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Only 1 unit appearing on selection screen

Posted: Mon Aug 02, 2010 3:51 pm
by genaral_mitch
Whenever I start my map and pick the Alliance side, there is only one unit when there should be six. The empire is fine, every unit is normal. The last thing I did before this was make stealth on the bothan a secondary weapon and make so it doesn't take stamina. I must've done something wrong with the stealth's odf, because the Shadow Trooper on the imp's team crashed I fixed that by removing stealth from him, but the all side is still only one unit. There is also no allshell.req in my lvl_pc_ folder.

Re: Only 1 unit appearing on selection screen

Posted: Mon Aug 02, 2010 4:26 pm
by Teancum
No lua? Pretty standard thing to post when you've got a problem. :P

Re: Only 1 unit appearing on selection screen

Posted: Mon Aug 02, 2010 6:10 pm
by genaral_mitch
You probably won't find any problems here, but:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- Empire Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2


function ScriptPostLoad()
EnableSPHeroRules()

AddDeathRegion("Death")
AddDeathRegion("Death1")
AddDeathRegion("Death2")
AddDeathRegion("Death3")
AddDeathRegion("Death4")


SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)



SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)


EnableSPHeroRules()
DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")

--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()
end

function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4030000)
ReadDataFile("ingame.lvl")



ReadDataFile("sound\\cor.lvl;cor1gcw")
SetMapNorthAngle(180, 1)
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
AISnipeSuitabilityDist(30)

ReadDataFile("dc:SIDE\\all.lvl",
"all_bldg_defensegridturret",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_engineer",
"all_inf_sniper",
-- "all_inf_officer",
"all_inf_wookie",
"all_hero_luke_jedi")



ReadDataFile("dc:SIDE\\imp.lvl",
--Insert "imp_bldg_defensegridturret", once the odf has been set up
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_emperor")




-- set up teams
SetupTeams{
imp = {
team = IMP,
units = 32,
reinforcements = 150,
turret = "all_bldg_defensegridturret", --change this to imp_bldg_defensegridturret once the odf has been set up
soldier = { "imp_inf_rifleman",7, 25},
assault = { "imp_inf_rocketeer",1, 4},
engineer = { "imp_inf_engineer",1, 4},
sniper = { "imp_inf_sniper",1, 4},
officer = {"imp_inf_officer",1, 4},
special = { "imp_inf_dark_trooper",1, 4},

},
all = {
team = ALL,
units = 32,
reinforcements = 150,
turret = "all_bldg_defensegridturret",
soldier = { "all_inf_rifleman",7, 25},
assault = { "all_inf_rocketeer",1, 4},
engineer = { "all_inf_engineer",1, 4},
sniper = { "all_inf_sniper",1, 4},
-- officer = {"all_inf_officer",1, 4},
special = { "all_inf_wookie",1, 4},
}
}
SetHeroClass(ALL, "all_hero_luke_jedi")
SetHeroClass(IMP, "imp_hero_emperor")


-- SetTeamAsEnemy(DEF, 3)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local guyCnt = 50
local weaponCnt = 200
SetMemoryPoolSize("Aimer", 20)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 21)
SetMemoryPoolSize("EntityLight", 96)
SetMemoryPoolSize("MountedTurret", 13)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TreeGridStack", 256)
SetMemoryPoolSize("UnitAgent", guyCnt)
SetMemoryPoolSize("UnitController", guyCnt)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:JDT\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")



-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")

-- Sound

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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_emt")

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, "all_cor_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_cor_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_cor_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_cor_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_cor_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_cor_amb_end", 2,1)

SetVictoryMusic(ALL, "all_cor_amb_victory")
SetDefeatMusic (ALL, "all_cor_amb_defeat")
SetVictoryMusic(IMP, "imp_cor_amb_victory")
SetDefeatMusic (IMP, "imp_cor_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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)



AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end

[/code]
Invisiblility odf:
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "invisibility"

[Properties]
Label = "Invisibility Field"

GeometryName = ""
HighResGeometry = ""
HUDTag = "hud_stealth"

AnimationBank = "tool"

//ChargeUpEffect = "com_sfx_chargeup"
//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"

//RoundsPerClip = "32"
ReloadTime = "0.0"

HeatPerShot = "5.0" // only allow player to fire every 5 seconds
HeatRecoverRate = "1.0"
HeatThreshold = "0.01"

InitialEnergyDrain = "40.0"
EnergyDrain = "18.0"
//EnergyDrainRate = "20.0"
InitialSalvoDelay = "0.3"

InvisibilityTrigger = "Toggle"
InvisibilityPersistTime = "1.0"
InvisibilityMax = "1.0"
InvisibilityMin = "0.3"
SpeedForInvisibilityMax = "6.5" // normal run
SpeedForInvisibilityMin = "9.5" // full sprint
InvisibilityIncRate = "0.6"
InvisibilityDecRate = "0.9"
FlickerAmplitude = "0.6" // decrease invisibility by 0.5
FlickerTimeMin = "5.0" // randomly every 5 to 10 seconds
FlickerTimeMax = "10.0"

//ThrustFactor = "0.5" // when firing, move at half speed
TargetLock = "1" // when firing, activate target lock

//ZoomMin = "2.0"
//ZoomMax = "2.0"
//ZoomRate = "0.0"

//FirePointName = "hp_fire"

ModeTexture = "HUD_weap_semiauto"
//ModeTextureColor = "42 235 42 100"
ReticuleTexture = "reticule_rifle"
ScopeTexture = "weapon_scope2"

OffhandWeapon = 0
InstantPlayFireAnim = 1
TriggerSingle = "1"

LockOnRange = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"

RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"

FireSound = "all_weap_invisibility_fire"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""

//NextCharge = 0.25
//HeatPerShot = "0.6"
//AmmoPerShot = 1

//NextCharge = 0.5
//HeatPerShot = "0.65"
//AmmoPerShot = 2

//NextCharge = 0.75
//HeatPerShot = "0.8"
//AmmoPerShot = 3

//NextCharge = 0.99
//HeatPerShot = "1.0"
//AmmoPerShot = 4
[/code]
I just tried removing the bothan from the map, but still, nothing happened.

Re: Only 1 unit appearing on selection screen

Posted: Mon Aug 02, 2010 6:19 pm
by TK432
The turrets in the lua seem odd to me. Does it work if you remove it?

Re: Only 1 unit appearing on selection screen

Posted: Mon Aug 02, 2010 6:26 pm
by genaral_mitch
Just removed the turrets. Still the same.
Hidden/Spoiler:
[code]..\..\common\shaders\PC\specularlighting_shader.xml(3) : error X1507: failed to open source file: 'lighting_specular.h'
ERROR[levelpack all.req]:Expecting bracket, but none was found.
File : munged\pc\all_inf_officer.lvl.req(1)...

ucft <--
ERROR[levelpack all.req]:Expecting bracket, but none was found.
File : munged\pc\all_inf_officer.lvl.req(1)...

ucft <--

2 Errors 0 Warnings

[/code]
Does that mean anything? Also, when I munge, a window comes up and says: "level pack.exe has stopped working." Does that mean anything?

EDIT: Major update! I just dumped the sides .lvls from a backup version of JDT to my current JDT. On the side selection screen I saw the alliance rifleman so I knew that was fixed for now, after that it crashed instantly. When I say instantly, it means that it didn't show the normal black screen for a half second.

Re: Only 1 unit appearing on selection screen

Posted: Mon Aug 02, 2010 8:25 pm
by Teancum
Just curious, why aren't you loading the shipped Jedi Temple?

Re: Only 1 unit appearing on selection screen

Posted: Tue Aug 03, 2010 3:44 pm
by genaral_mitch
It's an edit of the jedi temple.