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Local Team 4 Isn't Spawning

Posted: Sat Mar 17, 2007 7:11 pm
by Xavious
The title says it all. Team 3 spawns, Team 4 does not.

Here's my lua file, hopefully someone can figure out what I forgot.

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()
	   
    AddAIGoal(3, "Deathmatch", 100)
    AddAIGoal(4, "Deathmatch", 100)
    
    --This defines the CPs.  These need to happen first
    cp1 = CommandPost:New{name = "cp1"}
    cp2 = CommandPost:New{name = "cp2"}
    cp3 = CommandPost:New{name = "cp3"}
    cp4 = CommandPost:New{name = "cp4"}
    cp5 = CommandPost:New{name = "cp5"}
    cp6 = CommandPost:New{name = "cp6"}
    
    
    --This sets up the actual objective.  This needs to happen after cp's are defined
    conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, 
                                     textATT = "game.modes.con", 
                                     textDEF = "game.modes.con2",
                                     multiplayerRules = true}
    
    --This adds the CPs to the objective.  This needs to happen after the objective is set up
    conquest:AddCommandPost(cp1)
    conquest:AddCommandPost(cp2)
    conquest:AddCommandPost(cp3)
    conquest:AddCommandPost(cp4)    
    conquest:AddCommandPost(cp5)
    conquest:AddCommandPost(cp6)

    conquest:Start()

    SetUberMode(3);

    --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()
    StealArtistHeap(800*1024)
    -- Designers, these two lines *MUST* be first.
    SetPS2ModelMemory(3500000)
    ReadDataFile("ingame.lvl")

    SetTeamAggressiveness(CIS, 1.0)
    SetTeamAggressiveness(REP, 1.0)

    SetMemoryPoolSize("Music", 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  
    
    ReadDataFile("sound\\geo.lvl;geo1cw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep2_rifleman",
                             "rep_inf_ep2_rocketeer",
                             "rep_inf_ep2_engineer",
                             "rep_inf_ep2_sniper",
                             "rep_inf_ep2_rocketeer_chaingun",
                             "rep_inf_ep2_marine",
                             "rep_hover_fightertank",
                             "rep_hero_anakin",
                             "rep_walk_atte",
                             "rep_hover_barcspeeder")
    ReadDataFile("SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_pilot",
                             "cis_inf_marine",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul",
                             "cis_tread_hailfire",
                             "cis_walk_spider",
                             "cis_hover_stap",
                             "cis_hover_aat")
    ReadDataFile("dc:SIDE\\geo.lvl",
                             "geo_inf_geonosian")
    ReadDataFile("dc:SIDE\\jed.lvl",
                             "jed_knight_01",
        		     "jed_knight_02",
        		     "jed_knight_03")
    ReadDataFile("SIDE\\tur.lvl", 
                        "tur_bldg_recoilless_fel_auto",
    			"tur_bldg_laser",
                        "tur_bldg_geoturret",
    			"tur_bldg_tower")          
                             
	SetupTeams{
		rep = {
			team = REP,
			units = 275,
			reinforcements = 500,
			soldier  = { "rep_inf_ep2_rifleman",9, 100},
			assault  = { "rep_inf_ep2_rocketeer",1, 55},
			engineer = { "rep_inf_ep2_engineer",1, 55},
			sniper   = { "rep_inf_ep2_sniper",1, 55},
			officer = {"rep_inf_ep2_rocketeer_chaingun",1, 30},
			special = { "jed_knight_01",1, 15},
	        
		},
		cis = {
			team = CIS,
			units = 275,
			reinforcements = 500,
			soldier  = { "cis_inf_rifleman",9, 50},
			assault  = { "cis_inf_rocketeer",1, 40},
			engineer = { "cis_inf_engineer",1, 40},
			sniper   = { "cis_inf_sniper",1, 40},
			officer = {"cis_inf_pilot",1, 50},
			special = { "cis_inf_droideka",1, 50},
		}
	}
     
    --SetHeroClass(CIS, "cis_hero_darthmaul")
    --SetHeroClass(REP, "rep_hero_anakin")
   
    --  Attacker Stats
    
    --teamATT = ConquestTeam:New{team = ATT}
    --teamATT:AddBleedThreshold(21, 0.75)
    --teamATT:AddBleedThreshold(11, 2.25)
    --teamATT:AddBleedThreshold(1, 3.0)
    --teamATT:Init()
    SetTeamAsEnemy(ATT,4)
    SetTeamAsFriend(ATT,3)

    --  Defender Stats
    
    --teamDEF = ConquestTeam:New{team = DEF}
    --teamDEF:AddBleedThreshold(21, 0.75)
    --teamDEF:AddBleedThreshold(11, 2.25)
    --teamDEF:AddBleedThreshold(1, 3.0)
    --teamDEF:Init()
    SetTeamAsFriend(DEF,4)
    SetTeamAsEnemy(DEF, 3)

    --  Jedi Stats
    SetTeamName(3, "Jedi")
    SetUnitCount(3, 200)
    AddUnitClass(3, "rep_inf_ep2_marine", 130)
    AddUnitClass(3, "jed_knight_02", 5)  
    AddUnitClass(3, "jed_knight_03", 5)   
    SetTeamAsFriend(3, ATT)

    --  Geonosian Stats
    SetTeamName(4, "Geonosians")
    SetUnitCount(4, 200)
    AddUnitClass(4, "cis_inf_marine", 130)
    AddUnitClass(4, "geo_inf_geonosian", 50)  
    SetTeamAsFriend(4, DEF)

    --  Level Stats

    --  ClearWalkers()
    AddWalkerType(0, 4) -- special -> droidekas
    AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 4) -- 2x2 (2 pairs of legs)
    AddWalkerType(3, 2) -- 3x2 (3 pairs of legs)
    local weaponCnt = 1024
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
	SetMemoryPoolSize("EntityCloth", 32)
	SetMemoryPoolSize("EntityFlyer", 32)
    SetMemoryPoolSize("EntityHover", 32)
    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)
    SetMemoryPoolSize("CommandWalker",2)
    SetMemoryPoolSize("SoldierAnimation", 1700)    

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




    --  Sound
    
    voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
    
    voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)   
    
    OpenAudioStream("sound\\global.lvl",  "cw_music")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    OpenAudioStream("sound\\geo.lvl",  "geo1cw")
    OpenAudioStream("sound\\geo.lvl",  "geo1cw")

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
    
    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
    SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)    

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

    SetAmbientMusic(REP, 1.0, "rep_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("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")


--OpeningSateliteShot
    AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

    AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
    AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
    AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
    AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
    AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
    AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
    AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
    AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
    AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

RE: Local Team 4 Isn

Posted: Sat Mar 17, 2007 7:21 pm
by squipple
I had this same issue on my first map. Try making them team 5. I know that definitley fixes one issue I had, which was...if team 4 kills the hero..CTD.
The only other thing I could see that it might be is you've got the "dc" prefix before the geo.lvl. I don't think you need it.

RE: Local Team 4 Isn

Posted: Sat Mar 17, 2007 9:02 pm
by Jawa_Killer
squipple is completly right.........the "dc:" is only for CUSTOM sides........for shipped sides just leave the "dc:" away ;)

PS: dc stands for downloaded content ;)

Re: RE: Local Team 4 Isn

Posted: Sat Mar 17, 2007 9:16 pm
by Xavious
squipple wrote:The only other thing I could see that it might be is you've got the "dc" prefix before the geo.lvl. I don't think you need it.
I am loading the Geonosians from my map's side folder. That's not a problem, the Geonosians worked fine before.
squipple wrote:I had this same issue on my first map. Try making them team 5. I know that definitley fixes one issue I had, which was...if team 4 kills the hero..CTD.
Okay, I'm trying that.

EDIT: Tryed, but it didn't work. Still no Geonosians or Droid Marines spawning.

RE: Re: RE: Local Team 4 Isn

Posted: Sun Mar 18, 2007 1:42 am
by Penguin
Do you have all the nodes set up? and their cp set to team 4?

RE: Re: RE: Local Team 4 Isn

Posted: Sun Mar 18, 2007 3:31 pm
by Xavious
Yup.

RE: Re: RE: Local Team 4 Isn

Posted: Sun Mar 18, 2007 6:23 pm
by Teancum
Make sure you have the relations ( AsEnemy, AsFriend ) set up for all teams. So you need to set whether teams 1 and 2 will be enemies to team 4, etc.

RE: Re: RE: Local Team 4 Isn

Posted: Sun Mar 18, 2007 7:06 pm
by FragMe!
try reducing your unit counts if my math is correct you're trying to spawn 950 units
it may be there is not more memory for teams 3 and 4

RE: Re: RE: Local Team 4 Isn

Posted: Sun Mar 18, 2007 7:16 pm
by Teancum
Good point man, 950 units at the same time is waaaaaaaaaaaaay to many. You'd need like a 3.5 ghz to run that, plus there's no map big enough to run that many.

also

SetUberMode(3);

Is wrong. It's a boolean (on/off) value, so it must be 1 for on, 0 for off.