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Hunt mode isn`t using hunt layer [Solved]

Posted: Wed Feb 08, 2017 2:13 am
by SkinnyODST
I made a hunt mode and it works fine. The only current problem I have with it is that it doesn`t use the hunt layer I made, it uses the conquest layer. Why is this and how do make it use the right layer?

Re: Hunt mode isn`t using hunt layer

Posted: Wed Feb 08, 2017 9:09 am
by GAB
Post the Lua for your hunt mode.

Re: Hunt mode isn`t using hunt layer

Posted: Thu Feb 09, 2017 1:53 am
by SkinnyODST
Ok here you go,
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("Ambush")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
AmbushTeam = 4
ABT = AmbushTeam

AmbushTeam1 = 6
WPA = AmbushTeam1

function ScriptPostLoad()

ActivateRegion("wamparegion")
testfunction = OnEnterRegion(
function(region, player)
if IsCharacterHuman (player) then
KillObject("yav2_bldg_window_ruin_30")
KillObject("rep_prop_deadclonearma")
end
end,
"wamparegion"
)

ActivateRegion("testfly")
testfunction = OnEnterRegion(
function(region, player)
if IsCharacterHuman (player) then
PlayAnimation("testflying")
end
end,
"testfly"
)

ActivateRegion("fleetflyover")
testfunction = OnEnterRegion(
function(region, player)
if IsCharacterHuman (player) then
PlayAnimation("gunshiprise")
PlayAnimation("fleetflyover")
end
end,
"fleetflyover"
)

ActivateRegion("crashplace")
testfunction = OnEnterRegion(
function(region, player)
if IsCharacterHuman (player) then
PlayAnimation("gunshipcrash")
end
end,
"crashplace"
)

ActivateRegion("rooftrick")
testfunction = OnEnterRegion(
function(region, player)
if IsCharacterHuman (player) then
PlayAnimation("roofanims")
end
end,
"rooftrick"
)



SetClassProperty("cis_inf_rifleman", "NoEnterVehicles", "1")


--This defines the CPs. These need to happen first



--This sets up the actual objective. This needs to happen after cp's are defined
hunt = ObjectiveTDM:New{teamATT = 1, teamDEF = 2, pointsPerKillATT = 1, pointsPerKillDEF = 1,
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

hunt:Start()

SetUberMode(1);

EnableSPHeroRules()

SetupAmbushTrigger("wamparegion", "wampapath", 8, 6)

SetupAmbushTrigger("ambushregion", "ambushpath", 8, 4)

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()
WeatherMode = math.random(1,4)

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(62)
SetMaxPlayerFlyHeight (62)

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\\\\des.lvl",
"rep_inf_ep2_pilot")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep2_rocketeer",
"rep_walk_atte",
"rep_hover_barcspeeder",
"rep_inf_ep2_rifleman")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_walk_spider",
"cis_inf_rifleman")


ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_chaingun",
"tur_bldg_built_chaingun",
"tur_yav_bldg_watchtower",
"tur_bldg_recoilless_fel_auto",
"tur_bldg_recoilless_kas",
"tur_bldg_recoilless_lg",
"tur_bldg_recoilless_md",
"tur_bldg_recoilless_myg_auto",
"tur_bldg_recoilless_nab_auto")

ReadDataFile("dc:SIDE\\snw.lvl",
"snw_inf_wampa")

SetupTeams{
rep = {
team = REP,
units = 162,
reinforcements = 755,
soldier = { "rep_inf_ep2_rifleman",15, 25},
assault = { "rep_inf_ep3_pilot",10, 15},
officer = { "rep_inf_ep2_rocketeer",1, 1},

},
cis = {
team = CIS,
units = 162,
reinforcements = 800,
officer = {"cis_inf_rifleman",100, 200},

},
wpa = {
team = WPA,
units = 10,
reinforcements = -1,
sniper = { "snw_inf_wampa", 8, 8},

}
}

AddAIGoal(6, "Deathmatch", 100)

SetTeamName (6, "fompa")
SetTeamAsEnemy(WPA, CIS)
SetTeamAsEnemy(CIS, WPA)
SetTeamAsEnemy(WPA, REP)
SetTeamAsEnemy(REP, WPA)
ClearAIGoals(WPA)
AddAIGoal(WPA, "Deathmatch", 100)



-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 1) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 1) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 1)
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:CCC\\CCC.lvl", "CCC_conquest")
ReadDataFile("dc:CCC\\CCC.lvl", "CCC_conquest")
if WeatherMode == 1 then
ReadDataFile("dc:CCC\\sky.lvl", "heavyrain")
elseif WeatherMode == 2 then
ReadDataFile("dc:CCC\\sky.lvl", "night")
elseif WeatherMode == 3 then
ReadDataFile("dc:CCC\\sky.lvl", "rain")
elseif WeatherMode == 4 then
ReadDataFile("dc:CCC\\sky.lvl", "day")
end
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

[/code]

Re: Hunt mode isn`t using hunt layer

Posted: Thu Feb 09, 2017 7:23 am
by Teancum
ReadDataFile("dc:CCC\\CCC.lvl", "CCC_conquest")

Re: Hunt mode isn`t using hunt layer

Posted: Fri Feb 10, 2017 3:22 am
by SkinnyODST
Teancum wrote:ReadDataFile("dc:CCC\\CCC.lvl", "CCC_conquest")
Ah of course. Thanks!
EDIT: So it now uses the layer, but I moved some things around in it and now it doesn`t use the updated version. It still uses the old version. So I can`t update the hunt layer. Any idea why this is happening?

Re: Hunt mode isn`t using hunt layer [SOLVED]

Posted: Fri Feb 10, 2017 7:48 am
by GAB
That's odd. Did you save your world and munge the map?

Re: Hunt mode isn`t using hunt layer [SOLVED]

Posted: Fri Feb 10, 2017 8:11 pm
by SkinnyODST
GAB wrote:That's odd. Did you save your world and munge the map?
Yes, many times. I moved one of the CP`s around and gave each CP a team (before they were both neutral). But when I play the hunt mode the CP`s are in the same spot and are neutral. I go into ZE and into the hunt layer and the CP`s are in the spots I moved them and have teams. So it`s like the hunt layer just isn`t using the newer version. The changes are all there in ZE but I guess don`t save properly or something. Very strange.