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BFront.log

Posted: Sat Jul 29, 2006 4:28 am
by Lollilo
sry i don't know where i can post this question but it's in a way like modding... so i will ask: where can i find the BFront.log - data?

RE: BFront.log

Posted: Sat Jul 29, 2006 4:44 am
by Penguin
in your swbf2 game data folder

RE: BFront.log

Posted: Sat Jul 29, 2006 2:23 pm
by t551
But you have to be using BF2_Modtools in order to generate a log file.

RE: BFront.log

Posted: Sun Jul 30, 2006 10:51 am
by Lollilo
er in my SWBF2-Gamedata-folder isn't a BFront.log-data... must i do anything to make them appearing? And it is not in my Mod-tool, too.... So what must i do?
@t551t551
How did u mean that and how do i generate the file? sry but i don't understand...

RE: BFront.log

Posted: Sun Jul 30, 2006 10:55 am
by xwingguy
copy modtools.exe into your gamedata folder and run modtools.exe with the map. That creates the log.

RE: BFront.log

Posted: Sun Jul 30, 2006 11:00 am
by Lollilo
in that data is written:
Opened logfile BFront2.log 2006-07-30 1657
but that aren't any information about a map crah orr anything else.

RE: BFront.log

Posted: Sun Jul 30, 2006 11:00 am
by Hebes24
In the BF2_ModTools folder there is a BF2_Modtools.exe. Put this exe in your (BF2 Directory)\Gamedata folder. When you run this exe it will have the screen being half green. This is part of the fake console. When you run a map it will create a BFront2.log in the gamedata folder, displaying any errors or warnings. However, when posting this log leave out all of the messages that end in "invehicle" and the soldier animation bank messages. These do not affect anything.

RE: BFront.log

Posted: Sun Jul 30, 2006 11:24 am
by Lollilo
thx but when i run the ModTools.exe then there appears following: Please insert CD1. what did i wrong?

RE: BFront.log

Posted: Sun Jul 30, 2006 11:33 am
by xwingguy
The game does a CD key check on you.

Plz tell me you don't have a DVD version...

RE: BFront.log

Posted: Sun Jul 30, 2006 12:19 pm
by Lollilo
of course i've got the DVD-Version (german) and i have the DVD insert, but there won't work the ModTools.exe... a BFront2.log will exist, but how do i tell teh ModTools.exe that the BfFron2.log-Data must be from my Map ID?

RE: BFront.log

Posted: Sun Jul 30, 2006 1:03 pm
by Lollilo
ok i didn't use the server manager... now in my BFront2.log is written:
Opened logfile BFront2.log 2006-07-30 1857
ingame stream movies\crawlgr.mvs

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\shell.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
ifs_autonet dedicated
AutoNet Main
AutoNet Multi
AutoNet Gamespy
AutoNet multi main
AutoNet Server
AutoNet Game Options
Updating Lobby and attempting to Launch

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\geo.lvl;geo1cw

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open dc:sound\sou1.lvl;sou1cw

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

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

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

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

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

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

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

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

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

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

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

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

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

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_fl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_fr_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_bl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

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

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

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

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

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1027

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0677d020: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium13"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=a88a211d: trying to replace "tat1_bldg_crawler" with "tat1_bldg_crawler1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=427a7fcb: trying to replace "tat2_bldg_crashed_spaceship" with "tat2_bldg_crashed_spaceship9"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f6b4a55a: trying to replace "tat1_bldg_platform_tank" with "tat1_bldg_platform_tank4"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0d77db25: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium14"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=89238ffa: trying to replace "tat2_bldg_arch1" with "tat2_bldg_arch10"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0bf28273: trying to replace "tat2_bldg_large1" with "tat2_bldg_large10"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=a58a1c64: trying to replace "tat1_bldg_crawler" with "tat1_bldg_crawler2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=11c30db9: trying to replace "tat2_bldg_crashed_spaceship" with "tat2_bldg_crashed_spaceship10"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3b7a74c6: trying to replace "tat2_bldg_crashed_spaceship" with "tat2_bldg_crashed_spaceship2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=d0a363ea: trying to replace "tat2_bldg_wall_40m" with "tat2_bldg_wall_40m1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=faae731a: trying to replace "tat1_bldg_platform_base" with "tat1_bldg_platform_base1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=6ed87ab5: trying to replace "tat2_prop_prop1" with "tat2_prop_prop10"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=1038ecd2: trying to replace "tat2_bldg_dome2" with "tat2_bldg_dome20"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=a68a1df7: trying to replace "tat1_bldg_crawler" with "tat1_bldg_crawler3"

Message Severity: 3
.\Source\LoadUtil.cpp(1164)
Could not find odf "all_droid_r2d2"!

Message Severity: 3
.\Source\LoadUtil.cpp(1214)
Attempting to build an object, all_droid_r2d2, that does not have an .odf file associated with it

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=8a23918d: trying to replace "tat2_bldg_arch1" with "tat2_bldg_arch11"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=5f902a07: trying to replace "tat1_bldg_moisturefarm" with "tat1_bldg_moisturefarm1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=a98cb959: trying to replace "tat_bldg_barge" with "tat_bldg_barge1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3e7a797f: trying to replace "tat2_bldg_crashed_spaceship" with "tat2_bldg_crashed_spaceship5"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3c7a7659: trying to replace "tat2_bldg_crashed_spaceship" with "tat2_bldg_crashed_spaceship3"

Message Severity: 3
.\Source\LoadUtil.cpp(1164)
Could not find odf "all_droid_r2d2"!

Message Severity: 3
.\Source\LoadUtil.cpp(1214)
Attempting to build an object, all_droid_r2d4, that does not have an .odf file associated with it

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=417a7e38: trying to replace "tat2_bldg_crashed_spaceship" with "tat2_bldg_crashed_spaceship8"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=88238e67: trying to replace "tat2_bldg_arch1" with "tat2_bldg_arch13"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0777d1b3: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium12"

Message Severity: 3
.\Source\LoadUtil.cpp(1164)
Could not find odf "all_droid_r2d2"!

Message Severity: 3
.\Source\LoadUtil.cpp(1214)
Attempting to build an object, all_droid_r2d3, that does not have an .odf file associated with it

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f9ae7187: trying to replace "tat1_bldg_platform_base" with "tat1_bldg_platform_base2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3a7a7333: trying to replace "tat2_bldg_crashed_spaceship" with "tat2_bldg_crashed_spaceship1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=edcf7762: trying to replace "tat2_bldg_shop1" with "tat2_bldg_shop10"

Message Severity: 3
.\Source\LoadUtil.cpp(1164)
Could not find odf "all_droid_r2d2"!

Message Severity: 3
.\Source\LoadUtil.cpp(1214)
Attempting to build an object, all_droid_r2d5, that does not have an .odf file associated with it

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=60902b9a: trying to replace "tat1_bldg_moisturefarm" with "tat1_bldg_moisturefarm2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0877d346: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium11"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=407a7ca5: trying to replace "tat2_bldg_crashed_spaceship" with "tat2_bldg_crashed_spaceship7"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=87238cd4: trying to replace "tat2_bldg_arch1" with "tat2_bldg_arch12"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0977d4d9: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium10"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3d7a77ec: trying to replace "tat2_bldg_crashed_spaceship" with "tat2_bldg_crashed_spaceship4"


sry i don't know how to set this in a code...
but now why does my map freeze?

RE: BFront.log

Posted: Sun Jul 30, 2006 1:10 pm
by Hebes24
first of all
when posting this log leave out all of the messages that end in "invehicle"
Message severity 3's make a map crash. It seems like you have alot of objects. How did you get them in your map? You might have done something wrong there.

RE: BFront.log

Posted: Sun Jul 30, 2006 1:24 pm
by Lollilo
is it just because of the all_bldg_r2d2-objects? But thanks a lot, will test now if the map won't crash. but the map froze before the R2D2's... I'll tzry it now.

And what does that mean with the AT-TE-scelection? is this a reason to crash, too?

And the sound, what does this mean?
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\geo.lvl;geo1cw

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open dc:sound\sou1.lvl;sou1cw

won't the sound be loaded, so the loading-process will freeze?

RE: BFront.log

Posted: Mon Jul 31, 2006 9:44 am
by Lollilo
anybody an idea how to fix that?

RE: BFront.log

Posted: Mon Jul 31, 2006 11:02 am
by Schizo
Post your mission.lua.

Also, you're missing an ODF file for the R2-D2. You need to make one.

Code: Select all

Message Severity: 3
.\Source\LoadUtil.cpp(1164)
Could not find odf "all_droid_r2d2"!

Message Severity: 3
.\Source\LoadUtil.cpp(1214)
Attempting to build an object, all_droid_r2d2, that does not have an .odf file associated with it 

RE: BFront.log

Posted: Mon Jul 31, 2006 11:05 am
by Hebes24
R2-D2 object might not be finished. I'm not very good with sound though :?. how did you get objects into your map? what you need to do is (I just learned thois too, actually :) ) copy whatever object it is, it's odf's, mshs, msh.option's, and TGA's. then create new folders in data_ABC\Worlds\ABC called "odf" and "msh" (no quotes) then paste the objects odf on odf, and mshs, msh.option's, and TGA's in msh. then put the objects in ZE, save ,munge, and it should work.

Posted: Mon Jul 31, 2006 11:21 am
by Lollilo
I know how to get objects, this is my 2nd map, my first map was Geonosis: Valley of Seperatists ;)
the R2D2's are deleted... but now no mod works, but GCW conquest works, but without the battlefield... here are my luas, maybe one of u can find a mistake... and my req will i post, too...

Conquest:
CW

Code: Select all

--
-- 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"}
    cp5 = CommandPost:New{name = "local_cp2"} 
    
 --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,
uberScoreLimit = 350,
multiplayerRules = true}

SetUberMode(1);
    
    --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:Start()

    EnableSPHeroRules()

    AddDeathRegion("deathregion1")
    
 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  

    SetMemoryPoolSize("Music", 40)

    ReadDataFile("sound\\geo.lvl;geo1cw")
    ReadDataFile("dc:sound\\sou1.lvl;sou1cw")

    ReadDataFile("SIDE\\des.lvl", 
		"tat_inf_tuskenhunter",
		"tat_inf_tuskenraider",
                "tat_inf_jawa") 

    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep2_rifleman",
                             "rep_inf_ep2_rocketeer",
                             "rep_inf_ep2_engineer",
                             "rep_inf_ep2_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep2_jettrooper",
                             "rep_walk_atte",
                             "rep_hero_obiwan",
                             "rep_fly_gunship",
                             "rep_hover_barcspeeder")

    ReadDataFile("SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul",
                             "cis_hover_aat")

    ReadDataFile("dc:SIDE\\kus.lvl",
                             "kus_inf_marine")

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

    ReadDataFile("dc:SIDE\\ku2.lvl",
                             "ku2_inf_battle",
                             "ku2_inf_droid")

    ReadDataFile("dc:SIDE\\re1.lvl",
                             "re1_inf_trooper")
        
	SetupTeams{
		rep = {
			team = REP,
			units = 20,
			reinforcements = 150,
			soldier  = { "rep_inf_ep2_rifleman",9, 15},
			assault  = { "rep_inf_ep2_rocketeer",5, 8},
			engineer = { "rep_inf_ep2_engineer",5, 8},
			sniper   = { "rep_inf_ep2_sniper",5, 8},
			officer = {"rep_inf_ep3_officer",5, 8},
			special = { "rep_inf_ep2_jettrooper",5, 8},
    AddUnitClass(REP, "re1_inf_trooper",2,5)
	        
		},
		cis = {
			team = CIS,
			units = 20,
			reinforcements = 150,
			soldier  = { "ku2_inf_battle",9, 15},
			assault  = { "cis_inf_rocketeer",5, 8},
			engineer = { "cis_inf_engineer",5, 8},
			sniper   = { "cis_inf_sniper",5, 8},
			officer = {"cis_inf_officer",5, 8},
			special = { "cis_inf_droideka",5, 8},
    AddUnitClass(CIS, "kus_inf_marine",2,5)
		}
	}
SetTeamName (3, "jawas") 
AddUnitClass (3, "tat_inf_jawa", 10,15) 
SetUnitCount (3, 15) 
AddAIGoal(3, "Deathmatch", 100) 
SetTeamAsFriend(ATT,3) 
SetTeamAsFriend(3,ATT) 
SetTeamAsFriend(DEF,3) 
SetTeamAsFriend(3,DEF)

SetTeamName (4, "tusken") 
AddUnitClass (4, "tat_inf_tuskenhunter", 10,15)
AddUnitClass (4, "tat_inf_tuskenraider", 10,15) 
SetUnitCount (4, 20) 
AddAIGoal(4, "Deathmatch", 100)



     
    SetHeroClass(CIS, "cis_hero_darthmaul")
    SetHeroClass(REP, "rep_hero_obiwan")

    --  ClearWalkers()
    AddWalkerType(0, 8) -- special -> droidekas
    AddWalkerType(1, 3) -- 2 attes with 3 leg pairs each
    AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
    AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
    local weaponCnt = 240
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1000)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityFlyer", 20)
    SetMemoryPoolSize("EntityLight", 500)
    SetMemoryPoolSize("EntityHover", 30)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 20)
    SetMemoryPoolSize("MountedTurret", 25)
    SetMemoryPoolSize("Obstacle", 760)
    SetMemoryPoolSize("PathNode", 512)
    SetMemoryPoolSize("SoundSpaceRegion", 46)
    SetMemoryPoolSize("Weapon", weaponCnt)
    SetMemoryPoolSize("CommandWalker", 2)
    
    SetMemoryPoolSize("Aimer", 1)
    SetMemoryPoolSize("ConnectivityGraphFollower", 23)
    SetMemoryPoolSize("EntityCloth",41)
    SetMemoryPoolSize("EntityDefenseGridTurret", 0)
    SetMemoryPoolSize("EntityDroid", 0)
    SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
    SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
    SetMemoryPoolSize("Navigator", 23)
    SetMemoryPoolSize("Ordnance", 80)    -- not much ordnance going on in the level
    SetMemoryPoolSize("ParticleEmitter", 512)
    SetMemoryPoolSize("ParticleEmitterInfoData", 512)
    SetMemoryPoolSize("PathFollower", 23)
    SetMemoryPoolSize("ShieldEffect", 0)
    SetMemoryPoolSize("TentacleSimulator", 24)
    SetMemoryPoolSize("TreeGridStack", 290)
    SetMemoryPoolSize("UnitAgent", 23)
    SetMemoryPoolSize("UnitController", 23)

    SetSpawnDelay(10.0, 0.25)


    ReadDataFile("dc:TA9\\TA9.lvl", "TA9_conquest")
    SetDenseEnvironment("false")



    --  Sound
    
    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

    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\\geo.lvl",  "geo1")
    OpenAudioStream("sound\\geo.lvl",  "geo1")
    OpenAudioStream("sound\\geo.lvl",  "geo1_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)

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

    SetAmbientMusic(REP, 1.0, "rep_geo_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_geo_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_geo_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_geo_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_geo_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_geo_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("BirdScatter",             "birdsFlySeq1")
    --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")


--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(12.996091, 14.085528, 23.022005, 28.001889, -6.942698, 59.197201, 26.136919);
--Wrecked Ship
AddCameraShot(10.906778, 23.081875, 20.411906, 24.037192, 26.373968, -9.937874, 122.553581);
--War Room    
AddCameraShot(23.994219, 34.074374, 37.077228, -12.005777, 90.939568, -49.293945, 69.571136);
end
GCW:

Code: Select all

--
-- 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"}
    cp5 = CommandPost:New{name = "local_cp2"} 
    
    
    
 --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,
uberScoreLimit = 350,
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:Start()

    EnableSPHeroRules()

    AddDeathRegion("deathregion1")
    
 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(50)
	SetMaxPlayerFlyHeight(50)


	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\\hot.lvl;hot1gcw")

    ReadDataFile("SIDE\\des.lvl", 
		             "tat_inf_tuskenhunter",
		             "tat_inf_tuskenraider",
                             "tat_inf_jawa") 

    ReadDataFile("SIDE\\all.lvl",
                             "all_fly_snowspeeder",
                             "all_inf_rifleman",
                             "all_inf_rocketeer",
                             "all_inf_engineer",
                             "all_inf_sniper",
                             "all_inf_officer",
                             "all_hero_luke_jedi",
                             "all_inf_wookiee",
                             "all_walk_tauntaun")

    ReadDataFile("SIDE\\imp.lvl",
                             "imp_inf_rifleman",
                             "imp_inf_rocketeer",
                             "imp_inf_sniper",
                             "imp_inf_engineer",
                             "imp_inf_officer",
                             "imp_inf_dark_trooper",
                             "imp_hero_darthvader",
                             "imp_walk_atat",
                             "imp_walk_atst_snow")

    ReadDataFile("dc:SIDE\\luk.lvl",
                             "luk_hero_luke")

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

	SetupTeams{
		all = {
			team = ALL,
			units = 20,
			reinforcements = 150,
			soldier	= { "all_inf_rifleman",9, 15},
			assault	= { "all_inf_rocketeer",5,8},
			engineer = { "all_inf_engineer",5,8},
			sniper	= { "all_inf_sniper",5,8},
			officer	= { "all_inf_officer",5,8},
			special	= { "all_inf_wookiee",5,8},

		},
		imp = {
			team = IMP,
			units = 20,
			reinforcements = 150,
			soldier	= { "imp_inf_rifleman",9, 15},
			assault	= { "imp_inf_rocketeer",5,8},
			engineer = { "imp_inf_engineer",5,8},
			sniper	= { "imp_inf_sniper",5,8},
			officer	= { "imp_inf_officer",5,8},
			special	= { "imp_inf_dark_trooper",5,8},
        },
    }

SetTeamName (3, "jawas") 
AddUnitClass (3, "tat_inf_jawa", 10,15) 
SetUnitCount (3, 15) 
AddAIGoal(3, "Deathmatch", 100) 
SetTeamAsFriend(ATT,3) 
SetTeamAsFriend(3,ATT) 
SetTeamAsFriend(DEF,3) 
SetTeamAsFriend(3,DEF)

SetTeamName (4, "tusken") 
AddUnitClass (4, "tat_inf_tuskenhunter", 10,15)
AddUnitClass (4, "tat_inf_tuskenraider", 10,15) 
SetUnitCount (4, 20) 
AddAIGoal(4, "Deathmatch", 100)

    SetHeroClass(IMP, "imp_hero_darthvader")
    SetHeroClass(ALL, "luk_hero_luke")


    --  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- 0 droidekas
    AddWalkerType(1, 4) -- 6 atsts with 1 leg pairs each
    AddWalkerType(2, 2) -- 2 atats with 2 leg pairs each

	SetMemoryPoolSize("ActiveRegion", 32)
    SetMemoryPoolSize("Aimer", 90)
	SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 248)
    SetMemoryPoolSize("CommandWalker", 2)
    SetMemoryPoolSize("ConnectivityGraphFollower", 56)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
	SetMemoryPoolSize("EntityCloth", 17)
    SetMemoryPoolSize("EntityFlyer", 12)
    SetMemoryPoolSize("EntityLight", 218)
    SetMemoryPoolSize("EntitySoundStatic", 13)
    SetMemoryPoolSize("EntitySoundStream", 6)
    SetMemoryPoolSize("FlagItem", 1)
	SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 54)
    SetMemoryPoolSize("MountedTurret", 46)
    SetMemoryPoolSize("Navigator", 42)
    SetMemoryPoolSize("Obstacle", 395)
  SetMemoryPoolSize("OrdnanceTowCable", 40) -- !!!! need +4 extra for wrapped/fallen cables !!!!
    SetMemoryPoolSize("PathFollower", 42)
	SetMemoryPoolSize("PathNode", 268)
	SetMemoryPoolSize("RedOmniLight", 230)
    SetMemoryPoolSize("TreeGridStack", 342)
    SetMemoryPoolSize("UnitController", 61)
    SetMemoryPoolSize("UnitAgent", 61)
	SetMemoryPoolSize("Weapon", weaponCnt)

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:TA9\\TA9.lvl", "TA9_conquest")
    SetDenseEnvironment("false")
    SetDefenderSnipeRange(170)

    --  Sound Stats
    
    voiceSlow = OpenAudioStream("sound\\global.lvl", "hot_objective_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow) 
    
    voiceQuick = OpenAudioStream("sound\\global.lvl",  "imp_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl",  "all_unit_vo_quick", voiceQuick)
    AudioStreamAppendSegments("sound\\global.lvl",  "global_vo_quick", voiceQuick)
    
    OpenAudioStream("sound\\global.lvl",  "gcw_music")
    -- OpenAudioStream("sound\\hot.lvl",  "hot_objective_vo_slow")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    OpenAudioStream("sound\\hot.lvl", "hot1gcw")
    OpenAudioStream("sound\\hot.lvl", "hot1gcw")

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

    --SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .75, 1)
    --SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .5, 1)
    --SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .25, 1)

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

    SetOutOfBoundsVoiceOver(2, "Allleaving")
    SetOutOfBoundsVoiceOver(1, "Impleaving")

    -- SetAmbientMusic(ALL, 1.0, "all_hot_amb_start",  0,1)
    -- SetAmbientMusic(ALL, 0.5, "all_hot_amb_middle", 1,1)
    -- SetAmbientMusic(ALL, 0.25,"all_hot_amb_end",    2,1)
    -- SetAmbientMusic(IMP, 1.0, "imp_hot_amb_start",  0,1)
    -- SetAmbientMusic(IMP, 0.5, "imp_hot_amb_middle", 1,1)
    -- SetAmbientMusic(IMP, 0.25,"imp_hot_amb_end",    2,1)

    SetVictoryMusic(ALL, "all_hot_amb_victory")
    SetDefeatMusic (ALL, "all_hot_amb_defeat")
    SetVictoryMusic(IMP, "imp_hot_amb_victory")
    SetDefeatMusic (IMP, "imp_hot_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 Stats
    --Tat2 Mos Eisley Houses
	AddCameraShot(0.974338, -12.222180, 10.035172, 15.008020, -32.664650, 23.668301, 43.955681);
	AddCameraShot(20.390197, -67.089729, -46.893040, -65.205362, 23.563562, 12.914885, -101.465561);
	AddCameraShot(140.169759, 50.002225, -34.985398, 23.012916, 126.972809, 4.039628, -22.020613);
	AddCameraShot(50.677453, -60.041535, 346.733016, 0.044942, 97.517807, 4.039628, 36.853477);
	AddCameraShot(70.866029, -24.156506, 34.467299, 23.084449, 7.685640, 7.130688, -10.895234);
end
 
Assault GCW:

Code: Select all

--
-- 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 = 1, teamDEF = 2, 
						multiplayerScoreLimit = 100,
						textATT = "game.modes.tdm",
						textDEF = "game.modes.tdm2", multiplayerRules = true, isUberMode = true,
uberScoreLimit = 350,
multiplayerRules = true}
	TDM:Start()

    AddAIGoal(1, "Deathmatch", 100)
    AddAIGoal(2, "Deathmatch", 100)

	EnableSPHeroRules()

    AddDeathRegion("deathregion1")
end


---------------------------------------------------------------------------
-- 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")

	ALL = 1
	IMP = 2
	--  These variables do not change
	ATT = 1
	DEF = 2

    SetMaxFlyHeight(40)
	SetMaxPlayerFlyHeight(40)

    ReadDataFile("sound\\tat.lvl;tat2gcw")
    ReadDataFile("SIDE\\all.lvl",
                "all_hero_luke_jedi",
                "all_hero_hansolo_tat",
                "all_hero_leia",
                "all_hero_chewbacca")
                    
    ReadDataFile("SIDE\\imp.lvl",
                "imp_hero_darthvader",
                "imp_hero_emperor",
                "imp_hero_bobafett")
                
    ReadDataFile("SIDE\\rep.lvl",
                "rep_hero_yoda",
                "rep_hero_macewindu",
                "rep_hero_anakin",
                "rep_hero_aalya",
                "rep_hero_kiyadimundi",
                "rep_hero_obiwan")
                
    ReadDataFile("SIDE\\cis.lvl",
                "cis_hero_grievous",
                "cis_hero_darthmaul",
                "cis_hero_countdooku",
                "cis_hero_jangofett")

    --[[ Turrets disabled
    ReadDataFile("SIDE\\tur.lvl",
                "tur_bldg_chaingun_roof",
                "tur_weap_built_gunturret")             
    SetMemoryPoolSize("MountedTurret", 15)
    --]]

    --ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")
        
    SetupTeams{
        hero = {
            team = ALL,
            units = 120,
                reinforcements = -1,
                soldier = { "all_hero_hansolo_tat",1,20},
                assault = { "all_hero_chewbacca",   1,20},
                engineer= { "all_hero_luke_jedi",   1,20},
                sniper  = { "rep_hero_obiwan",  1,20},
                officer = { "rep_hero_yoda",        1,20},
                special = { "rep_hero_macewindu",   1,20},           
        },
    }   

    AddUnitClass(ALL,"all_hero_leia",   1,20)
    AddUnitClass(ALL,"rep_hero_aalya",  1,20)
    AddUnitClass(ALL,"rep_hero_kiyadimundi",1,20)

    SetupTeams{
        villain = {
            team = IMP,
            units = 120,
            reinforcements = -1,
                soldier = { "imp_hero_bobafett",    1,20},
                assault = { "imp_hero_darthvader",1,20},
                engineer= { "cis_hero_darthmaul", 1,20},
                sniper  = { "cis_hero_jangofett", 1,20},
                officer = { "cis_hero_grievous",    1,20},
                special = { "imp_hero_emperor", 1,20},

        },
    }   
SetTeamName (3, "jawas") 
AddUnitClass (3, "tat_inf_jawa", 10,15) 
SetUnitCount (3, 15) 
AddAIGoal(3, "Deathmatch", 100) 
SetTeamAsFriend(ATT,3) 
SetTeamAsFriend(3,ATT) 
SetTeamAsFriend(DEF,3) 
SetTeamAsFriend(3,DEF)

SetTeamName (4, "tusken") 
AddUnitClass (4, "tat_inf_tuskenhunter", 10,15)
AddUnitClass (4, "tat_inf_tuskenraider", 10,15) 
SetUnitCount (4, 20) 
AddAIGoal(4, "Deathmatch", 100)
    AddUnitClass(IMP, "rep_hero_anakin",1,20)
    AddUnitClass(IMP, "cis_hero_countdooku",1,20)

    --  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", 0)
    SetMemoryPoolSize("TentacleSimulator", 24)
    SetMemoryPoolSize("TreeGridStack", 290)
    SetMemoryPoolSize("UnitAgent", 23)
    SetMemoryPoolSize("UnitController", 23)
    SetMemoryPoolSize("Weapon", weaponCnt)

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:TA9\\TA9.lvl", "TA9_eli")
    SetDenseEnvironment("false")

    --  Sound Stats
    
    ScriptCB_EnableHeroMusic(0)
    ScriptCB_EnableHeroVO(0)
    
    voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
    
    voiceQuick = OpenAudioStream("sound\\global.lvl",  "all_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl",  "imp_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(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

    SetOutOfBoundsVoiceOver(1, "Allleaving")
    SetOutOfBoundsVoiceOver(2, "Impleaving")

    SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch",  0,1)
    -- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
    -- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end",    2,1)
    SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch",  0,1)
    -- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
    -- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end",    2,1)

    SetVictoryMusic(ALL, "all_tat_amb_victory")
    SetDefeatMusic (ALL, "all_tat_amb_defeat")
    SetVictoryMusic(IMP, "imp_tat_amb_victory")
    SetDefeatMusic (IMP, "imp_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
Maybe in Assault can't be a 3rd fraction, cold that be a mistake?

My REQ:

Code: Select all

ucft
{
	REQN
	{
		"config"
	}

	REQN
	{
		"texture"
		"TA9_map"
	}
	REQN
	{
		"path"
		"TA9"
	}
	REQN
	{
		"congraph"
		"TA9"
	}
	REQN
	{
		"envfx"
		"TA9"
	}
	REQN
	{
		"world"
		"TA9"
	}
	REQN
	{
		"prop"
		"TA9"
	}
	REQN
	{
		"class"
		"bluelight"
		"redlight"
		"greenlight"
		"whitelight"

	}
	REQN
	{
		"config"
		"flyerspray"
		"walkerstomp"
		"hailfire_wake"
	}
	REQN
	{
		"lvl"
		"TA9_conquest"
		"TA9_ctf"
		"TA9_1flag"
		"TA9_eli"
	}
        REQN
        {
                "boundary"
                 "TA9"
        }
}