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Trouble with campaign

Posted: Sat Sep 26, 2009 5:30 pm
by Commander_Fett
I've been working on a campaign script, and for some reason it refuses to load the level. When the map loads it's just all black with no command posts. I know there's nothing wrong with the layers, since I read it correctly in another LUA as a test. it's just for some reason this LUA doesn't read them.
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--


-- 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, true)
EnableSPScriptedHeroes()
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)
SetProperty("cis1", "Team", 2)
SetProperty("cis2", "Team", 2)
SetProperty("sheild1", "CurHealth", 1000000)
SetProperty("sheild2", "CurHealth", 1000000)
SetProperty("sheild3", "CurHealth", 1000000)
SetProperty("sheild4", "CurHealth", 1000000)
SetProperty("sheild5", "CurHealth", 1000000)
SetProperty("gun1", "CurHealth", 1000000)
SetProperty("gun2", "CurHealth", 1000000)
SetProperty("gun3", "CurHealth", 1000000)
SetProperty("sheildg1", "CurHealth", 1000000)
SetClassProperty("rep_talon", "WeaponName3", "rep_weap_dc15se")
SetClassProperty("rep_talon", "WeaponAmmo3", 0)

--capture cis1
Objective1CP = CommandPost:New{name = "cis1"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.maf.c.1", popupText = "level.maf.c.1_popup", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)

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

Objective1.OnStart = function(self)
AICanCaptureCP("cis1", ATT, false)
AICanCaptureCP("cis1", DEF, true)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50, "cis1")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50, "cis1")
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("cis1", "Team", 1)
SetProperty("cis1", "CaptureRegion", "")
SetProperty("rep_inv2", "Team", 3)

end




--get dc17m AA
Objective2 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.maf.c.2", popupText = "level.maf.c.2_popup",
regionName = "goto1", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective2:AddHint("level.geo1.hints.movement")
Objective2:AddHint("level.geo1.hints.obj_markers")
Objective2:AddHint("level.geo1.hints.review_objectives")
Objective2:AddHint("level.geo1.hints.sprint")


Objective2.OnStart = function(self)
att_obj2_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj2_aigoal = AddAIGoal(DEF, "Deathmatch", 100)

end

Objective2.OnComplete = function(self)
DeleteAIGoal(att_obj2_aigoal)
DeleteAIGoal(def_obj2_aigoal)
SetClassProperty("rep_talon", "WeaponName3", "rep_weap_dc17r")
SetClassProperty("rep_talon", "WeaponAmmo3", 4)
ShowMessageText("game.objectives.complete", ATT)

end



--blow up 3 HAGs
Objective3= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.maf.c.3", popupText = "level.maf.c.3_popup"}

Dclass = TargetType:New{classname = "cis_hover_HAG", killLimit = 2}
Objective3:AddTarget(Dclass)

Objective3.OnStart = function(self)
Objective3.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "cis_inv1")
Objective3.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "cis_inv1")
end

Objective3.OnComplete = function(self)
DeleteAIGoal(Objective3.Dclass_cpGoal1)
DeleteAIGoal(Objective3.Dclass_cpGoal2)
end




--capture cis2
Objective4CP = CommandPost:New{name = "cis2"}
Objective4 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.maf.c.4", popupText = "level.maf.c.4_popup", AIGoalWeight = 0}
Objective4:AddCommandPost(Objective4CP)

Objective4:AddHint("level.geo1.hints.capture_cp")

Objective4.OnStart = function(self)
AICanCaptureCP("cis2", ATT, false)
AICanCaptureCP("cis2", DEF, true)
att_obj4_aigoal = AddAIGoal(ATT, "Defend", 50, "cis2")
def_obj4_aigoal = AddAIGoal(DEF, "Defend", 50, "cis2")
att_obj4_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj4_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end

Objective4.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj4_aigoal)
DeleteAIGoal(att_obj4_aigoal2)
DeleteAIGoal(def_obj4_aigoal)
DeleteAIGoal(def_obj4_aigoal2)
SetProperty("cis2", "Team", 1)
SetProperty("cis2", "CaptureRegion", "")
SetProperty("rep_inv3", "Team", 3)

end




--go to sheilds
Objective5 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.maf.c.5", popupText = "level.maf.c.5_popup",
regionName = "goto2", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective5:AddHint("level.geo1.hints.movement")
Objective5:AddHint("level.geo1.hints.obj_markers")
Objective5:AddHint("level.geo1.hints.review_objectives")
Objective5:AddHint("level.geo1.hints.sprint")


Objective5.OnStart = function(self)
att_obj5_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj5_aigoal = AddAIGoal(DEF, "Deathmatch", 100)

end

Objective5.OnComplete = function(self)
DeleteAIGoal(att_obj5_aigoal)
DeleteAIGoal(def_obj5_aigoal)
ShowMessageText("game.objectives.complete", ATT)
SetProperty("sheildg1", "CurHealth", 1000)

end



--destroy sheild generator
Dobjekt = Target:New{name = "sheildg1"}
Dobjekt.OnDestroy = function(self)

end

Objective6 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.maf.c.6", popupText = "level.maf.c.6_popup"}
Objective6:AddTarget(Dobjekt)


Objective6.OnStart = function(self)


end

Objective6.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
SetProperty("gun1", "CurHealth", 1000)
SetProperty("gun2", "CurHealth", 1000)
SetProperty("gun3", "CurHealth", 1000)

end



--destroy power generator1
Dobjekt = Target:New{name = "gun1"}
Dobjekt.OnDestroy = function(self)

end

Objective7 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.maf.c.7", popupText = "level.maf.c.7_popup"}
Objective7:AddTarget(Dobjekt)


Objective7.OnStart = function(self)


end

Objective7.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)

end



--destroy generator 2
Dobjekt = Target:New{name = "gun2"}
Dobjekt.OnDestroy = function(self)

end

Objective8 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.maf.c.7", popupText = "level.maf.c.7_popup"}
Objective8:AddTarget(Dobjekt)


Objective8.OnStart = function(self)


end

Objective8.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)

end



--destroy generator 3
Dobjekt = Target:New{name = "gun3"}
Dobjekt.OnDestroy = function(self)

end

Objective9 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.maf.c.7", popupText = "level.maf.c.7_popup"}
Objective9:AddTarget(Dobjekt)


Objective9.OnStart = function(self)


end

Objective9.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
SetProperty("rep_inv3", "Team", 5)
SetTeamAsEnemy(leg, var)
SetTeamAsEnemy(var, leg)
end



\
Objective10= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.maf.c.8", popupText = "level.maf.c.8__popup"}

Dclass = TargetType:New{classname = "secret", killLimit = 1}
Objective10:AddTarget(Dclass)

Objective10.OnStart = function(self)
Objective10.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "secret_cp")
Objective10.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "secret_cp")
end

Objective10.OnComplete = function(self)
DeleteAIGoal(Objective10.Dclass_cpGoal1)
DeleteAIGoal(Objective10.Dclass_cpGoal2)
SetProperty("rep_450_end", "Team", 4)
SetProperty("rep_450", "Team", 0)

end




Objective11= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.maf.c.9", popupText = "level.maf.c.9_popup"}

Dclass = TargetType:New{classname = "secret", killLimit = 20}
Objective11:AddTarget(Dclass)

Objective11.OnStart = function(self)
Objective11.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "secretcp2")
Objective11.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "secretcp2")
end

Objective11.OnComplete = function(self)
DeleteAIGoal(Objective11.Dclass_cpGoal1)
DeleteAIGoal(Objective11.Dclass_cpGoal2)
end



end



function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 3)
StartTimer(beginobjectivestimer)
end

function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 5}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5)
objectiveSequence:AddObjectiveSet(Objective6)
objectiveSequence:AddObjectiveSet(Objective7)
objectiveSequence:AddObjectiveSet(Objective8)
objectiveSequence:AddObjectiveSet(Objective9)
objectiveSequence:AddObjectiveSet(Objective10)
objectiveSequence:AddObjectiveSet(Objective11)

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\\myg.lvl;myg1cw")
ReadDataFile("dc:SIDE\\tal.lvl",
"rep_talon")

ReadDataFile("dc:SIDE\\CIShag.lvl",
"cis_hover_HAG")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_officer",
"rep_inf_ep2_jettrooper",
"rep_inf_clone_commando",
"rep_hover_fightertank",
"rep_hero_varen")

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_hover_fightertank",
"rep_fly_gunship_dome")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_marine",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_fly_gunship_dome",
"cis_hero_darthmaul",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 1,
reinforcements = 5,
soldier = { "rep_talon",1, 1},


},
cis = {
team = CIS,
units = 50,
reinforcements = 150,
soldier = { "cis_inf_marine",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},
}

}


SetTeamName (3, "REP")
AddUnitClass (3, "rep_inf_ep2_rifleman", 9,30)
AddUnitClass (3, "rep_inf_ep2_rocketeer", 2,6)
AddUnitClass (3, "rep_inf_ep2_engineer", 2,10)
AddUnitClass (3, "rep_inf_ep2_sniper", 2,10)
AddUnitClass (3, "rep_inf_ep2_officer", 1,4)
AddUnitClass (3, "rep_inf_ep2_jettrooper", 2,6)
AddUnitClass (3, "rep_inf_clone_commando", 4,4)
SetUnitCount (3, 30)
AddAIGoal(3, "Deathmatch", 100)




SetTeamName (4, "REP")
AddUnitClass (4, "rep_inf_ep3_rifleman", 9,20)
SetUnitCount (4, 20)
AddAIGoal(4, "Deathmatch", 100)

SetTeamName (5, "REP")
AddUnitClass (5, "rep_hero_varen", 1,1)
SetUnitCount (5, 1)
AddAIGoal(5, "Deathmatch", 100)


AddUnitClass(CIS, "cis_inf_droidcommander",1, 4)
AddUnitClass(CIS, "cis_inf_rifleman",1, 4)

SetTeamAsEnemy(DEF, 3)
SetTeamAsEnemy(3, DEF)
SetTeamAsEnemy(ATT, DEF)
SetTeamAsEnemy(DEF, ATT)
SetTeamAsFriend(3, AtT)
SetTeamAsFriend(ATT, 3)
SetTeamAsEnemy(DEF, 4)
SetTeamAsEnemy(4, DEF)
SetTeamAsFriend(4, ATT)
SetTeamAsFriend(ATT, 4)
SetTeamAsEnemy(DEF, 5)
SetTeamAsEnemy(5, DEF)
SetTeamAsFriend(5, ATT)
SetTeamAsFriend(ATT, 5)
SetTeamAsFriend(5, 4)
SetTeamAsFriend(4, 5)
SetTeamAsFriend(5, 3)
SetTeamAsFriend(3, 5)
SetTeamAsFriend(3, 4)
SetTeamAsFriend(4, 3)


-- 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:MAF\\MAF.lvl", "MAF_con")
ReadDataFile("dc:MAF\\MAF.lvl", "MAF_eli")
SetDenseEnvironment("false")




-- Sound

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\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)

SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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")


--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

Re: Trouble with script

Posted: Sat Sep 26, 2009 5:36 pm
by Xavious
Any munge log errors? If not, try removing all the objectives and adding them back in one at a time so you can figure out which one is causing a problem.

Re: Trouble with script

Posted: Sun Sep 27, 2009 3:31 am
by [RDH]Zerted
What you want to do is post the debug log.

Re: Trouble with script

Posted: Mon Sep 28, 2009 7:08 pm
by Commander_Fett
Error log is no help, everything is refering to the results of it not reading the files. I tried adding them one at a time, but it still wouldn't read it.

Re: Trouble with script

Posted: Mon Sep 28, 2009 8:05 pm
by Xavious
Did it work when you removed all of your objectives, or at any point when you were removing or adding them?

By the way, you should go ahead and post your error log anyways.

Re: Trouble with script

Posted: Mon Sep 28, 2009 8:07 pm
by StarkillerMarek
Could you please post the error log, just to make sure?

Re: Trouble with script [solved]

Posted: Tue Sep 29, 2009 10:19 am
by Commander_Fett
I finaly found out what was wrong, in the setup teams section I forgot to capitalize one of the Ts in ATT :| Thanks for the help anyway. However, I found a new problem. After you complte objective one (capture a command post) even though this text

Code: Select all

		SetProperty("rep2", "CaptureRegion", "")
is there, for some reason, the capture region becomes a small spot right outside one of the cis command posts. I tried deleting the old cp and its region and path, but it still happens with the new command post.

Re: Trouble with script [solved]

Posted: Tue Sep 29, 2009 2:03 pm
by [RDH]Zerted
Commander_Fett wrote:...I forgot to capitalize one of the Ts in ATT...
Such an error shows up in the error log. It would have given you the line number then said something like: Bad argument #2, integer expected but found nil.

Are you sure you don't have a region named ""?

Re: Trouble with campaign

Posted: Tue Sep 29, 2009 6:18 pm
by Commander_Fett
No, I don't have any unamed regions, is that possible? And anyway, even when I removed that line, it stil happens. I suspect it's the ghost of the renamed conquest layer. for some reason, even though it no longer exists, every mode still reads it. it doesn't show up on the map, but they're still there... and I have tried cleaning and munging and doing a manual clean and munging multiple times. What I don't understand is that there were no capyure regions named either of those things in campaign layer...

Re: Trouble with campaign

Posted: Tue Sep 29, 2009 6:52 pm
by Darth_Squoobus
Does it have something to do with spelling "shield" wrong?

Re: Trouble with campaign

Posted: Tue Sep 29, 2009 8:05 pm
by Commander_Fett
Um, no. And anyway, I've already fixed that.
EDIT: I figured out a rough idea of the area the capture region changes to. It's actualy pretty big.
Image