Help with getting wampas ingame -1 reply

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SlugMantheAlmighty

Aka Snork

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3rd February 2007

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#1 11 years ago

I'm currently making a map which is completely dedicated to wampas. All the units are GOING to be wampas. See, the problem is, I try to get them ingame, but they dont go ingame. I'll post my LUA momentiarily




SlugMantheAlmighty

Aka Snork

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3rd February 2007

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#2 11 years ago

-- -- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved. -- -- Mos Eisley Hero Deathmatch (uses Space Assault rules) -- First team to reach 100 kills wins -- ScriptCB_DoFile("setup_teams") ScriptCB_DoFile("ObjectiveTDM") --------------------------------------------------------------------------- -- ScriptPostLoad --------------------------------------------------------------------------- function ScriptPostLoad() EnableSPHeroRules() -- This is the actual objective setup TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2, multiplayerScoreLimit = 100, textATT = "game.modes.tdm", textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true} TDM:Start() AddAIGoal(1, "Deathmatch", 100) AddAIGoal(2, "Deathmatch", 100) end

--------------------------------------------------------------------------- -- ScriptInit --------------------------------------------------------------------------- function ScriptInit() SetMemoryPoolSize ("ClothData",20) SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo ReadDataFile("ingame.lvl") ALL = 1 IMP = 2 -- These variables do not change ATT = 1 DEF = 2 SetMaxFlyHeight(40) SetMaxPlayerFlyHeight(40) ReadDataFile("sound\\tat.lvl;tat2gcw") ReadDataFile("SIDE\\all.lvl", "all_hero_luke_jedi", "all_hero_hansolo_tat", "all_hero_leia", "all_hero_chewbacca") ReadDataFile("SIDE\\imp.lvl", "imp_hero_darthvader", "imp_hero_emperor", "imp_hero_bobafett") ReadDataFile("SIDE\\rep.lvl", "rep_hero_yoda", "rep_hero_macewindu", "rep_hero_anakin", "rep_hero_aalya", "rep_hero_kiyadimundi", "rep_hero_obiwan") ReadDataFile("SIDE\\cis.lvl", "cis_hero_grievous", "cis_hero_darthmaul", "cis_hero_countdooku", "cis_hero_jangofett") --[[ Turrets disabled ReadDataFile("SIDE\\tur.lvl", "tur_bldg_chaingun_roof", "tur_weap_built_gunturret") SetMemoryPoolSize("MountedTurret", 15) --]] --ReadDataFile("dc:SIDE\\snw.lvl", "snw_inf_wampa") SetupTeams{ hero = { team = ALL, units = 12, reinforcements = -1, soldier = { "all_hero_hansolo_tat",1,2}, assault = { "all_hero_chewbacca", 1,2}, engineer= { "all_hero_luke_jedi", 1,2}, sniper = { "snw_inf_wampa", 1,2}, officer = { "rep_hero_yoda", 1,2}, special = { "rep_hero_macewindu", 1,2}, }, } AddUnitClass(ALL,"all_hero_leia", 1,2) AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2) SetupTeams{ villain = { team = IMP, units = 12, reinforcements = -1, soldier = { "imp_hero_bobafett", 1,2}, assault = { "imp_hero_darthvader",1,2}, engineer= { "cis_hero_darthmaul", 1,2}, sniper = { "cis_hero_jangofett", 1,2}, officer = { "cis_hero_grievous", 1,2}, special = { "imp_hero_emperor", 1,2}, }, } AddUnitClass(IMP, "rep_hero_anakin",1,2) AddUnitClass(IMP, "cis_hero_countdooku",1,2) -- Level Stats ClearWalkers() AddWalkerType(0, 0) -- 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 = 96 SetMemoryPoolSize("Aimer", 1) SetMemoryPoolSize("AmmoCounter", weaponCnt) SetMemoryPoolSize("BaseHint", 320) SetMemoryPoolSize("ConnectivityGraphFollower", 23) SetMemoryPoolSize("EnergyBar", weaponCnt) SetMemoryPoolSize("EntityCloth",41) SetMemoryPoolSize("EntityDefenseGridTurret", 0) SetMemoryPoolSize("EntityDroid", 0) SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80 SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ SetMemoryPoolSize("EntitySoundStream", 2) SetMemoryPoolSize("EntitySoundStatic", 45) SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120) SetMemoryPoolSize("MountedTurret", 0) SetMemoryPoolSize("Navigator", 23) SetMemoryPoolSize("Obstacle", 667) SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level SetMemoryPoolSize("ParticleEmitter", 512) SetMemoryPoolSize("ParticleEmitterInfoData", 512) SetMemoryPoolSize("PathFollower", 23) SetMemoryPoolSize("PathNode", 128) SetMemoryPoolSize("ShieldEffect", 0) SetMemoryPoolSize("TentacleSimulator", 24) SetMemoryPoolSize("TreeGridStack", 290) SetMemoryPoolSize("UnitAgent", 23) SetMemoryPoolSize("UnitController", 23) SetMemoryPoolSize("Weapon", weaponCnt) SetSpawnDelay(10.0, 0.25) ReadDataFile("dc:SWM\\SWM.lvl", "SWM_eli") SetDenseEnvironment("false") -- Sound Stats ScriptCB_EnableHeroMusic(0) ScriptCB_EnableHeroVO(0) 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\\tat.lvl", "tat2") OpenAudioStream("sound\\tat.lvl", "tat2") -- OpenAudioStream("sound\\global.lvl", "global_vo_quick") -- OpenAudioStream("sound\\global.lvl", "global_vo_slow") 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, 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(1, "Allleaving") SetOutOfBoundsVoiceOver(2, "Impleaving") SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1) -- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1) -- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1) SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1) -- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1) -- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1) SetVictoryMusic(ALL, "all_tat_amb_victory") SetDefeatMusic (ALL, "all_tat_amb_defeat") SetVictoryMusic(IMP, "imp_tat_amb_victory") SetDefeatMusic (IMP, "imp_tat_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") SetAttackingTeam(ATT) -- Camera Stats --Tat2 Mos Eisley AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681); AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561); AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613); AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477); AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234); end




SlugMantheAlmighty

Aka Snork

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3rd February 2007

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#3 11 years ago

Somebody has to know...




SlugMantheAlmighty

Aka Snork

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3rd February 2007

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#4 11 years ago

Thanks for all the help....




Darth_Vader_00M_9

As a Rebel said "Die die die!"

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18th November 2006

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#5 11 years ago

--ReadDataFile("dc:SIDE\\snw.lvl", "snw_inf_wampa") try taking away the -- bit




SlugMantheAlmighty

Aka Snork

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3rd February 2007

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#6 11 years ago

For some reason...that crashes my game. Maybe its cause I'm loading to many things?




t551

The Internet ends at GF

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27th November 2004

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#7 11 years ago

--ReadDataFile("dc:SIDE\\snw.lvl", "snw_inf_wampa")

should be

ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa"), unless you've modified the snw side.




SlugMantheAlmighty

Aka Snork

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#8 11 years ago

I have.




t551

The Internet ends at GF

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27th November 2004

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#9 11 years ago

Then it's probably just a side error. Double-check your side changes and check the munge-specific logs to see what might be causing the problem.

Additionally, be sure to check your .reqs.




(NAF)D34D3Y3_W0ND3R

GF makes me horny

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29th March 2007

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#10 11 years ago

Also, you actually hafta include the "snw_inf_wampa" in your SetupTeam part. As in, when it gives you the "soldier= **** assault= ***" etc etc, you hafta put in "snw_inf_wampa" in at least one of those to get it to work.




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