spawnig problems!!!! -1 reply

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1z2x3c

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#1 12 years ago

in my map for SOME resen, i can only spawn as the rep not cis at all. if you click cis it just spawns you at the reps base as a rep not cis. any body know what to do??? plz help




1z2x3c

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#2 12 years ago

is something wrong in my scrip thats causing the problem?

-- -- 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"} cp5 = CommandPost:New{name = "cp5"} cp6 = CommandPost:New{name = "cp6"} --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:AddCommandPost(cp5) conquest:AddCommandPost(cp6) conquest:Start()

EnableSPHeroRules()

SetTeamAggressiveness(CIS, 5.0) SetTeamAggressiveness(REP, 1.0)

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(120) SetMaxPlayerFlyHeight (90) 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("dc:SIDE\\rep.lvl", "rep_inf_ep2_jettrooper_rifleman", "rep_inf_ep3_rocketeer", "rep_inf_ep3_engineer", "rep_inf_ep3_sniper", "rep_fly_gunship", "rep_inf_ep3_officer", "ewk_inf_trooper", "rep_inf_ep3_jettrooper", "rep_walk_atte", "rep_hero_yoda", "rep_hover_fightertank", "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_tread_hailfire", "cis_hover_aat", "cis_hover_stap", "cis_hero_darthmaul")

ReadDataFile("SIDE\\tur.lvl", "tur_bldg_laser", "tur_bldg_tower") ReadDataFile("SIDE\\ewk.lvl", "ewk_inf_trooper", "ewk_inf_repair") SetupTeams{ rep = { team = REP, units = 500, reinforcements = 200, soldier = { "rep_inf_ep2_jettrooper_rifleman",5, 25}, assault = { "rep_inf_ep3_rocketeer",2, 4}, engineer = { "rep_inf_ep3_engineer",2, 4}, sniper = { "rep_inf_ep3_sniper",2, 4}, officer = {"rep_inf_ep3_officer",2, 4}, special = { "rep_inf_ep3_jettrooper",3, 4}, }, cis = { team = CIS, units = 500, reinforcements = 1000, 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_yoda")

-- 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)

---[[ Ewoks SetTeamName(3, "locals") AddUnitClass(3, "ewk_inf_trooper", 3) AddUnitClass(3, "ewk_inf_repair", 3) SetUnitCount(3, 6) SetTeamAsFriend(3,ATT) SetTeamAsEnemy(3,DEF) SetTeamAsFriend(ATT, 3) SetTeamAsEnemy(DEF, 3) --]]

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("CommandFlyer", 3) SetMemoryPoolSize("CommandWalker", 4) SetMemoryPoolSize("Weapon", weaponCnt) SetSpawnDelay(10.0, 0.25) --ReadDataFile("dc:EDF\\EDF.lvl", "EDF_conquest") ReadDataFile("dc:EDF\\EDF.lvl", "EDF_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); end




1z2x3c

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#3 12 years ago

plz help sombody




Lordsaber

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#4 12 years ago

does the cis has a starting spawn point or else its impossible to spawn at all. For other things i dont know im not experienced with mapping as you know.. Lordsaber.




1z2x3c

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#5 12 years ago

the cis start with three




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#6 12 years ago

500 units per team? That's way too much. Try setting it at 275 at the most. I had the same problem once with 300 units per team, but 275 should be good. And also, you need the line SetUberMode(1) underneath conquest:Start()




1z2x3c

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#7 12 years ago

TY TY TY TY TY TY TY ur awesome!!! it worked!!!