commando_leader",
"cis_inf_commando_biospec",
"cis_inf_commando_weapspec",
"cis_inf_commando_sniper")

ReadDataFile("dc:SIDE\\eg5.lvl",
"cis_inf_eg5")

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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_clone_commando_leader",5, 20},
assault = { "rep_inf_clone_commando_demospec",5, 20},
engineer = { "rep_inf_clone_commando_sniper",5, 20},
sniper = { "rep_inf_clone_commando_techspec",5, 20},

},

cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_commando_leader",5, 20},
assault = { "cis_inf_commando_sniper",5, 20},
engineer = { "cis_inf_commando_biospec",5, 20},
sniper = { "cis_inf_commando_weapspec",5, 20},
},

SetTeamName (3, "Arcs")
AddUnitClass (3, "arc_inf_Ordo", 1,1)
SetUnitCount (1, 10)
AddAIGoal(3, "Deathmatch", 100)

SetTeamName (4, "Eg5s")
AddUnitClass (4, "cis_inf_eg5", 1,1)
SetUnitCount (1, 10)
AddAIGoal(4, "Deathmatch", 100)
}

SetTeamAsEnemy(ARC, CIS)
SetTeamAsEnemy(CIS, ARC)
SetTeamAsFriend(REP, ARC)
SetTeamAsFriend(ARC, REP)

SetTeamAsEnemy(EGD, REP)
SetTeamAsEnemy(REP, EGD)
SetTeamAsFriend(CIS, EGD)
SetTeamAsFriend(EGD, CIS)

SetTeamAsEnemy(ARC, EGD)
SetTeamAsEnemy(EGD, ARC)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 188
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 34)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 32)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 10)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 34)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 480)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1770)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1056)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1210)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:CMD\\CMD.lvl", "CMD_conquest")

SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

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", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

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(CIS, 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, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(REP, 0.9, "rep_tat_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1, "rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(CIS, 0.9, "cis_tat_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1, "cis_tat_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tat_amb_victory")
SetDefeatMusic (REP, "rep_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_tat_amb_victory")
SetDefeatMusic (CIS, "cis_tat_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")

SetAttackingTeam(ATT)

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end


[/code]

Re: A New Problem with LUA (Again) (updated)

Posted: Thu May 26, 2011 12:28 pm
by DarthD.U.C.K.
you have put the brackets wrong again
Hidden/Spoiler:
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_clone_commando_leader",5, 20},
assault = { "rep_inf_clone_commando_demospec",5, 20},
engineer = { "rep_inf_clone_commando_sniper",5, 20},
sniper = { "rep_inf_clone_commando_techspec",5, 20},

},

cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_commando_leader",5, 20},
assault = { "cis_inf_commando_sniper",5, 20},
engineer = { "cis_inf_commando_biospec",5, 20},
sniper = { "cis_inf_commando_weapspec",5, 20},
},


SetTeamName (3, "Arcs")
AddUnitClass (3, "arc_inf_Ordo", 1,1)
SetUnitCount (1, 10)
AddAIGoal(3, "Deathmatch", 100)

SetTeamName (4, "Eg5s")
AddUnitClass (4, "cis_inf_eg5", 1,1)
SetUnitCount (1, 10)
AddAIGoal(4, "Deathmatch", 100)
}
but they have to be like this
Hidden/Spoiler:
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_clone_commando_leader",5, 20},
assault = { "rep_inf_clone_commando_demospec",5, 20},
engineer = { "rep_inf_clone_commando_sniper",5, 20},
sniper = { "rep_inf_clone_commando_techspec",5, 20},

},

cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_commando_leader",5, 20},
assault = { "cis_inf_commando_sniper",5, 20},
engineer = { "cis_inf_commando_biospec",5, 20},
sniper = { "cis_inf_commando_weapspec",5, 20},
}
}


SetTeamName (3, "Arcs")
AddUnitClass (3, "arc_inf_Ordo", 1,1)
SetUnitCount (1, 10)
AddAIGoal(3, "Deathmatch", 100)

SetTeamName (4, "Eg5s")
AddUnitClass (4, "cis_inf_eg5", 1,1)
SetUnitCount (1, 10)
AddAIGoal(4, "Deathmatch", 100)
its nice that you try things out yourself but when you essencially hust have to copy a part from the tutorial or assets, you shouldnt modify it if its works.