Will Somebody Plz Help Me -1 reply

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darthtrogsasea

Emperor of the >SA

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22nd May 2006

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#1 11 years ago

OK im in a perdicament my custom side will not work the game just crashes as soon as i point the muose over the "CIS" button and the sides im use i know they work they are the +123 assests and i know they work but they dont work in my map

here is the LUA if some thing is wrong i want to know about it

--------------------------------------------------------------------- -- 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()

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("dc:SIDE\\bf2.lvl", "jed_sith_basic")

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 = { "jed_sith_knight_01",1, 8}, assault = { "jed_sith_knight_02",1, 8}, engineer = { "jed_sith_knight_03",1, 8}, sniper = { "jed_sith_knight_04",1, 8}, officer = { "jed_sith_master_01",0, 4}, special = { "jed_sith_master_02",0, 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:AAA\\AAA.lvl", "AAA_conquest") ReadDataFile("dc:AAA\\AAA.lvl", "AAA_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

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