Problems with Map

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eliminator
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Problems with Map

Post by eliminator »

I have problems with my map, it always crashs when i want to play it.
Heres my Lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

-- Empire Attacking (attacker is always #1)
ALL = 2
IMP = 1
-- These variables do not change
ATT = 1
DEF = 2


---------------------------------------------------------------------------
-- 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 ScriptPostLoad()


hunt = ObjectiveTDM:New{teamATT = 1, teamDEF = 2, pointsPerKillATT = 1, pointsPerKillDEF = 3, textATT = "game.modes.hunt", textDEF = "game.modes.hunt2", multiplayerRules = true}

hunt.OnStart = function(self)
AddAIGoal(ATT, "Deathmatch", 1000)
AddAIGoal(DEF, "Deathmatch", 1000)
end


hunt:Start()


--OnEnterRegion(
--function(regIn,character)
--MoveEntityToNode(character,"teleportnode")
--end,
--"teleport"
--)
--ActivateRegion("teleport")

end

function ScriptInit()
if(ScriptCB_GetPlatform() == "PS2") then
StealArtistHeap(1024*1024) -- steal 1MB from art heap
end

SetPS2ModelMemory(3300000)
ReadDataFile("ingame.lvl")



SetMaxFlyHeight(70)
SetMaxPlayerFlyHeight(70)

ReadDataFile("sound\\hot.lvl;hot1gcw")
ReadDataFile("dc:SIDE\\arc.lvl",
"arc_trooper_black",
"arc_trooper_red",
"arc_trooper_blue",
"arc_trooper_darkblue",
"arc_trooper_white")

ReadDataFile("dc:SIDE\\bbb.lvl",
"bbb_inf_wampa")
ReadDataFile("dc:SIDE\\ccc.lvl",
"ccc_inf_trooper")

ReadDataFile("dc:SIDE\\ack.lvl",
"38",
"40",
"62")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar",
"tur_bldg_chaingun_tripod",
-- "tur_bldg_chaingun",
"tur_bldg_chaingun_roof")

SetupTeams{

all={
team = ALL,
units = 32,
reinforcements = -1,
soldier = {"arc_trooper_white",9,25},
assault = {"arc_trooper_blue",3,6},
engineer = {"arc_trooper_blue",3,6},
sniper = {"arc_trooper_darkblue",1,4},
officer = {"arc_trooper_red",1,1},
special = {"38",1,1},

},


imp={
team = IMP,
units = 32,
reinforcements = -1,
soldier = {"bbb_inf_wampa", 8},
assault = {"ccc_inf_trooper" , 8},
engineer = {"", 8},
},
}


AddUnitClass(ALL, "40",1,1)
AddUnitClass(ALL, "62",1,1)

-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -2)
AddWalkerType(0, 0) -- 0 droidekas
AddWalkerType(1, 5) -- 6 atsts with 1 leg pairs each
AddWalkerType(2, 2) -- 2 atats with 2 leg pairs each

SetMemoryPoolSize("Aimer", 90)
SetMemoryPoolSize("AmmoCounter", 269)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("ConnectivityGraphFollower", 56)
SetMemoryPoolSize("EnergyBar", 269)
SetMemoryPoolSize("EntityCloth", 28)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityLight", 225)
SetMemoryPoolSize("EntitySoundStatic", 16)
SetMemoryPoolSize("EntitySoundStream", 5)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 54)
SetMemoryPoolSize("MountedTurret", 46)
SetMemoryPoolSize("Navigator", 63)
SetMemoryPoolSize("Obstacle", 400)
SetMemoryPoolSize("OrdnanceTowCable", 40) -- !!!! need +4 extra for wrapped/fallen cables !!!!
SetMemoryPoolSize("PathFollower", 63)
SetMemoryPoolSize("PathNode", 268)
SetMemoryPoolSize("RedOmniLight", 240)
SetMemoryPoolSize("TreeGridStack", 329)
SetMemoryPoolSize("UnitController", 63)
SetMemoryPoolSize("UnitAgent", 63)
SetMemoryPoolSize("Weapon", 269)

ReadDataFile("dc:BEW\\BEW.lvl", "BEW_hunt")
--ReadDataFile("tan\\tan1.lvl", "tan1_obj")
SetSpawnDelay(10.0, 0.25)
SetDenseEnvironment("false")
SetDefenderSnipeRange(170)


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")

-- SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
-- SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
-- SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
-- SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .75, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .5, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .25, 1)

-- SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
-- SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
-- SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
-- SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_hot_amb_hunt", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_hot_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_hot_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_hot_amb_hunt", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_hot_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_hot_amb_end", 2,1)

SetVictoryMusic(ALL, "all_hot_amb_victory")
SetDefeatMusic (ALL, "all_hot_amb_defeat")
SetVictoryMusic(IMP, "imp_hot_amb_victory")
SetDefeatMusic (IMP, "imp_hot_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--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")


-- Camera Stats
--Hoth
--Hangar
AddCameraShot(0.944210, 0.065541, 0.321983, -0.022350, -500.489838, 0.797472, -68.773849)
--Shield Generator
AddCameraShot(0.371197, 0.008190, -0.928292, 0.020482, -473.384155, -17.880533, 132.126801)
--Battlefield
AddCameraShot(0.927083, 0.020456, -0.374206, 0.008257, -333.221558, 0.676043, -14.027348)


end

--function MoveEntityToNode(entIn,pathIn,nodeIn)
--if not entIn then
--print("Warning!: Entity not specified for move")
--return false
--elseif not pathIn then
--print("Warning!: Path not specified for Entity " .. entIn .. " move")
--return false
--end

--local node
--if nodeIn then
--node = nodeIn
--else
--node = 0
--end

--local locDest = GetPathPoint(pathIn,node)
--local charUnit = GetCharacterUnit(entIn)
--if charUnit then
--SetEntityMatrix(charUnit,locDest)
--return true
--end
--return false
--end
If I shall post an error log ,please tell me how to...
Labj
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Re: Problems with Map

Post by Labj »

To get the error log:

1. Copy the "BF2_modtools" file, that you can find at the C/bf2_modtools, and paste it at the BF2 gamedata
2. Run it, a mini BF2 shows
3. start the map
4. A file called "BFront2" is there, copy that, and paste it here.
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eliminator
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Re: Problems with Map

Post by eliminator »

i paste it in it and it says:
"Bitte CD1 einlegen" => "please insert CD1"

what shall i do?
Labj
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Re: Problems with Map

Post by Labj »

User avatar
eliminator
Second Lance Corporal
Second Lance Corporal
Posts: 118
Joined: Wed Aug 19, 2009 3:39 pm
Projects :: No Mod project currently.
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Location: Germany

Re: Problems with Map

Post by eliminator »

ok there the map still crash, and i can't find the file you said:
4. A file called "BFront2" is there, copy that, and paste it here.
Labj
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Posts: 1400
Joined: Tue Jun 16, 2009 3:20 pm
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Location: Costa Rica
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Re: Problems with Map

Post by Labj »

The map is supposed to crash, if you didnt changed anything, thats the point, you run the program, you play your map, a .TXT file called "BFront2" ( or at least that the name it has on my computer ) must be at the gamedata
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eliminator
Second Lance Corporal
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Posts: 118
Joined: Wed Aug 19, 2009 3:39 pm
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Re: Problems with Map

Post by eliminator »

ok there isn't a file (txt or other)
but now the era work... :-D
thanks to you
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Fiodis
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Re: Problems with Map

Post by Fiodis »

If you have Vista, go to:
C:\Users\*username*\AppData\Local\VirtualStore\Program Files\LucasArts\Star Wars Battlefront II\GameData
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