Map won't work

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Thunderstorm025
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Map won't work

Post by Thunderstorm025 »

Hey guys I just wanted to know if you could find a solution for a problem i've been trying to sort out for months!

You see i have finished making my first map for SWBFII but whenever i try to start it up it crashes right after loading! :(

This is the message severnity 3 that came up in the log file

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on global `cp1' (a table value)
stack traceback:
	(none): in function `ScriptPostLoad'
I have no idea what this means so could you please help!

By the way there are two other nooby questions i wan't to ask:
1) Is it normal for water not to show up in zeroeditor?
2) Is there a way to undo the "Burn shadows into terrain" option?
Xavious
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Re: Map won't work

Post by Xavious »

What were some of the changes you made between you having a working map and your map starting to crash? Try going back and undoing these changes one at a time.

As for your other questions:
1) If it's not showing up in ZE, it likely won't work ingame. Read the tutorial on water in the FAQ and follow those steps.
2) I'm not familiar with that tool.
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lucasfart
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Re: Map won't work

Post by lucasfart »

about the water it only shows up black on solid view if thats what you mean. at least it does on mine. if its below the suface of the map you can't see it at all.
YaNkFaN
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Re: Map won't work

Post by YaNkFaN »

water hardly ever shows an error in the debug log nor does any other .fx for that matter really (or at least that's what I've seen) from the error you posted it looks like a cp error not a water error also you can make water appear any color in ZE actually it really depends on the surrounding terrain color my preference is orange or yellow water in ZE just cause you hardly work with yellow or orange terrain
Thunderstorm025
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Re: Map won't work

Post by Thunderstorm025 »

Xavious wrote:What were some of the changes you made between you having a working map and your map starting to crash? Try going back and undoing these changes one at a time.

As for your other questions:
1) If it's not showing up in ZE, it likely won't work ingame. Read the tutorial on water in the FAQ and follow those steps.
2) I'm not familiar with that tool.
It has been crashing ever since the first try so i don't know which change caused it.

But i'll have a look at the water though, but like you guys i doubt it is the problem.
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Maveritchell
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Re: Map won't work

Post by Maveritchell »

You should remove your water and see if you still have an error. Water is a big problem for a lot of new modders - if it's done incorrectly, it can cause crashes easily. Do that, see what your logfile says. If it's not the water, it tentatively looks like you set your CPs up correctly - but until you remove the water we won't have as good a set of answers to work with.

You can view your water in ZE by setting the alpha level of the water to anything above zero (0-255; I usually prefer about 100-150).

And there is no "un-burn" shadows option in ZE; you might be able to delete it manually editing the files in your world1 folder, but I don't remember how off the top of my head. You can always re-burn your terrain to update it for new objects (or old ones that were removed).
Thunderstorm025
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Re: Map won't work

Post by Thunderstorm025 »

Well i found out that i had added the water wrong and now i've added it correctly but i still get the same error as before
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Maveritchell
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Re: Map won't work

Post by Maveritchell »

Please post your map's .lua.
Thunderstorm025
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Re: Map won't work

Post by Thunderstorm025 »

ok

this seems to be the area it is having trouble with:
Hidden/Spoiler:
[code]--
-- 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"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}


--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:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()

EnableSPHeroRules()

end[/code]
and here is the rest if it helps
Hidden/Spoiler:
[code]---------------------------------------------------------------------------
-- 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(100)
SetMaxPlayerFlyHeight (100)

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_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")
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")



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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 250,
soldier = { "rep_inf_ep3_rifleman",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 = 20,
reinforcements = 250,
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},
}
}

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


-- 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:TRO\\TRO.lvl", "TRO_conquest")
ReadDataFile("dc:TRO\\TRO.lvl", "TRO_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

[/code]
jedimoose32
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Re: Map won't work

Post by jedimoose32 »

Perhaps you have an invalid value set in your CP1 properties in ZeroEditor. Your lua looks fine to me...
Thunderstorm025
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Re: Map won't work

Post by Thunderstorm025 »

hey i just thought of something, if i setup a vehicle spawn with a vehicle that isn't listed here:
Hidden/Spoiler:
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")
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")
would that cause a problem?
AQT
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Re: Map won't work

Post by AQT »

No, it wouldn't cause a serious problem, the vehicle would just not spawn that's all.
jedimoose32
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Re: Map won't work

Post by jedimoose32 »

Add the vehicle anyway.
Thunderstorm025
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Re: Map won't work

Post by Thunderstorm025 »

hey that actually helped me find the problem!

I added the missing vehicles and then went onto zeroeditor to check if i had set up the vehicle spawns correctly, and i hadn't! Both the republic and seperatist vehicles were in the "All" (Alliance) sections, which i thought meant "evernything" until i realised there was no "reb" (rebels).....

So now i can actually start the map in-game but it still crashes just after i spawn, get out of a vehicle, capture a command post or after 30 seconds of playing. I checked the log file but there wasn't a message severnity 3 (it might have something to do with the fact that the map is in full colour).
And i ran into a couple of visual problems...

Here is a pic in zeroeditor:
Hidden/Spoiler:
[attachment=2]Tropicanae Overview.JPG[/attachment]
And a pic ingame:
Hidden/Spoiler:
[attachment=1]Tropicanae-problem.jpg[/attachment]
And the Trees are really wierd:
Hidden/Spoiler:
[attachment=0]Tropicanae-Tree-problem.jpg[/attachment]
Any help will be appreciated.......
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Maveritchell
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Re: Map won't work

Post by Maveritchell »

You didn't add water correctly, and that's why your map is crashing. You also didn't add all the files you need for your trees, but that is a minor non-crashing issue.
Thunderstorm025
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Re: Map won't work

Post by Thunderstorm025 »

Ok i've fixed that now but it still crashes after 3 or 5 mins, and there is still no Message Severnity 3 in the log.
I don't know why but it seems to happen when i exit a vehicle/turret (not all the time though as it sometimes just crashes completely randomly).

But i fixed the tree issue and added a skydome but how could i stop the AI from walking into the water and drowning like idiots?
And the other problem is that droid starfighters, droid gunships, arc 170 fighters, and jedi starfighters won't spawn.

EDIT: Oh wait i found the M.S.3s in the middle of all the 2s! (i thought they were always at the bottom)

here they are
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_anistarfighter in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_arc170fighter in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk cis_fly_droidstarfighter in data\_lvl_pc\SIDE\cis.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in SIDE\cis.lvl

uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_rocketeer
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: cis_inf_officer
uf_updateClassIndex(): Added class: cis_inf_droideka
uf_updateClassIndex(): Added class: cis_hero_jangofett
uf_updateClassIndex(): Added class: rep_hero_obiwan
I think i have put the names of those vehicles in wrong but those vehicles aren't necessary anyway so ill just get rid of them and see what happens then.
Thunderstorm025
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Posts: 46
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Re: Map won't work

Post by Thunderstorm025 »

Now i've removed them so everything should be fine but it still crashes and there are definatly no M.S.3s in the log

And my custom skydome shows up in zeroeditor but it displays the tatooine one instead (i was using that before the new one)

NOTE TO MODERATORS: I'm sorry i broke the rule about double posting but no-one would have noticed that i edited my last post with more info since it doesn't count as a new post
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