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3 Campaign Questions

Posted: Thu Jan 01, 2009 11:38 am
by Fiodis
I have three questions, all of which I am sure have easy answers, but unfortunately I don't know the answers.

1. You know that yellow arrow that appears over objectives? What's the code to get rid of it, and where do you put it?

2. What's the code to spawn AI after an objective is completed, and where do you put that?

3. Er, well, there was a third question, but it just floated out of my head. I'll try and remember it.

That's all, and I'm sure there are straightforward answers to them. Thanks for the help!

And Happy New Year!

Re: 3 Campaign Questions

Posted: Thu Jan 01, 2009 11:57 am
by Commander_Fett
find this in your LUA:

Code: Select all

        AllowAISpawn(ATT, false)
        AllowAISpawn(DEF, true)
change it to whatever you want.

Re: 3 Campaign Questions

Posted: Thu Jan 01, 2009 12:10 pm
by Fiodis
Won't that make them spawn from the beginning? I want to appear only after a certain objective is completed, and I don't see that line anywhere in the objective's code.

Re: 3 Campaign Questions

Posted: Thu Jan 01, 2009 1:18 pm
by fiddler_on_the_roof
Question 1-- look for this line

Code: Select all

  MapAddEntityMarker("cp6", "hud_objective_icon", 3.0, 1, "YELLOW", true)
If you delete it, I think the arrow should go away.

Re: 3 Campaign Questions

Posted: Thu Jan 01, 2009 1:23 pm
by Fiodis
That does sound like it could work, but the problem is that my LUA doesn't have that line in the first place.

Here it is, more or less:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- This lua was createt by "Mission-Scripter", a program by -=[PfW]=-Skip.


-- 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")

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


function ScriptPostLoad()

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

onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)

end
end)


--objective: conquest
Objective1CP = CommandPost:New{name = "cp4"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.CPT.objectives.1", popupText = "level.CPT.objectives.11", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)

Objective1:AddHint("level.geo1.hints.capture_cp")

Objective1.OnStart = function(self)
AICanCaptureCP("cp4", ATT, false)
AICanCaptureCP("cp4", DEF, true)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50, "cp4")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50, "cp4")
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("cp4", "Team", 1)
SetProperty("cp4", "CaptureRegion", "")

end



end



function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 2)
StartTimer(beginobjectivestimer)
end

function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 3}
objectiveSequence:AddObjectiveSet(Objective1)

objectiveSequence:Start()

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("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 = 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,
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:CPT\\CPT.lvl", "CPT_conquest")
ReadDataFile("dc:CPT\\CPT.lvl", "CPT_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]

Re: 3 Campaign Questions

Posted: Thu Jan 01, 2009 1:39 pm
by bobfinkl
1. Campaign scripts auto detect regions so you have to edit that line, I can't remember the exact code but it has nil in there somewhere.

2. Commander Fett is right that code is correct, DEF and ATT define which team can have spawning or non spawning AI, False and True are self explanatory, and you would place the "false" line on the objective where you want the AI to stop spawning and the "true" line on the objective you want the AI to start spawning (note if you put the "false" line above the objectives where you place all the other level specifications you can prevent AI spawning for the duration of the mission until it reaches a "true" line)

Re: 3 Campaign Questions

Posted: Thu Jan 01, 2009 2:23 pm
by Fiodis
Hmmmm....I tried that now, and it still doesn't work. The CIS spawns instantly, while the Republic doesn't spawn at all.
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- This lua was createt by "Mission-Scripter", a program by -=[PfW]=-Skip.


-- 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")

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


function ScriptPostLoad()

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

onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)

end
end)


--objective: conquest
Objective1CP = CommandPost:New{name = "cp2"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "b", popupText = "b", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)

Objective1:AddHint("level.geo1.hints.capture_cp")

Objective1.OnStart = function(self)
AICanCaptureCP("cp2", ATT, false)
AICanCaptureCP("cp2", DEF, true)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50, "cp2")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50, "cp2")
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("cp2", "Team", 1)
SetProperty("cp2", "CaptureRegion", "")

end


AllowAISpawn(DEF, true)

--objective: conquest
Objective2CP = CommandPost:New{name = "cp4"}
Objective2 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "b", popupText = "b", AIGoalWeight = 0}
Objective2:AddCommandPost(Objective2CP)

Objective2:AddHint("level.geo1.hints.capture_cp")

Objective2.OnStart = function(self)
AICanCaptureCP("cp4", ATT, false)
AICanCaptureCP("cp4", DEF, true)
att_obj2_aigoal = AddAIGoal(ATT, "Defend", 50, "cp4")
def_obj2_aigoal = AddAIGoal(DEF, "Defend", 50, "cp4")
att_obj2_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj2_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
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("cp4", "Team", 1)
SetProperty("cp4", "CaptureRegion", "")

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:Start()

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("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 = 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,
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:CPT\\CPT.lvl", "CPT_conquest")
ReadDataFile("dc:CPT\\CPT.lvl", "CPT_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]
Did I put the lines in the wrong places?


EDIT - I remembered the third question! When you create a region for a "goto" stlye objective, which layer do you have to put it in and what shape does it have to be?

Re: 3 Campaign Questions

Posted: Thu Jan 01, 2009 2:47 pm
by ThePanda
I think you can just put the "goto" region in the same layer as you put all of your other campaign stuff. And I'm not sure on the specific shape the region has to be, but the box shape works fine.

I think this may be your AI problem:
Hidden/Spoiler:
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("cp2", "Team", 1)
SetProperty("cp2", "CaptureRegion", "")

end


AllowAISpawn(DEF, true)
If you move the line highlighted in blue before the 'end', I think it may work:
Hidden/Spoiler:
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("cp2", "Team", 1)
SetProperty("cp2", "CaptureRegion", "")
AllowAISpawn(DEF, true)

end
I'm not 100%, but that looks like how the CIS is managing to spawn.

Re: 3 Campaign Questions

Posted: Thu Jan 01, 2009 2:59 pm
by Fiodis
Thanks. Question 2 can be marked as answered. But question 1 can't. Does anyone know the code for that?

Re: 3 Campaign Questions

Posted: Thu Jan 01, 2009 3:04 pm
by DarthD.U.C.K.
i think those markerlines define how and if the object or whatever is marked

Re: 3 Campaign Questions

Posted: Thu Jan 01, 2009 3:07 pm
by Fiodis
What marker lines? I searched the LUA for "marker" and nothing came up.

Re: 3 Campaign Questions

Posted: Thu Jan 01, 2009 6:31 pm
by ThePanda
I'm not sure if you can get rid of the marker. I think it's linked to the objective, meaning it's linked to the CP you're supposed to capture, or the objects you're supposed to kill. It automatically gets displayed above them.

I could be wrong though.

Re: 3 Campaign Questions

Posted: Thu Jan 01, 2009 6:34 pm
by Fiodis
I know there's an admin command that can make the arrow appear over your head, and also make it go away. I thought this would be similar. Is it?

Re: 3 Campaign Questions

Posted: Thu Jan 01, 2009 6:48 pm
by Maveritchell
Fiodis wrote:I know there's an admin command that can make the arrow appear over your head, and also make it go away. I thought this would be similar. Is it?
It is, and it's already been mentioned in this thread.
fiddler_on_the_roof wrote:Question 1-- look for this line

Code: Select all

  MapAddEntityMarker("cp6", "hud_objective_icon", 3.0, 1, "YELLOW", true)
If you delete it, I think the arrow should go away.
To which you responded:
Fiodis wrote:That does sound like it could work, but the problem is that my LUA doesn't have that line in the first place.

Here it is, more or less:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- This lua was createt by "Mission-Scripter", a program by -=[PfW]=-Skip.


-- 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")

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


function ScriptPostLoad()

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

onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)

end
end)


--objective: conquest
Objective1CP = CommandPost:New{name = "cp4"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.CPT.objectives.1", popupText = "level.CPT.objectives.11", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)

Objective1:AddHint("level.geo1.hints.capture_cp")

Objective1.OnStart = function(self)
AICanCaptureCP("cp4", ATT, false)
AICanCaptureCP("cp4", DEF, true)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50, "cp4")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50, "cp4")
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("cp4", "Team", 1)
SetProperty("cp4", "CaptureRegion", "")

end



end



function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 2)
StartTimer(beginobjectivestimer)
end

function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 3}
objectiveSequence:AddObjectiveSet(Objective1)

objectiveSequence:Start()

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("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 = 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,
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:CPT\\CPT.lvl", "CPT_conquest")
ReadDataFile("dc:CPT\\CPT.lvl", "CPT_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]
And this is why I've told anyone that starts off scripting with the mission scripting tool that they should learn basic lua events first, because what you've done is gone and added code that you don't understand. Problems like this will continue to pop up if you keep using the predefined campaign lua events (like ObjectiveConquest) and if you don't take the time to look through them.

The earlier post was on the right track - those markers are added by MapAddEntityMarker (or MapAddRegionMarker, etc.), but you don't see them because they're part of ObjectiveConquest. Use MapRemoveEntityMarker to take it away.

Re: 3 Campaign Questions

Posted: Thu Jan 01, 2009 7:29 pm
by Fiodis
Well, I've looked through Teancum's long list of functions, and I found two that I would need, MapRemoveEntityMarker and MapRemoveRegionMarker. Now, I have just three questions (again) to wrap this whole arrow issue up. Where in your LUA do you put these functions? Do you place them right after you define the cp's and scriptpostload? Or do you place them in a certain objective?

fiddler_on_the_roof gave me a line to delete, MapAddEntityMarker("cp6", "hud_objective_icon", 3.0, 1, "YELLOW", true). I notce that it's a function with more added to the end. I assume that this "more" is what the function....functions on. What "more" would I put after MapRemoveEntityMarker and MapRemoveRegionMarker?

Let my try:

MapRemoveEntityMarker("cp2", "hud_objective_icon", 3.0, 1, "YELLOW", true)

to get it off cp2 and

MapRemoveRegionMarker("region01", "hud_objective_icon", 3.0, 1, "YELLOW", true)

to get it off region region01. Am I right?

Also, the third question: in my attempts to solve this problem using skinning instead of scripting, I found a set of four .tga's in dataCPT/Common/interface that were called hud_objective_icon, hud_objective_icon_offscreen, hud_objective_icon_hidden, and hud_objective_icon_circle. Now I noticed

MapRemoveEntityMarker("cp2", "hud_objective_icon", 3.0, 1, "YELLOW", true)

Do I have to add a separate MapRemoveEntityMarker for each of the four tga's?

Re: 3 Campaign Questions

Posted: Thu Jan 01, 2009 7:32 pm
by Maveritchell
No, you shouldn't have to do more than one, and you should also only do:

Code: Select all

MapRemoveEntityMarker("cp2", "hud_objective_icon") 
instead of:

Code: Select all

MapRemoveEntityMarker("cp2", "hud_objective_icon", 3.0, 1, "YELLOW", true) 
That other stuff is pertinent for adding the marker, but when removing it, it is irrelevant.

Re: 3 Campaign Questions

Posted: Fri Jan 02, 2009 11:37 am
by Fiodis
Ok, I understood that all. The only problem left for adding the MapRemoveEntityMarker and MapRemoveRegionMarker is where to put them. I was very unsure, because I thought that if I add the line before it's needed, it won't remove the marker; but if I add it after, it will remove it after the marker has alreay been displayed.

Here's my final decision regarding its location. I tried to put it in the objective that I want to have no marker.
Hidden/Spoiler:
[code]--objective: conquest
Objective1CP = CommandPost:New{name = "cp2"}
MapRemoveEntityMarker("cp2", "hud_objective_icon")
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "b", popupText = "b", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)

Objective1:AddHint("level.geo1.hints.capture_cp")

Objective1.OnStart = function(self)
AICanCaptureCP("cp2", ATT, false)
AICanCaptureCP("cp2", DEF, true)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50, "cp2")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50, "cp2")
att_obj1_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end[/code]
I suppose that adding it in the middle of the thing like that was a bad move, because the campaign refused to start and the AI refused to spawn. Still, I'm surprised I avoided a CTD, after I looked at the error log:
Hidden/Spoiler:
Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #2 to `MapRemoveEntityMarker' (number expected, got string)
stack traceback:
[C]: in function `MapRemoveEntityMarker'
(none): in function `ScriptPostLoad'


Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(2264)
ShowPopup() has been depricated. Please remove all references to it in code

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(2523)
Timer "victoryTimer" not found

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(2523)
Timer "delayTimer" not found
I don't even know what "depricated" means, let alone why I must delete ShowPopup(). And how can the timers not be found if they were working prior to me adding MapRemoveEntityMarker?

I assume "bad argument #2 to `MapRemoveEntityMarker' (number expected, got string)" means that where there should be a number, there was a few letters. Is that referring to the "cp2" in MapRemoveEntityMarker("cp2", "hud_objective_icon")? If so, I ought to replace it with just "2", right? But then won't the LUA ask "2 what?"? And if the string means hud_objective_icon, how would it know to remove the arrow if I replace it with a number?

Re: 3 Campaign Questions

Posted: Fri Jan 02, 2009 2:10 pm
by RepSharpshooter
deprecated means no longer used, and is usually replaced by something else. (lol pandemic spelled it wrong).

I think maybe it should go like this:

Code: Select all

   Objective1CP = CommandPost:New{name = "cp2"}
      Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "b", popupText = "b",  AIGoalWeight = 0}
   Objective1:AddCommandPost(Objective1CP)
MapRemoveEntityMarker("cp2", "hud_objective_icon")
   
You can't remove a marker before you create it.

Re: 3 Campaign Questions

Posted: Fri Jan 02, 2009 6:08 pm
by Fiodis
I tried that, but got pretty much the same error.

Hidden/Spoiler:
[code]Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #2 to `MapRemoveEntityMarker' (number expected, got string)
stack traceback:
[C]: in function `MapRemoveEntityMarker'
(none): in function `ScriptPostLoad'


Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(2264)
ShowPopup() has been depricated. Please remove all references to it in code

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(2523)
Timer "victoryTimer" not found

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(2523)
Timer "delayTimer" not found
fakeconsole_functions: AddCommand: Not adding command: Unlock Vehicles
fakeconsole_functions: AddCommand: Not adding command: Force No Views
fakeconsole_functions: AddCommand: Not adding command: Allow CP Capture
fakeconsole_functions: AddCommand: Not adding command: Not Immune To Mines
fakeconsole_functions: AddCommand: Not adding command: Disable Tumble Recovery
fakeconsole_functions: AddCommand: Not adding command: Allow AI Spawn 1
fakeconsole_functions: AddCommand: Not adding command: Allow AI Spawn 2
fakeconsole_functions: AddCommand: Not adding command: Team Auto-assign On
fakeconsole_functions: AddCommand: Not adding command: Heros SP Rules Off
fakeconsole_functions: AddCommand: Not adding command: Heros SP Scripted Off
fakeconsole_functions: AddCommand: Not adding command: Menu Sounds On
fakeconsole_functions: AddCommand: Not adding command: No Flee Just Die
fakeconsole_functions: AddCommand: Not adding command: Restore Award Effects
fakeconsole_functions: AddCommand: Not adding command: AI AutoBalance Off
fakeconsole_functions: AddCommand: Not adding command: AI BlindJetJumps Off
fakeconsole_functions: AddCommand: Not adding command: Hide Team Points
fakeconsole_functions: AddCommand: Not adding command: Remove JetPacks
ifs_fakeconsole: Is runnable: High Speeds function: 0463C03C

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(2523)
Timer "dittyTimer" not found
release self.dittyTimerResponse[/code]


Also, why aren't the timers being found? And what's a ditty?

Re: 3 Campaign Questions

Posted: Fri Jan 02, 2009 8:11 pm
by RepSharpshooter
try

Code: Select all

MapRemoveEntityMarker("cp2")
Without the second argument.