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Conversion pack vehicles not spawning

Posted: Fri Jul 11, 2008 7:19 pm
by computergeek
So I have the vehicle side from the convo pack.
When I load it in the .lua and I place vehicle spawns in ZE, it gives me this error in my BFront2 log
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\Helm.lvl

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\vehicle.lvl

I am also trying to load my own custom side called Helm

Here's my lua
Hidden/Spoiler:
--
-- 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 = "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()

EnableSPHeroRules()

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode")
end,
"TeleportRegion"
)
ActivateRegion("TeleportRegion")

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(200)
SetMaxPlayerFlyHeight (200)

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\\Helm.lvl",
"rep_inf_ep2_uberhelm")
ReadDataFile("dc:SIDE\\vehicle.lvl",
"all_fly_kwing",
"all_fly_falcon",
"all_fly_virago",
"rep_fly_naboo_starfighter",
"bes_fly_cloudcar")
ReadDataFile("dc:SIDE\\all.lvl",
"all_fly_snowspeeder",
"all_fly_xwing_sc",
"all_fly_awing",
"all_fly_ywing")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_walk_atat",
"imp_fly_tiefighter_sc",
"imp_walk_atst",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans")
ReadDataFile("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_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_fly_arc170fighter_sc",
"rep_fly_jedifighter_sc",
"rep_fly_gunship",
"rep_fly_vwing")
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",
"cis_fly_droidfighter_sc",
"cis_fly_tridroidfighter",
"cis_fly_greviousfighter",
"cis_fly_maf",
"cis_fly_droidgunship")


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

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep2_uberhelm",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetTeamName (3, "CIS")
AddUnitClass (3, "cis_inf_rifleman", 10,15)
AddUnitClass (3, "cis_inf_rocketeer", 10,15)
AddUnitClass (3, "cis_inf_officer", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_inf_ep2_rifleman")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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 = 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", 32)
SetMemoryPoolSize("CommandFlyer", 32)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:DTM\\DTM.lvl", "DTM_conquest")
ReadDataFile("dc:DTM\\DTM.lvl", "DTM_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\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_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")


--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

function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end

local node
if nodeIn then
node = nodeIn
else
node = 0
end

local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
if charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end

Re: Cannot open dc:SIDE\vehicles.lvl

Posted: Fri Jul 11, 2008 7:42 pm
by Maveritchell
The Conversion Pack has "vehicles.lvl," not "vehicle.lvl," and I'd be willing to bet you didn't munge your side properly. Does your custom side show up in your addon/XXX/data/_LVL_PC/Side folder?

Re: Cannot open dc:SIDE\vehicles.lvl

Posted: Fri Jul 11, 2008 11:22 pm
by computergeek
No, it does not
I'm pretty sure I munged it, but I'll try again just to make sure
*edit*
I changed the na,e in the .lua, munged, and the vehicles still dont work
now I get this
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\Helm.lvl

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "all_fly_kwing" unknown vehicle collision "collision4"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "all_fly_kwing" unknown vehicle collision "collision3"

Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "(null)" mount node "gunR" not found

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

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

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

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

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

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

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

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

Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [all_fly_virago]

Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [all_fly_virago]

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

Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [all_fly_virago]

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (04cb473d)!

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk all_fly_falcon in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\DTM\Data\_lvl_pc\SIDE\vehicles.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_naboo_starfighter in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\DTM\Data\_lvl_pc\SIDE\vehicles.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\vehicles.lvl

*EDIT 2*
I checked my BUILD/Sides folder and I saw I didnt have Helm in there
So I made a new folder (Helm) and pasted the munge and clean .bats
now I get this

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep2_uberhelm in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\DTM\Data\_lvl_pc\SIDE\Helm.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\Helm.lvl

I am almost certain it is because of my side, but I would like to know if there is another way to do this
I want to edit the .odf of the default rifleman of my dc rep side, but still use the default rifleman of the default rep side
I made copies of the default_rifleman and rep_inf_ep2_rifleman .odfs, (lets call these .odf set 2) and replaced the default rifleman's .odf,(set 1) but the ep3 rifleman uses the copied rifleman's default .odf(set2's default .odf), even though its class parent says to use the new default rifleman's odf (set 1's default .odf)

Re: Cannot open dc:SIDE\vehicles.lvl

Posted: Sun Jul 13, 2008 10:21 am
by Caleb1117
computergeek wrote:
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk all_fly_falcon in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\DTM\Data\_lvl_pc\SIDE\vehicles.lvl
Something is still looking for the vehicles.lvl.
Are you sure you renamed all it's calls and such?

Re: Cannot open dc:SIDE\vehicles.lvl

Posted: Sun Jul 13, 2008 4:42 pm
by computergeek
The side name is vehicles

Re: Cannot open dc:SIDE\vehicles.lvl

Posted: Sun Jul 13, 2008 4:43 pm
by Maveritchell
Did you put vehicles.lvl in your addon/XXX/data/_LVL_PC/Side folder?

Re: Cannot open dc:SIDE\vehicles.lvl

Posted: Sun Jul 13, 2008 5:02 pm
by computergeek
It's there if that's what you are asking

Re: Cannot open dc:SIDE\vehicles.lvl

Posted: Sun Jul 13, 2008 7:43 pm
by bobfinkl
Did you add the vehicles folder in your _BUILD\Sides folder and also did you edit the munge.bat in the folder to say: @call ..\munge_side.bat vehicles %1.

Re: Cannot open dc:SIDE\vehicles.lvl

Posted: Sun Jul 13, 2008 9:04 pm
by computergeek
Yes, and no, is that necessary?
I have never heard of doing that before, and I have been doing sides for awhile.
Is that exclusively for vehicles?

Re: Cannot open dc:SIDE\vehicles.lvl

Posted: Mon Jul 14, 2008 5:36 am
by DarthD.U.C.K.
computergeek wrote:Yes, and no, is that necessary?
I have never heard of doing that before, and I have been doing sides for awhile.
Is that exclusively for vehicles?
the vehicles are just a side there is nothing special with them, you dont have to edit the bat
it works perfectly without

Re: Cannot open dc:SIDE\vehicles.lvl

Posted: Mon Jul 14, 2008 11:59 pm
by computergeek
I figured out that the vehicles side is not completly messed up
I got the virago to work, but all I did was add it to the map ina vehicle spawn and I loaded it in the lua, so it is only certain ships
*Edit* The cloudcar also works