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No NPCs spawning [Solved]

Posted: Thu Aug 15, 2013 8:13 pm
by KaskDaxxe
I've been trying to make BFII maps, but I keep getting a problem where when I make new command posts, no NPCs spawn there, I have the spawn paths, and I can spawn, but the NPC's don't. It's notable that this only happens when I make command posts, when I just move the old ones, spawning is fine.

Re: No NPC's spawning

Posted: Thu Aug 15, 2013 8:58 pm
by Noobasaurus
Did you add the new command posts into your .lua?

Re: No NPC's spawning

Posted: Thu Aug 15, 2013 9:19 pm
by KaskDaxxe
I thought I did, they all have the same names as the old ones.

Re: No NPC's spawning

Posted: Thu Aug 15, 2013 10:09 pm
by CressAlbane
Could you post:
-Screenshot of the command post selected in ZeroEditor
-LUA script

Thanks!

Re: No NPC's spawning

Posted: Fri Aug 16, 2013 6:14 am
by KaskDaxxe
LUA:
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"}



--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: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("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:KX2\\KX2.lvl", "KX2_conquest")
ReadDataFile("dc:KX2\\KX2.lvl", "KX2_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
Pic:
Hidden/Spoiler:
Image
Hope this helps you help me.

Re: No NPCs spawning

Posted: Fri Aug 16, 2013 7:03 pm
by Noobasaurus
The text in ZE can be a bit hard to tell upper case from lower case. Are you sure that your capture reigon and spawnpaths have CP in upper case letters and the first letter of the second word also capitalized?

Re: No NPCs spawning

Posted: Fri Aug 16, 2013 7:14 pm
by KaskDaxxe
Noobasaurus wrote:The text in ZE can be a bit hard to tell upper case from lower case. Are you sure that your capture reigon and spawnpaths have CP in upper case letters and the first letter of the second word also capitalized?
I'm pretty sure I've got the capitals the same, but it's probably fine, because I can spawn without trouble, just no other NPCs do

Re: No NPCs spawning

Posted: Fri Aug 16, 2013 7:15 pm
by Noobasaurus
Oh hm. Have you tried cleaning?

Re: No NPCs spawning

Posted: Fri Aug 16, 2013 7:24 pm
by KaskDaxxe
I tried a manual clean, yes.

Re: No NPCs spawning

Posted: Sat Aug 17, 2013 2:20 pm
by AceMastermind
Do you get any munge errors? Is cp2 the one you added? You did type cp2_capture(CP2_Capture) and cp2_spawn(CP2_Spawn) in uppercase in ZE, change all uppercase to lowercase to rule this out as a problem. Your LUA looks fine.

Re: No NPCs spawning

Posted: Mon Aug 19, 2013 3:32 pm
by KaskDaxxe
Hmm, changed it all to lower case, but no difference with spawning.

Re: No NPCs spawning

Posted: Mon Aug 19, 2013 3:36 pm
by Locutus
Make also sure not to have a space at the end of the cps name in ZE.
Happened to me a while ago, my cp was named "cp2 " in ZE but of course that isn't displayed. Took me hours to find it...

Re: No NPCs spawning

Posted: Mon Aug 19, 2013 4:09 pm
by KaskDaxxe
I'm pretty much certain the problem isn't a capitalisation or spelling difference, because I CAN spawn, the NPC's are the ones refusing to do so. They are able.

Re: No NPCs spawning

Posted: Mon Aug 19, 2013 4:39 pm
by CressAlbane
Could there be a problem with weight values in ZeroEditor?

Re: No NPCs spawning

Posted: Mon Aug 19, 2013 4:57 pm
by AceMastermind
KaskDaxxe wrote:...I CAN spawn, the NPC's are the ones refusing to do so...
This is the sign of a broken map. Is cp2 the only thing you added to this map? There is obviously a mistake in your workflow since creating new command posts didn't suddenly break for everyone. Once again, do you get any munge errors? Can you provide details on everything you did to set up this command post? Unless your map has or will have more than 4 CPs, there is no reason to create more when you can just move existing ones and delete unused ones from the default layout.

Re: No NPCs spawning

Posted: Mon Aug 19, 2013 5:20 pm
by KaskDaxxe
AceMastermind wrote: Can you provide details on everything you did to set up this command post?
Just the usual, I created the object in the conquest layer, created the path for spawning and the region for capturing, I named everything the same as the ones in the LUA.

Re: No NPCs spawning

Posted: Mon Aug 19, 2013 5:32 pm
by AceMastermind
You seem to be dancing around the questions, what happens if you create a new map and do nothing to it but add a 5th CP for team 1? Are you still the only one that spawns?

Re: No NPCs spawning

Posted: Mon Aug 19, 2013 5:36 pm
by razac920
Here's an easy way to test if it's something wrong with the CP setup or not:
In the LUA add these lines below conquest:Start()
ClearAIGoals(1)
ClearAIGoals(2)
AddAIGoal(1,"Deathmatch",1000)
AddAIGoal(2,"Deathmatch",1000)

In Deathmatch, if the AI can spawn, they will -- but in conquest, they won't if, due to some setup issue, they don't see any CPs to defend or capture.

Re: No NPCs spawning

Posted: Mon Aug 19, 2013 5:47 pm
by KaskDaxxe
AceMastermind wrote:You seem to be dancing around the questions, what happens if you create a new map and do nothing to it but add a 5th CP for team 1? Are you still the only one that spawns?
Interesting, I did that, and sure enough, they spawned.

My main map however, seems to be crashing alot, I'll post whether it works or not if I fix it.

EDIT: Thank you thank you THANK YOU :runaway:
Thanks EVERYONE, it all works now, expect me to post maps soon!

Re: No NPCs spawning [Solved]

Posted: Mon Aug 19, 2013 6:58 pm
by lucasfart
What was the problem?