Re: changes don't show up in game
Posted: Sat Mar 08, 2008 7:11 pm
by SilvaDalek
Side changes, object changes, terrain changes? What?
Re: changes don't show up in game
Posted: Sun Mar 09, 2008 10:24 am
by elfie
everything. I changed the sides and terrain
Re: changes don't show up in game
Posted: Sun Mar 09, 2008 1:37 pm
by woner11
I think you're going to have to go into a little more detail. Do the changes show up in the ZE (check once before you answer)?
Re: changes don't show up in game
Posted: Mon Mar 10, 2008 4:26 pm
by elfie
the changes are in ZE. the side changes were also made with the dc: in the lua also.
Re: changes don't show up in game
Posted: Mon Mar 10, 2008 4:42 pm
by cloneknight
that is happening to me also, my skins wont change and my water color wont change.
Re: changes don't show up in game
Posted: Mon Mar 10, 2008 5:28 pm
by wazmol
when that happens to me i either clean or manual clean and its fine!
Re: changes don't show up in game
Posted: Mon Mar 10, 2008 6:14 pm
by obiboba3po
you are using all the right directories, right?
Re: changes don't show up in game
Posted: Mon Mar 10, 2008 6:36 pm
by tsurugi13
Try going into visualmunge, clicking select all, cleaning and then munging. Takes forever but almost always works.
Re: changes don't show up in game
Posted: Mon Mar 10, 2008 6:46 pm
by Commander_Cody771
That's probably the best idea.
Re: changes don't show up in game
Posted: Mon Mar 10, 2008 8:52 pm
by elfie
alright I got it to work and the changes showed up in game only for CW. in GCW I got a message severity 5 warning saying there was a lua problem. here is my lua:
--
-- 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()
SetUberMode(1);
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(300)
SetMaxPlayerFlyHeight (300)
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_hero_macewindu",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_jettrooper_rifleman",
"rep_hover_barcspeeder",
"rep_fly_arc170fighter_sc",
"rep_walk_atte",
"rep_fly_gunship_sc",
"uta_fly_ride_gunship",
"rep_fly_vwing")
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_hero_jangofett",
"cis_inf_marine",
"cis_hover_aat",
"cis_walk_spider",
"cis_fly_grievousfighter",
"cis_fly_droidfighter_sc")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_hoth_dishturret",
"tur_bldg_beam")
SetupTeams{
rep = {
team = REP,
units = 150,
reinforcements = 600,
soldier = { "rep_inf_ep3_rifleman",9, 75},
assault = { "rep_inf_ep3_rocketeer",1, 10},
engineer = { "rep_inf_ep3_engineer",1, 10},
sniper = { "rep_inf_ep3_sniper",1, 10},
officer = {"rep_inf_ep3_officer",1, 10},
special = { "rep_inf_ep3_jettrooper",1, 10},
},
cis = {
team = CIS,
units = 150,
reinforcements = 600,
soldier = { "cis_inf_rifleman",9, 75},
assault = { "cis_inf_rocketeer",1, 10},
engineer = { "cis_inf_engineer",1, 10},
sniper = { "cis_inf_sniper",1, 10},
officer = {"cis_inf_officer",1, 10},
special = { "cis_inf_droideka",1, 12},
}
}
SetHeroClass(CIS, "cis_hero_jangofett")
SetHeroClass(REP, "rep_hero_macewindu")
AddUnitClass(REP, "rep_inf_ep2_rocketeer_chaingun",2,8)
AddUnitClass(REP, "rep_inf_ep2_jettrooper_sniper",2,8)
AddUnitClass(REP, "rep_inf_ep2_jettrooper_rifleman",2,8)
AddUnitClass(CIS, "cis_inf_marine",2,8)
-- 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)
AddWalkerType(1, 3) -- ATSTs (1 leg pair)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("CommandWalker", 10)
SetMemoryPoolSize("CommandFlyer", 2)
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)
and my munge log:
C:\BF2\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TFS\TFSg_con.lua:132: `}' expected (to close `{' at line 121) near `AddUnitClass'
ERROR[scriptmunge scripts\TFS\TFSg_con.lua]:Could not read input file.ERROR[scriptmunge scripts\TFS\TFSg_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
ERROR[levelpack mission\TFSg_con.req]:Expecting bracket, but none was found.
File : munged\pc\tfsg_con.script.req(1)...
ucft <--
ERROR[levelpack mission\TFSg_con.req]:Expecting bracket, but none was found.
File : munged\pc\tfsg_con.script.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
WARNING[PC_modelmunge HOT\msh\hoth_bldg_ioncannon.msh]:hoth_bldg_ioncannon has 1089 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge MUS\msh\mus1_prop_proto.msh]:mus1_prop_proto has 1137 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 2 Warnings
ERROR[PC_texturemunge HOT\world1\hotx.tga]:TextureMunge(hotx:123x123x1): Must have power of two dimensions!
ERROR[PC_texturemunge HOT\world1\hotx.tga]:TextureMunge(hotx:123x123x1): Must have power of two dimensions!
[continuing]
2 Errors 0 Warnings
ERROR[configmunge ]:Input file option $copy: recursive ! must be followed by wildcard. [continuing]
ERROR[configmunge of]:Input file of does not exist. [continuing]
2 Errors 0 Warnings
WARNING[pathplanningmunge MUS\world1\mus1_conquest.PLN]:No dynamic arcs in group 3, moving group 8 to 3
WARNING[pathplanningmunge MUS\world1\mus1_ctf.PLN]:No dynamic arcs in group 3, moving group 8 to 3
0 Errors 2 Warnings