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Troubles with map...

Posted: Wed Oct 21, 2009 11:24 pm
by Admiral Jake
Okay, I'm making a map but coming across a lot of difficulties. The main problems are that I can't get AL to spawn and I can't successfully get custom soldiers to work.
Help!

Re: Troubles with map...

Posted: Wed Oct 21, 2009 11:31 pm
by Fiodis
We're going to need some more information.

Did you read the shipped documentation and did you look through the FAQ thread for answers before you posted?

If so, then we'll need your error log.
FAQ Thread wrote:Question - I have the CD version of SWBF2 and I get a binkw32.dll error when trying to launch the BF2_modtools.exe, what's wrong?
Answer - The BF2_modtools.exe is the debug executable, copy it from the main BF2_modtools folder and paste it in the same folder as your battlefront2.exe, usually:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData
then you can launch BF2_modtools.exe and play your map to get a BFront2.log located in that same folder.
If you have the DVD version check THIS LINK for a DVD version of BF2_modtools.exe

Note to Vista users:
If you can't find your BFront2.log it may be saved to this location:
C:\Users\<username>\AppData\Local\VirtualStore\Program Files\LucasArts\Star Wars Battlefront II\GameData

Re: Troubles with map...

Posted: Wed Oct 21, 2009 11:35 pm
by Admiral Jake
Oh, I did everything right for the units that my brother told me. I load up the map and it doesn't work.

Re: Troubles with map...

Posted: Thu Oct 22, 2009 4:29 pm
by genaral_mitch
We need information, like, Does it crash? Does it appear on your unit selection screen? Does it freeze when you choose your unit?

Re: Troubles with map...

Posted: Thu Oct 22, 2009 8:15 pm
by Admiral Jake
genaral_mitch wrote:We need information, like, Does it crash? Does it appear on your unit selection screen? Does it freeze when you choose your unit?
No they don't. Nothing else happens. But what I WANT to know is how to do it correctly.

Re: Troubles with map...

Posted: Thu Oct 22, 2009 8:29 pm
by genaral_mitch
http://www.gametoast.com/forums/viewtop ... 27&t=12729
If you do it correctly, it\they should appear.

Re: Troubles with map...

Posted: Thu Oct 22, 2009 8:38 pm
by Admiral Jake
genaral_mitch wrote:http://www.gametoast.com/forums/viewtop ... 27&t=12729
If you do it correctly, it\they should appear.
I already did that, yet they don't appear.

Re: Troubles with map...

Posted: Thu Oct 22, 2009 8:42 pm
by General_Nate
Post your LUA and Bfront2 log.

Re: Troubles with map...

Posted: Thu Oct 22, 2009 8:47 pm
by Admiral Jake
General_Nate wrote:Post your LUA and Bfront2 log.
What I want is the BFX units. And I don't know what Bfront2 logs are. Oh, General Nate did you get your avvie from PokeBeach?
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"}



--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:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_arc_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_officer",
"rep_inf_ep2_recon",
"rep_inf_arc_officer",
"rep_inf_arc_commander",
"rep_hero_shakkti")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_inf_officer",
"cis_inf_recon_alt",
"cis_inf_magnaguard",
"cis_inf_commander",
"cis_hero_jangofett")

SetAttackingTeam(ATT)

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 275,
soldier = { "rep_inf_ep2_rifleman",12, 25},
assault = { "rep_inf_arc_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = { "rep_inf_ep2_officer",1, 4},
special = { "rep_inf_ep2_jettrooper",1,4},

},
cis = {
team = CIS,
units = 32,
reinforcements = 275,
soldier = { "cis_inf_rifleman",12, 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},

},

}

AddUnitClass(REP, "rep_inf_ep2_recon",1,2)
AddUnitClass(REP, "rep_inf_arc_officer",1,2)
AddUnitClass(REP, "rep_inf_arc_commander",0,1)
AddUnitClass(CIS, "cis_inf_recon_alt",1,2)
AddUnitClass(CIS, "cis_inf_magnaguard",1,2)
AddUnitClass(CIS, "cis_inf_commander",0,1)

SetHeroClass(REP, "rep_hero_shaakti")
SetHeroClass(CIS, "cis_hero_jangofett")


-- 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)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:VOL\\VOL.lvl", "VOL_conquest")
ReadDataFile("dc:VOL\\VOL.lvl", "VOL_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

Re: Troubles with map...

Posted: Thu Oct 22, 2009 8:49 pm
by genaral_mitch
Admiral Jake wrote:
genaral_mitch wrote:http://www.gametoast.com/forums/viewtop ... 27&t=12729
If you do it correctly, it\they should appear.
I already did that, yet they don't appear.
You couldn't have done it that fast. I just posted it! Try again. And, General_Nate was right. Post your Bfront2 log. Your Bfront2 log is the error log you get when you play the map on BF2_Modtools.

Re: Troubles with map...

Posted: Thu Oct 22, 2009 8:50 pm
by General_Nate
genaral_mitch wrote:http://www.gametoast.com/forums/viewtop ... 27&t=12729
If you do it correctly, it\they should appear.
Did you read the link he posted? You are not reading the units correctly. I could tell you how, but it's better for you to learn your self.

EDIT, General_Mitch beat me to it.

Re: Troubles with map...

Posted: Thu Oct 22, 2009 8:58 pm
by Admiral Jake
genaral_mitch wrote:
Admiral Jake wrote:
genaral_mitch wrote:http://www.gametoast.com/forums/viewtop ... 27&t=12729
If you do it correctly, it\they should appear.
I already did that, yet they don't appear.
You couldn't have done it that fast. I just posted it! Try again. And, General_Nate was right. Post your Bfront2 log. Your Bfront2 log is the error log you get when you play the map on BF2_Modtools.
The error log has no errors. I don't get that tutorial.

Re: Troubles with map...

Posted: Thu Oct 22, 2009 8:59 pm
by genaral_mitch
You're getting the side from the BFX assets right? If so you are not using the REP side you are using one that came with the BFX assets. I still think you should post your error log.

Re: Troubles with map...

Posted: Thu Oct 22, 2009 9:02 pm
by RogueKnight
Admiral Jake wrote:The error log has no errors. I don't get that tutorial.
The error log ALWAYS has errors.

If you don't understand the tutorial, post what part of it you don't understand so we can help you.

Re: Troubles with map...

Posted: Thu Oct 22, 2009 9:04 pm
by Admiral Jake
Forget it. I can't make a map and I'll never be able to. I'll just go delete now.

Re: Troubles with map...

Posted: Thu Oct 22, 2009 9:04 pm
by genaral_mitch
DarthRogueKnight wrote:The error log ALWAYS has errors.

If you don't understand the tutorial, post what part of it you don't understand so we can help you.
What a great idea RogueKnight! But posting the error log is still pretty much essential. EDIT: Oops, posted it too late.

Re: Troubles with map...

Posted: Thu Oct 22, 2009 9:08 pm
by RogueKnight
Admiral Jake wrote:Forget it. I can't make a map and I'll never be able to. I'll just go delete now.
Don't talk like that.

Post your BF2log, if you don't know how to get it, look in the "Everything You Need to Know" thread.

Post what it is that you don't understand about the tutorial here, and me and everyone else will do our best to help you.

All you need is a little patience, practice, and ideas to make great maps/mods.

Re: Troubles with map...

Posted: Thu Oct 22, 2009 9:09 pm
by genaral_mitch
Patients young one :jango:

Re: Troubles with map...

Posted: Thu Oct 22, 2009 9:12 pm
by Admiral Jake
DarthRogueKnight wrote:
Admiral Jake wrote:Forget it. I can't make a map and I'll never be able to. I'll just go delete now.
Don't talk like that.

Post your BF2log, if you don't know how to get it, look in the "Everything You Need to Know" thread.

Post what it is that you don't understand about the tutorial here, and me and everyone else will do our best to help you.

All you need is a little patience, practice, and ideas to make great maps/mods.
I don't get the whole thing about the extra sides.

Re: Troubles with map...

Posted: Thu Oct 22, 2009 9:19 pm
by RogueKnight
Admiral Jake wrote:I don't get the whole thing about the extra sides.
could you be slightly more precise on which part about adding in extra sides?

if you have xfire, its ddcdarkandrew.