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Rep_oneman_atrt and hailfire droid not working?

Posted: Sat May 13, 2006 4:58 pm
by Squirrel7Hunter
Number 1
I actually have a couple of questions. my first is Why some of my vehicles arnt working? the vehicles that do work in my map are the ATTE, ATXT, REP Fightertank, AAT, and hover bikes. the ones that dont work are the hailfire tank, and rep_oneman_atrt. And I want 2 AAT's to spawn but Only one shows up.


number 2
I looked at an old post to find out how to get locals, I have added everything in the lua., gave them a command post, a path, capture and control regions, and its team 3. for some reason they dont spawn,


below is my lua. ( for number 1 and 2)


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

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

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


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",
isUberMode = true,
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()

SetUberMode(1);

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(30)
SetMaxPlayerFlyHeight (30)

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\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_walk_atxt",
"rep_oneman_atst",
"rep_walk_atte",
"rep_hover_fightertank",
"rep_hero_obiwan",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_stap",
"cis_tread_snailtank",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_hover_aat")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_riflemanLU")

ReadDataFile("dc:SIDE\\atxt.lvl",
"rep_walk_atxt")

ReadDataFile("SIDE\\imp.lvl",
"imp_walk_atst")


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

SetAttackingTeam(ATT)
SetupTeams{
rep = {
team = REP,
units = 145,
reinforcements = 1000,
soldier = { "rep_inf_ep3_rifleman",1, 30},
assault = { "rep_inf_ep3_rocketeer",1, 25},
engineer = { "rep_inf_ep3_engineer",1, 25},
sniper = { "rep_inf_ep3_sniper",1, 20},
officer = { "rep_inf_ep3_officer",1, 30},
special = { "rep_inf_ep3_jettrooper",1, 15},

},
cis = {
team = CIS,
units = 155,
reinforcements = 1200,
soldier = { "CIS_inf_rifleman",1, 30},
assault = { "CIS_inf_rocketeer",1, 30},
engineer = { "CIS_inf_engineer",1, 35},
sniper = { "CIS_inf_sniper",1, 25},
officer = { "CIS_inf_officer",1, 20},
special = { "cis_inf_droideka",1, 15},

},

}
SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(REP, "rep_hero_obiwan")

SetTeamName(3, "locals")
AddUnitClass(3, "rep_inf_ep3_riflemanLU",20)
SetUnitCount(1, 30)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)

-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 2) -- special -> droidekas
AddWalkerType(1, 5) -- 1 atrt with 1 pair of legs
AddWalkerType(2, 0) --
AddWalkerType(3, 2) -- 2 atte with 3 pairs of legs
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 66)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:CBM\\CBM.lvl", "CBM_conquest")
ReadDataFile("dc:CBM\\CBM.lvl", "CBM_conquest")
SetDenseEnvironment("false")

Posted: Sat May 13, 2006 6:34 pm
by -_-
make sure you have all ur memory pools and you've put the vehicles in the right spawn subsection.

Posted: Sun May 14, 2006 9:25 am
by Squirrel7Hunter
Yea, I dont really know what the memory pools are. How should i set them up?

Posted: Sun May 14, 2006 9:33 am
by yankeefan05
S7H, u r not alone. I dont know what they r either, but im still learning too.

Posted: Sun May 14, 2006 12:13 pm
by Squirrel7Hunter
yea. ok i got the one man atrt working but I still dont have the hailfire droid. And does anyone know why my locals are showing?

Posted: Sun May 14, 2006 4:36 pm
by maxloef
teh hailfire doesnt work cause it isnt loaded from the Cis.lvl ;)

Posted: Sun May 14, 2006 5:28 pm
by Teancum
And the ATRT doesn't work because it should be rep_walk_oneman_atst

Posted: Sun May 14, 2006 6:31 pm
by Squirrel7Hunter
ahh, yes. i just noticed that and found out why the hailfire doesnt work.
But still no luck with locals
I just thought of somthing, is it possible to make dead clone bodies as props? I want to have some in my map.

Posted: Mon May 15, 2006 4:32 am
by Penguin
foudn your local problem

SetUnitCount(1, 30)


should be

SetUnitCount(3, 30)

first number is the team, second is the units

Posted: Mon May 15, 2006 2:15 pm
by richard
Ok maybe i know how to set locals now too,but do you have the riflemans as locals?? (cause then i can change it to whatever i like)

Posted: Mon May 15, 2006 5:20 pm
by Squirrel7Hunter
nothing happend. I changed the
SetUnitCount(1,30)
to
SetUnitCount(3,30) when I went into the game, the command post showed up, ( the locals are friends with rep) I couldnt spawn at the command post when I was on the rep team. No locals showed up. them the cis just went ahead and took the command post for themselfs.

Posted: Wed May 17, 2006 11:39 am
by maxloef
Tip bout Hailfire:

"cis_tread_Hailfire", try putting that under the readdatafile Cis.lvl stuff :P

1 question

Posted: Wed May 17, 2006 12:47 pm
by busterkinkade
Just one question, what has happend with the rep_inf_trooperLU , is that the local?

Posted: Wed May 17, 2006 3:03 pm
by Squirrel7Hunter
reply to maxloef. yes. I found out already :oops: silly me


reply to busterkinkade. yea I just made a new unit called rep_inf_riflemanLU , it has a different skin and i still wanted to keep the original rep_inf_rifleman and have them both appear in my map, the riflemanLU is the only unit for the locals