Multiple local teams; units not spawning, again
Posted: Sat Jul 21, 2007 6:38 pm
Okay, I want to have three local teams, but no units spawn now, can someone please tell me how to do this? One team is friendly to the attacker, one to the defender, and another is hostile to all.
Here's the lua:
Thanks.
EDIT2: I suppose it would help if I mentioned that I removed one of my two command flyers to add another cp for the fifth team, and it's after this that it stopped spawning, but that shouldn't do anything. And, all the locals, except for the fifth team, spawn. The two main teams, rep and cis, don't.
Here's the lua:
EDIT: I would like to point out that this is my Geonosis map, so if you can help me get the units spawning again, it would be appreciated.--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptPostLoad()
AddAIGoal(3, "Deathmatch", 100)
AddAIGoal(4, "Deathmatch", 100)
cp0 = CommandPost:New{name = "cp0"}
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"}
cp7 = CommandPost:New{name = "cp7"}
CP8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp0)
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:Start()
SetUberMode(1);
EnableSPHeroRules()
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")
end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")
SetMemoryPoolSize ("ClothData",100)
SetMemoryPoolSize ("Combo",45) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",520) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",520) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",500) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4750) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",160) -- should be ~1x #combo
-- REP Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
SetTeamAggressiveness(CIS, 0.7)
SetTeamAggressiveness(REP, 1.0)
SetMemoryPoolSize("Music", 45)
ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
"rep_fly_command",
"rep_fly_commandship",
"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_sc",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_commander",
"rep_inf_ep3_arctrooper",
"rep_inf_ep3_pilot",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_engineer",
"rep_hero_macewindu",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan",
"rep_hero_anakin",
"rep_hero_shaakti",
"rep_hero_luminara",
"rep_hover_barcspeeder",
"rep_walk_sphat",
"rep_walk_atte")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_marine",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_hover_stap",
"cis_walk_spider")
ReadDataFile("SIDE\\geo.lvl",
"geo_inf_acklay",
"gen_inf_geonosian")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")
-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 40) -- 40 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 6) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 2) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 265)
SetMemoryPoolSize("AmmoCounter", 1540)
SetMemoryPoolSize("AcklayData", 24)
SetMemoryPoolSize("BaseHint", 480)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EnergyBar", 1540)
SetMemoryPoolSize("EntityCloth",65)
SetMemoryPoolSize("EntityFlyer", 15)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 57)
SetMemoryPoolSize("Navigator", 305)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1975)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1350)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1100)
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PassengerSlot", 18)
SetMemoryPoolSize("PathFollower", 290)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("RedShadingState", 25)
SetMemoryPoolSize("TreeGridStack", 580)
SetMemoryPoolSize("UnitAgent", 345)
SetMemoryPoolSize("UnitController", 355)
SetMemoryPoolSize("WalkerBlend", 35)
SetMemoryPoolSize("WalkerBlendUnit", 85)
SetMemoryPoolSize("Weapon", 1545)
SetMemoryPoolSize("WeaponDispenser", 80)
SetMemoryPoolSize("SoldierAnimation", 1500)
SetSpawnDelay(5.0, 0.25)
SetupTeams{
rep = {
team = REP,
units = 120,
reinforcements = 500,
soldier = { "rep_inf_ep3_rocketeer",10, 20},
pilot = { "rep_inf_ep3_sniper",10, 20},
assault = {"rep_inf_ep3_engineer",10, 20},
sniper = { "rep_inf_ep3_pilot",8, 15},
marine = { "rep_inf_ep3_officer",5, 12},
engineer = { "rep_inf_ep3_jettrooper",5, 12},
officer = {"rep_inf_ep2_commander",3, 6},
special = { "rep_inf_ep3_arctrooper",1, 3},
AddUnitClass(1, "rep_inf_ep3_rifleman",20, 40)
},
cis = {
team = CIS,
units = 180,
reinforcements = 450,
soldier = { "cis_inf_rifleman",30, 80},
assault = { "cis_inf_rocketeer",12, 20},
engineer = { "cis_inf_engineer",12, 20},
sniper = { "cis_inf_sniper",12, 20},
officer = {"cis_inf_marine",20, 40},
special = { "cis_inf_droideka",10, 30},
}
}
SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")
-- 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,3)
SetTeamAsEnemy(3,ATT)
-- 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,3)
-- Local Stats
SetTeamName(3, "locals")
SetUnitCount(3, 45)
AddUnitClass(3, "geo_inf_geonosian", 35)
AddUnitClass(3, "geo_inf_acklay", 4)
SetTeamAsFriend(3, DEF)
-- Attacker Stats
--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsFriend(ATT,4)
SetTeamAsFriend(ATT,4)
-- Defender Stats
--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsEnemy(DEF,4)
SetTeamName(4, "locals")
SetUnitCount(4, 36)
AddUnitClass(4, "rep_hero_obiwan",1)
AddUnitClass(4, "rep_hero_kiyadimundi",1)
AddUnitClass(4, "rep_hero_aalya",1)
AddUnitClass(4, "rep_hero_anakin",1)
AddUnitClass(4, "rep_hero_shaakti",1)
AddUnitClass(4, "rep_hero_luminara",1)
AddUnitClass(4, "rep_inf_ep2_jettrooper_sniper",15)
AddUnitClass(4, "rep_inf_ep2_jettrooper_rifleman",15)
SetTeamAsFriend(4, ATT)
-- 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,5)
SetTeamAsEnemy(ATT,5)
-- Defender Stats
--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsEnemy(DEF,5)
-- Local Stats
SetTeamName (5, "locals")
SetUnitCount (5, 20)
AddUnitClass (5, "geo_inf_acklay", 20)
SetTeamAsEnemy(5,ATT)
SetTeamAsEnemy(5,DEF)
SetTeamAsEnemy(ATT,5)
SetTeamAsEnemy(DEF,5)
ReadDataFile("dc:BOG\\geo1.lvl", "geo1_conquest")
SetDenseEnvironment("false")
SetMinFlyHeight(-100)
SetMaxFlyHeight(125)
SetMaxPlayerFlyHeight(175)
-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)
-- 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")
--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")
SetAttackingTeam(ATT)
--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end
Thanks.
EDIT2: I suppose it would help if I mentioned that I removed one of my two command flyers to add another cp for the fifth team, and it's after this that it stopped spawning, but that shouldn't do anything. And, all the locals, except for the fifth team, spawn. The two main teams, rep and cis, don't.