Campaign = No Map Loading???

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Sky_216
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Campaign = No Map Loading???

Post by Sky_216 »

Interesting problem -

I have a few campaigns for a map of mine (Maloss). They both worked fine for a while, however now they load fine (ie no crash, units appear their......except the map doesn't appear.

So far I've tried -
-removing the random sky stuff (no effect - except sky dissapears)
-removing the AI Ambushes (no effect)
-removing extra teams (no effect)
-load sky after everything else (no effect)

Anyway any help would be handy.

Script (have two, this is the simpler one)
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.



-- load the gametype script
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("Ambush")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("DSrandom")
ScriptCB_DoFile("DSrandom3")
ScriptCB_DoFile("DSLegion")
ScriptCB_DoFile("AIHeroSupport")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()

obj1ran = math.random(1, 2)
obj2ran = math.random(1, 2)
obj3ran = math.random(1, 2)
randenemyweak = math.random(1, 2)
randenemymedi = math.random(1, 3)
WeatherMode = math.random(1,6)

weak()
medi()
weather()
SetProperty("cp2", "CaptureRegion", "")
SetProperty("cp1", "Team", 2)
SetProperty("cp2", "Team", 2)
SetProperty("cp3", "Team", 2)
SetProperty("cp8", "Team", 2)
SetProperty("cp5", "Team", 2)
SetProperty("cp6", "Team", 2)
SetProperty("cp7", "Team", 2)

SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, true)
ScriptCB_SetGameRules("campaign")

onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil

if obj1ran == 1 then
Obj1a()
elseif obj1ran == 2 then
Obj1b()
end
if obj2ran == 1 then
Obj2a()
elseif obj2ran == 2 then
Obj2b()
end
if obj3ran == 1 then
Obj3a()
elseif obj3ran == 2 then
Obj3b()
end
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)
ShowMessageText("hunter.intro", ATT)

end
end)


function Obj1a()

Objective1 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "mer.obj1.kill", popupText = "mer.obj1.kill_p"}

Dclass = TargetType:New{classname = enemyweak, killLimit = 12}
Objective1:AddTarget(Dclass)

Objective1.OnStart = function(self)
MapAddClassMarker(enemyweak, "hud_objective_icon_circle", 2.5, ATT, "GREEN", true)
Objective1.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "cp3")
Objective1.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "cp3")
end

Objective1.OnComplete = function(self)
MapRemoveClassMarker(enemyweak)
DeleteAIGoal(Objective1.Dclass_cpGoal1)
DeleteAIGoal(Objective1.Dclass_cpGoal2)
end

end

function Obj1b()
Objective1CP = CommandPost:New{name = "cp3"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "mer.obj1.con", popupText = "mer.obj1.con_p", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)

Objective1.OnStart = function(self)
AICanCaptureCP("cp3", ATT, false)
AICanCaptureCP("cp3", DEF, true)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50, "cp3")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50, "cp3")
att_obj1_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end

Objective1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(att_obj1_aigoal2)
DeleteAIGoal(def_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal2)
SetProperty("cp3", "Team", 1)
SetProperty("cp3", "CaptureRegion", "")

end

end

function Obj2a()

Objective2 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "mer.obj2.kill", popupText = "mer.obj2.kill_p"}

Dclass = TargetType:New{classname = enemymedi, killLimit = 8}
Objective2:AddTarget(Dclass)

Objective2.OnStart = function(self)
--Ambush("survivor", 12, 3)
MapAddClassMarker(enemymedi, "hud_objective_icon_circle", 4.5, ATT, "GREEN", true)
Objective2.Dclass_cpGoal2 = AddAIGoal(ATT, "Defend", 100, "cp5")
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "cp5")
end

Objective2.OnComplete = function(self)
MapRemoveClassMarker(enemymedi)
DeleteAIGoal(Objective2.Dclass_cpGoal2)
DeleteAIGoal(Objective2.Dclass_cpGoal2)
end

end

function Obj2b()
Objective2CP = CommandPost:New{name = "cp5"}
Objective2C2 = CommandPost:New{name = "cp7"}
Objective2 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "mer.obj2.con", popupText = "mer.obj2.con_p", AIGoalWeight = 0}
Objective2:AddCommandPost(Objective2CP)
Objective2:AddCommandPost(Objective2C2)

Objective2.OnStart = function(self)
--Ambush("survivor", 6, 3)
AICanCaptureCP("cp5", ATT, false)
AICanCaptureCP("cp5", DEF, true)
AICanCaptureCP("cp7", ATT, false)
AICanCaptureCP("cp7", DEF, true)
att_obj2_aigoal = AddAIGoal(ATT, "Defend", 50, "cp3")
def_obj2_aigoal = AddAIGoal(DEF, "Defend", 50, "cp3")
att_obj2_aigoal2 = AddAIGoal(ATT, "Deathmatch", 200)
def_obj2_aigoal2 = AddAIGoal(DEF, "Deathmatch", 200)
end

Objective2.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj2_aigoal)
DeleteAIGoal(att_obj2_aigoal2)
DeleteAIGoal(def_obj2_aigoal)
DeleteAIGoal(def_obj2_aigoal2)
SetProperty("cp5", "Team", 1)
SetProperty("cp5", "CaptureRegion", "")
SetProperty("cp7", "Team", 1)
SetProperty("cp7", "CaptureRegion", "")

end
end

function Obj3a()

Objective3 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "mer.obj1.kill", popupText = "mer.obj1.kill_p"}

Dclass = TargetType:New{classname = auxSep, killLimit = 6}
Objective3:AddTarget(Dclass)

Objective3.OnStart = function(self)
--Ambush("survivor", 8, 3)
MapAddClassMarker(auxSep, "hud_objective_icon_circle", 2.5, ATT, "GREEN", true)
end

Objective3.OnComplete = function(self)
MapRemoveClassMarker(auxSep)
end

end

function Obj3b()
Objective3CP = CommandPost:New{name = "cp2"}
Objective3 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "mer.obj2.con", popupText = "mer.obj2.con_p", AIGoalWeight = 0, timeLimit = 100, timeLimitWinningTeam = ATT}
Objective3:AddCommandPost(Objective3CP)

Objective3.OnStart = function(self)
--Ambush("survivor", 6, 3)
--Ambush("survivor", 4, 4)
AICanCaptureCP("cp2", ATT, false)
AICanCaptureCP("cp2", DEF, true)
att_obj3_aigoal = AddAIGoal(ATT, "Defend", 150, "cp2")
def_obj3_aigoal = AddAIGoal(DEF, "Defend", 150, "cp2")
att_obj3_aigoal2 = AddAIGoal(ATT, "Deathmatch", 200)
def_obj3_aigoal2 = AddAIGoal(DEF, "Deathmatch", 200)
end

Objective3.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj3_aigoal)
DeleteAIGoal(att_obj3_aigoal2)
DeleteAIGoal(def_obj3_aigoal)
DeleteAIGoal(def_obj3_aigoal2)
SetProperty("cp2", "Team", 1)
SetProperty("cp2", "CaptureRegion", "")

end

end
end


function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 3)
StartTimer(beginobjectivestimer)
end

function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)

objectiveSequence:Start()

end




function weak()
if randenemyweak == 1 then
enemyweak = "cis_inf_trooper"
elseif randenemyweak == 2 then
enemyweak = "cis_inf_rocketeer"
end
end

function medi()
if randenemymedi == 1 then
enemymedi = "cis_inf_super"
elseif randenemymedi == 2 then
enemymedi = "cis_inf_officer"
elseif randenemymedi == 2 then
enemymedi = "cis_inf_pilot"
end
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("dc:Load\\common.lvl")



if not ScriptCB_InMultiplayer() then
DecideLegion(1, 1, 1, 1)
DecideUnits(1, 1, 1, 4, 4, 2, 2, 1, 1)
SepUnits1(1, 1, 1)
elseif ScriptCB_InMultiplayer() then
herostrSep = "rep_hero_cloakedanakin"
supportstrSep = "cis_inf_super_r"
herostrRep = "rep_hero_rai"
supportstrRep = "merc_plain"
auxSep = "cis_inf_droideka"
clonelegion = "..\\..\\addon\\FAI\\data\\_LVL_PC\\SIDE\\91st.lvl"
baseRep = "rep_inf_ep3_comm"
eliteRep = "rep_inf_s_unique91"
end



SetMaxFlyHeight(60)
SetMaxPlayerFlyHeight (60)

SetMemoryPoolSize("SoldierAnimation", 1000)
SetMemoryPoolSize ("ClothData",90)
SetMemoryPoolSize ("Combo",200) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",2400) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",2550) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",2550) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",2000) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",20000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",200) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")
ReadDataFile("sound\\yav.lvl;yav1cw")




ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\dark.lvl",
"fel_hero_rancor")

ReadDataFile("dc:SIDE\\repu2.lvl",
baseRep,
"rep_inf_ep3_rifleman",
"rep_inf_ep3_medic",
"rep_inf_ep3_hev",
"rep_inf_ep3_commander2",
"rep_inf_ep3_delta",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_commander",
"rep_inf_ep3_sniper",
"merc_plain",
"rep_inf_ep3_nader",
"rep_inf_ep3_officer",
"rep_walk_atxt")


ReadDataFile(clonelegion,
"rep_inf_s_rifleman",
"rep_inf_s_jettrooper",
"rep_inf_s_rocketeer",
"rep_inf_s_engineer",
"rep_inf_s_sniper",
eliteRep,
"rep_inf_s_medic",
"rep_inf_s_commander",
"rep_inf_s_commander2",
"rep_inf_s_hev",
"rep_inf_s_officer")

ReadDataFile("dc:SIDE\\ciss.lvl",
"cis_inf_rocketeer",
"cis_inf_pilot",
"cis_inf_sniper",
"cis_inf_officer",
auxSep,
supportstrSep,
"cis_hover_aat",
"cis_inf_super",
"cis_inf_superf",
"cis_inf_trooper")

ReadDataFile("dc:SIDE\\hero.lvl",
herostrRep,
herostrSep)

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof")


SetupTeams{
rep = {
team = REP,
units = 0,
reinforcements = 5,
soldier = { herostrRep,12, 25},
-- turret = { "rep_bldg_defensegridturret"},

},
cis = {
team = CIS,
units = 23,
reinforcements = 250,
soldier = { "CIS_inf_trooper",6, 17},
assault = { "CIS_inf_rocketeer",6, 17},
-- -- turret = { "cis_bldg_defensegridturret"},

},

}



SetTeamName(3, "CIS")
AddUnitClass(3, enemymedi, 12,12)
SetUnitCount(3, 32)
AddAIGoal(3, "Deathmatch", 1000)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsFriend(3,DEF)
SetTeamAsFriend(DEF,3)

SetTeamName(4, "CIS")
AddUnitClass(4, auxSep, 25,25)
SetUnitCount(4, 25)
AddAIGoal(4, "Deathmatch", 1000)
SetTeamAsEnemy(ATT,4)
SetTeamAsEnemy(4,ATT)
SetTeamAsFriend(4,DEF)
SetTeamAsFriend(DEF,4)
SetTeamAsFriend(3,4)
SetTeamAsFriend(4,3)

-- 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:FAI\\FAI.lvl", "FAI_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 weather()
if WeatherMode == 1 then
ReadDataFile("dc:FAI\\sky.lvl", "darkrain")
elseif WeatherMode == 2 then
ReadDataFile("dc:FAI\\sky.lvl", "greyrain")
elseif WeatherMode == 3 then
ReadDataFile("dc:FAI\\sky.lvl", "duskrain")
elseif WeatherMode == 4 then
ReadDataFile("dc:FAI\\sky.lvl", "darkclear")
elseif WeatherMode == 5 then
ReadDataFile("dc:FAI\\sky.lvl", "greyclear")
elseif WeatherMode == 6 then
ReadDataFile("dc:FAI\\sky.lvl", "duskclear")
end
end
Relevant Error log.
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 3364
uf_updateClassIndex(): Added class: rep_hero_obiwan
uf_updateClassIndex(): Added class: CIS_inf_trooper
uf_updateClassIndex(): Added class: CIS_inf_rocketeer

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #2 to `RetailAddUnitClass' (string expected, got nil)
stack traceback:
[C]: in function `RetailAddUnitClass'
(none): in function `AddUnitClass'
(none): in function `ScriptInit'


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "cp2" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "cp1" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "cp2" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "cp3" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "cp8" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "cp5" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "cp6" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "cp7" not found
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Campaign = No Map Loading???

Post by Maveritchell »

? I don't see the confusion. Your issue is exactly what it says. You have a bad argument in one of the AddUnitClasses in ScriptInit. I would bet that it's one of your variables that you either misspelled or didn't assign a value to (herostrRep, enemymedi, auxSep).
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: Campaign = No Map Loading???

Post by Frisbeetarian »

Skyhammer_216 wrote:

Code: Select all

function medi()
if randenemymedi == 1 then
enemymedi = "cis_inf_super"
elseif randenemymedi == 2 then
enemymedi = "cis_inf_officer"
elseif randenemymedi == 2 then
enemymedi = "cis_inf_pilot"
end
end
You accidentally put a second 2 there instead of 3. Try fixing that.
User avatar
Sky_216
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2086
Joined: Mon Feb 13, 2006 3:28 am
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Re: Campaign = No Map Loading???

Post by Sky_216 »

OH, I assumed that what that meant was I'd stuffed up the team parts which used add unit class. Anyway will see how it goes, thanks!
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