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My shipped map doesnt have my custom sides? [Solved]

Posted: Sun Nov 11, 2012 6:19 pm
by Zapattack1234
Hello for some strange reason when i tried to send out a beta of my map it didnt come with my custom sides. Has anyone else ever encountuered this problem or no how to fix it?

Re: My shipped map doesnt have my custom sides? PLEASE HELP

Posted: Sun Nov 11, 2012 6:31 pm
by Marth8880
Nope. Post the map's LUA though.

Re: My shipped map doesnt have my custom sides? PLEASE HELP

Posted: Sun Nov 11, 2012 6:41 pm
by Zapattack1234
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_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("dc:SIDE\\gho.lvl",
"gho_inf_jedighost",
"snw_inf_wampa",
"gho_inf_vampire")



ReadDataFile("SIDE\\cis.lvl",
"cis_hero_darthmaul",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
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 = 150,
marine = {"gho_inf_jedighost",9, 20},
officer= {"snw_inf_wampa", 1, 4},
special= {"gho_inf_vampire", 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 = 240
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 22)
SetMemoryPoolSize("EntityFlyer", 30)
SetMemoryPoolSize("EntityHover", 20)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 20)
SetMemoryPoolSize("MountedTurret", 25)
SetMemoryPoolSize("Navigator", 49)
SetMemoryPoolSize("Obstacle", 760)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("SoundSpaceRegion", 46)
SetMemoryPoolSize("TreeGridStack", 500)
SetMemoryPoolSize("UnitAgent", 49)
SetMemoryPoolSize("UnitController", 49)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TOJ\\TOJ.lvl", "TOJ_conquest")
ReadDataFile("dc:TOJ\\TOJ.lvl", "TOJ_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
By the way can you please explain the right way to ship a map just in case i was doing it wrong

Re: My shipped map doesnt have my custom sides? PLEASE HELP

Posted: Sun Nov 11, 2012 6:45 pm
by Nedarb7
Did you edit both the LUA and LUA.BAK (located in same folder of LUA and has same name)?
Once I made a map and nothing changed until I edited the .BAK as well.
When you say ship a map do you mean set up for download?

Re: My shipped map doesnt have my custom sides? PLEASE HELP

Posted: Sun Nov 11, 2012 6:48 pm
by Zapattack1234
Yes I mean set it up for download and no I didn't edit the LUA.BAK

Re: My shipped map doesnt have my custom sides? PLEASE HELP

Posted: Sun Nov 11, 2012 6:50 pm
by Nedarb7
Well first off you probably set it up right.
Second
Zapattack1234 wrote: no I didn't edit the LIA.BAK

that is probably the problem.

Re: My shipped map doesnt have my custom sides? PLEASE HELP

Posted: Sun Nov 11, 2012 6:52 pm
by Cleb
Nedarb7 wrote:Did you edit both the LUA and LUA.BAK (located in same folder of LUA and has same name)?
Once I made a map and nothing changed until I edited the .BAK as well.
When you say ship a map do you mean set up for download?
BAK files, as far as I know, do absolutely nothing, as they aren't lua files but backup files. BUT, if you wanted to make sure, go into your lua file for your level, press ctrl+alt, then copy, and go into the bak and delete that and paste your maps lua over it. make sure you don't delete the wrong file, though. :funny2:

Re: My shipped map doesnt have my custom sides? PLEASE HELP

Posted: Sun Nov 11, 2012 6:59 pm
by Zapattack1234
Ok I will re-release my beta tomorrow morning. However, is the correct way to ship a map compressing the MAP in my Addon folder?

Re: My shipped map doesnt have my custom sides? PLEASE HELP

Posted: Sun Nov 11, 2012 7:02 pm
by AceMastermind
You don't need to touch the *.bak files. These are there just in case you screw your LUA up to the point where it would be best to start from default, in which case you could just copy the contents of the *.bak file into your actual LUA to start over.

Re: My shipped map doesnt have my custom sides? PLEASE HELP

Posted: Sun Nov 11, 2012 7:03 pm
by Nedarb7
Zapattack1234 wrote:Ok I will re-release my beta tomorrow morning. However, is the correct way to ship a map compressing the MAP in my Addon folder?
Yes, unless you wan't it to include a readme.
AceMastermind wrote:You don't need to touch the*.bak files. These are there just in case you screw your LUA up to the point where it would be best to start from default, in which case you could just copy the contents of the *.bak file into your actual LUA to start over.
That's strange because once I had only edited the LUA but it didn't work until I edited
the BAK :? .

Re: My shipped map doesnt have my custom sides? PLEASE HELP

Posted: Sun Nov 11, 2012 8:15 pm
by Zapattack1234
here please try this new one out and tell me if it worked

http://www.mediafire.com/download.php?89ujl7yeax9sxkn

Re: My shipped map doesnt have my custom sides? PLEASE HELP

Posted: Sun Nov 11, 2012 8:59 pm
by Nedarb7
It works! This version is ten times better then the older one too.
What was the problem?
Also is the localize tool working now? Because I don't
remember the werewolf being localized.

Re: My shipped map doesnt have my custom sides? PLEASE HELP

Posted: Sun Nov 11, 2012 9:29 pm
by Zapattack1234
Well I just changed the BAK. I guess it does something after all :funny2: . Anyway thanks for your help! And no, sadly after I changed the wampa's name to the werewolf, It became corrupted

Re: My shipped map doesnt have my custom sides? PLEASE HELP

Posted: Sun Nov 11, 2012 11:49 pm
by AceMastermind
Zapattack1234 wrote:Well I just changed the BAK. I guess it does something after all...
How would it fix anything if it doesn't even get munged? The .bak extension is just the identifier given by Pandemic to designate backup files. You could even delete these files and it would make no difference. :) I'll go ahead and mark this thread as [Solved] even though your solution is questionable.

Re: My shipped map doesnt have my custom sides? [Solved]

Posted: Mon Nov 12, 2012 12:11 am
by Zapattack1234
Ok and once again, thanks for your help guys :D