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| All ODF's and MUNGE problems (included crashed maps) | |
| Author | Message |
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ForceMaster PFC
Messages : 23 Registration Date : 2010-11-18 Age : 41 Location : Venezuela
| Subject: All ODF's and MUNGE problems (included crashed maps) 11/29/2010, 5:14 pm | |
| Please post your maps problems here. This is to avoid multiples topics about the same problems. Good modding! |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 7/9/2011, 10:22 am | |
| I'm having a problem, my map crashes when playing as the custom REP side whom go by the 3 letter name aaa. I start playing, then about 4 mintures ingame, it crashes back to the desktop. I started having this crashes after I up dated all my weapons and sound. Heres few last lines of my log - Spoiler:
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 145
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 146
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 147
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 148
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 149
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 129
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 130
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 131
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 150
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 151
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 132
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 152
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 153
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 154
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 155
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 156
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 157
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 158
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 159
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 160
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 161
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 133
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 162
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 163
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 134
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 135
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 136
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 164
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 165
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 137
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 138
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 139
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 166
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 167
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 140
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 141
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 142
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 168
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 143
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 144
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 145
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 169
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 170
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 146
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 147
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 129
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 171
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 172
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 148
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 130
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 149
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 150
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 131
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 173
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 174
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 151
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 132
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 175
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 176
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 152
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 133
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 153
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 134
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 154
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 135
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 155
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 156
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 157
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 136
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 158
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 137
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 159
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 138
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 160
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 139
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 161
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 162
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 140
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 163
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 141
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 164
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 142
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 165
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 166
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 143
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 167
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 144
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 168
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 145
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 169
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 170
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 171
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 172
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "Navigator" is full; raise count to at least 146
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 173
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 174
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitAgent" is full; raise count to at least 175
Message Severity: 2 .\Source\ConnectivityGraphFollower.cpp(382) No valid positions for type [MEDIUM] radius [4.23] in node [Hub29]
Message Severity: 2 .\Source\ConnectivityGraphFollower.cpp(382) No valid positions for type [MEDIUM] radius [5.62] in node [Hub29]
Message Severity: 2 .\Source\ConnectivityGraphFollower.cpp(382) No valid positions for type [MEDIUM] radius [4.23] in node [Hub29]
Message Severity: 2 .\Source\ConnectivityGraphFollower.cpp(382) No valid positions for type [SOLDIER] radius [0.48] in node [Hub29]
Message Severity: 2 .\Source\ConnectivityGraphFollower.cpp(382) No valid positions for type [MEDIUM] radius [4.26] in node [Hub29]
Message Severity: 2 .\Source\ConnectivityGraphFollower.cpp(382) No valid positions for type [MEDIUM] radius [4.26] in node [Hub29]
Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "UnitController" is full; raise count to at least 177
IMP vs ALL plays good with out crashing. UPDATE: Problem has been solved.TIPIf ya run into a problem and ya map keeps crashing, backtrack to ya last changes. If all else fails, use the .bak files to restore your .lua files to default seen here in the image cyan color: main mods green: other mods Then simply munge your map with the new freash .lua files without any changes. You should have the default sides too. If your map works, then the problem is one of your classes like i had or another which is in your .lua file.
Last edited by Icemember on 7/10/2011, 9:48 am; edited 4 times in total (Reason for editing : Adding info) |
| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 7/10/2011, 11:14 am | |
| Great, you solved it . |
| | | Noobasaurus Clone Trooper Corporal
Messages : 121 Registration Date : 2011-07-10 Age : 2013
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 7/25/2011, 6:35 pm | |
| I have a mungelog error and it looks like this: - Code:
-
M:\BF2_Modtools\data_HO1\_BUILD\Common\..\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\HO1\HO1g_con.lua:158: <eof> expected near `end' I think I must've missed something near end, but I don't know! |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 7/26/2011, 12:01 am | |
| Looks like something in your g_con.lua file. Try looking over it again. |
| | | Noobasaurus Clone Trooper Corporal
Messages : 121 Registration Date : 2011-07-10 Age : 2013
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 7/26/2011, 2:00 pm | |
| I did quite a few times, but I didn't see anything. Since it says :158:, I tried going to line 158 but I didn't notice anything out of the ordinary. Want my lua? Here you go: - Spoiler:
-- -- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved. --
ScriptCB_DoFile("setup_teams") ScriptCB_DoFile("ObjectiveConquest")
-- Empire Attacking (attacker is always #1) local ALL = 2 local IMP = 1 -- These variables do not change local ATT = 1 local DEF = 2 function ScriptPostLoad()
AddDeathRegion("fall") DisableBarriers("atat") DisableBarriers("bombbar")
--CP SETUP for CONQUEST -- SetProperty("shield", "MaxHealth", 222600.0) -- SetProperty("shield", "CurHealth", 222600.0) SetObjectTeam("CP3", 1) SetObjectTeam("CP6", 1) KillObject("CP7")
SetupObjectives() SetupShields() SetupDestroyables() SetupTurrets() AddAIGoal(ALL, "Deathmatch", 100) AddAIGoal(IMP, "Deathmatch", 100) DisableSmallMapMiniMap() --This defines the CPs. These need to happen first cp1 = CommandPost:New{name = "CP3"} cp2 = CommandPost:New{name = "CP4"} cp3 = CommandPost:New{name = "CP5"} cp4 = CommandPost:New{name = "CP6"} -- cp5 = CommandPost:New{name = "CP7"} --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} local impTargets = { engines = {"all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6"}, lifesupport = "all-life-ext", bridge = "all-bridge", comm = "all-comms", sensors = "all-sensors", frigates = "all-frigate", internalSys = { "all-life-int", "all-engines" }, } local allTargets = { engines = { "imp_drive_1", "imp_drive_2", "imp_drive_3" }, lifesupport = "imp-life-ext", bridge = "imp-bridge", comm = "imp-comms", sensors = "imp-sensors", frigates = "imp-frigate", internalSys = { "imp-life-int", "imp-engines" }, } assault:SetupAllCriticalSystems( "imp", impTargets, true ) assault:SetupAllCriticalSystems( "all", allTargets, false ) assault:Start() end
function SetupShields() -- ALL Shielded objects local linkedShieldObjectsALL = { "all_ship_1", "all_ship_2", "all-bridge", "all-comms", "all-life-ext", "all-sensors", "all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6"} shieldStuffALL = LinkedShields:New{objs = linkedShieldObjectsALL, controllerObject = "all-shield"} shieldStuffALL:Init() function shieldStuffALL:OnAllShieldsDown() ShowMessageText("level.spa.hangar.shields.atk.down", IMP) ShowMessageText("level.spa.hangar.shields.def.down", ALL) BroadcastVoiceOver( "IOSMP_obj_16", IMP ) BroadcastVoiceOver( "AOSMP_obj_17", ALL ) end function shieldStuffALL:OnAllShieldsUp() ShowMessageText("level.spa.hangar.shields.atk.up", IMP) ShowMessageText("level.spa.hangar.shields.def.up", ALL) BroadcastVoiceOver( "IOSMP_obj_18", IMP ) BroadcastVoiceOver( "AOSMP_obj_19", ALL ) end -- IMP Shielded objects local linkedShieldObjectsIMP = { "imp_ship_1", "imp_ship_2", "imp_ship_3", "imp_ship_4", "imp_ship_5", "imp_ship_6", "imp-bridge", "imp-comms", "imp-life-ext", "imp-sensors", "imp_drive_1", "imp_drive_2", "imp_drive_3"} shieldStuffIMP = LinkedShields:New{objs = linkedShieldObjectsIMP, controllerObject = "imp-shield"} shieldStuffIMP:Init() function shieldStuffIMP:OnAllShieldsDown() ShowMessageText("level.spa.hangar.shields.atk.down", ALL) ShowMessageText("level.spa.hangar.shields.def.down", IMP) BroadcastVoiceOver( "IOSMP_obj_17", IMP ) BroadcastVoiceOver( "AOSMP_obj_16", ALL ) end function shieldStuffIMP:OnAllShieldsUp() ShowMessageText("level.spa.hangar.shields.atk.up", ALL) ShowMessageText("level.spa.hangar.shields.def.up", IMP) BroadcastVoiceOver( "IOSMP_obj_19", IMP ) BroadcastVoiceOver( "AOSMP_obj_18", ALL ) end end
function SetupDestroyables() --ALL destroyables lifeSupportLinkageALL = LinkedDestroyables:New{ objectSets = {{"all-life-int"}, {"all-life-ext"}} } lifeSupportLinkageALL:Init() engineLinkageALL = LinkedDestroyables:New{ objectSets = {{"all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6"}, {"all-engines"}} } engineLinkageALL:Init() --IMP destroyables lifeSupportLinkageIMP = LinkedDestroyables:New{ objectSets = {{"imp-life-int"}, {"imp-life-ext"}} } lifeSupportLinkageIMP:Init() engineLinkageIMP = LinkedDestroyables:New{ objectSets = {{"imp_drive_1", "imp_drive_2", "imp_drive_3"}, {"imp-engines"}} } engineLinkageIMP:Init() end
--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:Start()
-- KillObject("shield");
EnableSPHeroRules() end
function ScriptInit() ReadDataFile("ingame.lvl")
SetMaxFlyHeight(40) SetMaxPlayerFlyHeight(40)
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\\tat.lvl;tat2gcw") ReadDataFile("SIDE\\all.lvl", "all_fly_snowspeeder", "all_inf_rifleman_snow", "all_inf_rocketeer_snow", "all_inf_engineer_snow", "all_inf_sniper_snow", "all_inf_officer_snow", "all_hero_luke_pilot", "all_inf_wookiee_snow", "all_walk_tauntaun") ReadDataFile("SIDE\\imp.lvl", "imp_inf_rifleman_snow", "imp_inf_rocketeer_snow", "imp_inf_sniper_snow", "imp_inf_dark_trooper", "imp_inf_engineer_snow", "imp_inf_officer", "imp_hero_darthvader", "imp_walk_atat", "imp_walk_atst_snow")
ReadDataFile("SIDE\\tur.lvl", "tur_bldg_tat_barge", "tur_bldg_laser") ReadDataFile("SIDE\\all.lvl", "all_inf_pilot", "all_inf_marine", "all_fly_xwing_sc", "all_fly_ywing_sc", "all_fly_awing", "all_fly_gunship_sc", "all_veh_remote_terminal") ReadDataFile("SIDE\\imp.lvl", "imp_inf_pilot", "imp_inf_marine", "imp_fly_tiefighter_sc", "imp_fly_tiebomber_sc", "imp_fly_tieinterceptor", "imp_fly_trooptrans", "imp_veh_remote_terminal") ReadDataFile("SIDE\\tur.lvl", "tur_bldg_spa_all_beam", "tur_bldg_spa_all_recoilless", "tur_bldg_spa_all_chaingun", "tur_bldg_spa_imp_beam", "tur_bldg_spa_imp_recoilless", "tur_bldg_spa_imp_chaingun", "tur_bldg_chaingun_roof")
SetupTeams{ all = { team = ALL, units = 20, reinforcements = 150, soldier = { "all_inf_rifleman_snow",9, 25}, assault = { "all_inf_rocketeer_snow",1,4}, engineer = { "all_inf_engineer_snow",1,4}, sniper = { "all_inf_sniper_snow",1,4}, officer = { "all_inf_officer_snow",1,4}, special = { "all_inf_wookiee_snow",1,4},
}, imp = { team = IMP, units = 20, reinforcements = 150, soldier = { "imp_inf_rifleman_snow",9, 25}, assault = { "imp_inf_rocketeer_snow",1,4}, engineer = { "imp_inf_engineer_snow",1,4}, sniper = { "imp_inf_sniper_snow",1,4}, officer = { "imp_inf_officer_snow",1,4}, special = { "imp_inf_dark_trooper_snow",1,4}, }, } SetHeroClass(ALL, "all_hero_luke_pilot") SetHeroClass(IMP, "imp_hero_darthvader")
ScriptCB_DoFile("LinkedTurrets") function SetupTurrets() --ALL turrets turretLinkageALL = LinkedTurrets:New{ team = ALL, mainframe = "all-defense", turrets = {"all_turr_1", "all_turr_2", "all_turr_3", "all_turr_4", "all_turr_5", "all_turr_6"} } turretLinkageALL:Init() function turretLinkageALL:OnDisableMainframe() ShowMessageText("level.spa.hangar.mainframe.atk.down", IMP) ShowMessageText("level.spa.hangar.mainframe.def.down", ALL) BroadcastVoiceOver( "IOSMP_obj_20", IMP ) BroadcastVoiceOver( "AOSMP_obj_21", ALL ) end function turretLinkageALL:OnEnableMainframe() ShowMessageText("level.spa.hangar.mainframe.atk.up", IMP) ShowMessageText("level.spa.hangar.mainframe.def.up", ALL) BroadcastVoiceOver( "IOSMP_obj_22", IMP ) BroadcastVoiceOver( "AOSMP_obj_23", ALL ) end --IMP turrets turretLinkageIMP = LinkedTurrets:New{ team = IMP, mainframe = "imp-defense", turrets = {"imp_turr_1", "imp_turr_2", "imp_turr_3", "imp_turr_4", "imp_turr_5", "imp_turr_6"} } turretLinkageIMP:Init()
function turretLinkageIMP:OnDisableMainframe() ShowMessageText("level.spa.hangar.mainframe.atk.down", ALL) ShowMessageText("level.spa.hangar.mainframe.def.down", IMP) BroadcastVoiceOver( "IOSMP_obj_21", IMP ) BroadcastVoiceOver( "AOSMP_obj_20", ALL ) end function turretLinkageIMP:OnEnableMainframe() ShowMessageText("level.spa.hangar.mainframe.atk.up", ALL) ShowMessageText("level.spa.hangar.mainframe.def.up", IMP) BroadcastVoiceOver( "IOSMP_obj_23", IMP ) BroadcastVoiceOver( "AOSMP_obj_22", ALL ) end end
-- adjust extents to fit cap ship function ScriptPreInit() SetWorldExtents(2650) ScriptPreInit = nil 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() -- Designers, this line *MUST* be first! ReadDataFile("ingame.lvl") SetMinFlyHeight(-1800) SetMaxFlyHeight(1800) SetMinPlayerFlyHeight(-1800) SetMaxPlayerFlyHeight(1800) SetAIVehicleNotifyRadius(100) ReadDataFile("sound\\spa.lvl;spa1gcw") ScriptCB_SetDopplerFactor(0.4) ScaleSoundParameter("tur_weapons", "MinDistance", 3.0); ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0); ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0); ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0); ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0); ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0); ScaleSoundParameter("explosion", "MaxDistance", 5.0); ScaleSoundParameter("explosion", "MuteDistance", 5.0); SetupUnits() SetupTeams(myTeamConfig)
-- Level Stats ClearWalkers() local weaponCnt = 250 local guyCnt = 32 SetMemoryPoolSize("Aimer", 190) SetMemoryPoolSize("AmmoCounter", weaponCnt) SetMemoryPoolSize("BaseHint", 89) SetMemoryPoolSize("Combo::DamageSample", 0) SetMemoryPoolSize("CommandFlyer", 2) SetMemoryPoolSize("SoldierAnimation", 180) SetMemoryPoolSize("EnergyBar", weaponCnt) SetMemoryPoolSize("EntityCloth", 0) SetMemoryPoolSize("SoldierAnimation", 2000) SetMemoryPoolSize("EntityDroid", 0) SetMemoryPoolSize("EntityDefenseGridTurret", 0) SetMemoryPoolSize("EntityFlyer", 32) SetMemoryPoolSize("EntityLight", 115) SetMemoryPoolSize("EntityRemoteTerminal", 12) SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 180) SetMemoryPoolSize("MountedTurret", 56) SetMemoryPoolSize("EntityPortableTurret", 20) SetMemoryPoolSize("Navigator", guyCnt) SetMemoryPoolSize("Obstacle", 135) SetMemoryPoolSize("PathNode", 80) SetMemoryPoolSize("PathFollower", guyCnt) SetMemoryPoolSize("TentacleSimulator", 0) SetMemoryPoolSize("TreeGridStack", 240) SetMemoryPoolSize("UnitAgent", 65) -- guyCnt*2 SetMemoryPoolSize("UnitController", 65) SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25) -- do any pool allocations, custom loading here if myScriptInit then myScriptInit() myScriptInit = nil end ReadDataFile("dc:tst\\spa_sky.lvl", "end")
ReadDataFile("dc:tst\\tst.lvl", myGameMode) SetDenseEnvironment("false")
SetParticleLODBias(15000)
-- Sound Stats local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow") AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow) AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow) AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow) local voiceQuick = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_quick") AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_quick", voiceQuick) -- OpenAudioStream("sound\\spa.lvl", "spa1_objective_vo_slow") -- OpenAudioStream("sound\\global.lvl", "global_vo_slow") OpenAudioStream("sound\\global.lvl", "gcw_music") OpenAudioStream("sound\\spa.lvl", "spa") OpenAudioStream("sound\\spa.lvl", "spa") 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(ALL, "allleaving") SetOutOfBoundsVoiceOver(IMP, "impleaving") SetAmbientMusic(ALL, 1.0, "all_spa_amb_start", 0,1) SetAmbientMusic(ALL, 0.99, "all_spa_amb_middle", 1,1) SetAmbientMusic(ALL, 0.1,"all_spa_amb_end", 2,1) SetAmbientMusic(IMP, 1.0, "imp_spa_amb_start", 0,1) SetAmbientMusic(IMP, 0.99, "imp_spa_amb_middle", 1,1) SetAmbientMusic(IMP, 0.1,"imp_spa_amb_end", 2,1) SetVictoryMusic(ALL, "all_spa_amb_victory") SetDefeatMusic (ALL, "all_spa_amb_defeat") SetVictoryMusic(IMP, "imp_spa_amb_victory") SetDefeatMusic (IMP, "imp_spa_amb_defeat") SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin") SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout") -- SetSoundEffect("BirdScatter", "birdsFlySeq1") 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") -- Camera Stats SetAttackingTeam(IMP) -- Internal Alliance hangar -- this shot is bad, needs to be fixed AddCameraShot(-0.049495, 0.003922, -0.995646, -0.078892, 24.992880, -22.995819, -1025.940186); --Flag shot AddCameraShot(0.546201, 0.047743, 0.833116, -0.072822, 402.610260, -105.474068, -55.044727); --Internal Imperial hangar AddCameraShot(0.988295, -0.091070, 0.121873, 0.011230, 33.932011, 10.868500, 1567.624146); -- Imperial ship overall AddCameraShot(-0.380690, 0.021761, -0.922940, -0.052756, 1351.167236, 188.651230, -10.971837); -- Alliance ship overall AddCameraShot(0.941014, -0.051715, 0.333887, 0.018349, 1053.546143, 188.651230, -51.276745);
AddDeathRegion("deathregion1") AddDeathRegion("deathregion2") AddLandingRegion("all-CP1Con") AddLandingRegion("imp-CP1Con") end
-- 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 = 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:HO1\\HO1.lvl", "HO1_conquest") SetDenseEnvironment("false")
-- Sound Stats voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow") AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow) AudioStreamAppendSegments("sound\\global.lvl", "des_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(2, "Allleaving") SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1) SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1) SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1) SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1) SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1) SetAmbientMusic(IMP, 0.2, "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")
-- Camera Stats --Hoth --Hangar AddCameraShot(0.944210, 0.065541, 0.321983, -0.022350, -500.489838, 0.797472, -68.773849) --Shield Generator AddCameraShot(0.371197, 0.008190, -0.928292, 0.020482, -473.384155, -17.880533, 132.126801) --Battlefield AddCameraShot(0.927083, 0.020456, -0.374206, 0.008257, -333.221558, 0.676043, -14.027348)
end
If you noticed, I am trying to make a "land to space" type map... |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 7/26/2011, 7:44 pm | |
| I noticed 2 sides under the name: ReadDataFile("SIDE\\tur.lvl",
ReadDataFile("SIDE\\tur.lvl", "tur_bldg_tat_barge", "tur_bldg_laser")
ReadDataFile("SIDE\\all.lvl", "all_inf_pilot", "all_inf_marine", "all_fly_xwing_sc", "all_fly_ywing_sc", "all_fly_awing", "all_fly_gunship_sc", "all_veh_remote_terminal") ReadDataFile("SIDE\\imp.lvl", "imp_inf_pilot", "imp_inf_marine", "imp_fly_tiefighter_sc", "imp_fly_tiebomber_sc", "imp_fly_tieinterceptor", "imp_fly_trooptrans", "imp_veh_remote_terminal")
ReadDataFile("SIDE\\tur.lvl", "tur_bldg_spa_all_beam", "tur_bldg_spa_all_recoilless", "tur_bldg_spa_all_chaingun", "tur_bldg_spa_imp_beam", "tur_bldg_spa_imp_recoilless", "tur_bldg_spa_imp_chaingun", "tur_bldg_chaingun_roof")
I have never done a space map before, but since turrets use only 1 side for all turrets, i would only assume its unessassary to have a 2nd side called tur. Also think adding dc: would help. |
| | | Noobasaurus Clone Trooper Corporal
Messages : 121 Registration Date : 2011-07-10 Age : 2013
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 7/27/2011, 5:11 pm | |
| Changed that, put the dc:, still didn't work. I get the same error: - Code:
-
M:\BF2_Modtools\data_HO1\_BUILD\Common\..\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\HO1\HO1g_con.lua:158: <eof> expected near `end' ERROR[scriptmunge scripts\HO1\HO1g_con.lua]:Could not read input file.ERROR[scriptmunge scripts\HO1\HO1g_con.lua]:Could not read input file. [continuing] 2 Errors 0 Warnings |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 7/28/2011, 5:15 pm | |
| The only thing i can suggest is restore the default .lua then munge to see if it works. Then make your changes 1 at a time after each munge till ya find your bug. Works for me all the time. Slow process, but worth the time to kill that bug. |
| | | Noobasaurus Clone Trooper Corporal
Messages : 121 Registration Date : 2011-07-10 Age : 2013
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 7/28/2011, 5:21 pm | |
| That always works...but it's very time consuming. I'll do it sometime and see what's wrong. |
| | | RevanSithLord Scout Trooper Commander
Messages : 969 Registration Date : 2010-08-21 Age : 34 Location : The good 'ol United States of America, Iowa Great Lakes region
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 7/28/2011, 5:59 pm | |
| - Noobasaurus wrote:
- That always works...but it's very time consuming. I'll do it sometime and see what's wrong.
Yeah, process of elimination is usually the best thing. It helps me out a lot on many occasions. Definitely worth it in the end. |
| | | NightGhost Corporal
Messages : 33 Registration Date : 2011-08-18 Location : Yet another wrongfully banned from Gametoast...
| Subject: swbf2 not responding 8/22/2011, 11:33 pm | |
| K, my brother and i have been working on a map (4 different trys) after about the 3rd munge, when you load the map it gets to the loading screen and loads FOREVER, when you press cntrl-alt-delete it shows SWBF2 as "not responding". I have (am) recently munged other maps and they work fine.
All scripts are defualt No new regions or paths added (barriers, boundries, ect) Here is a list of objects -Rhn_bldg_lego_8x8x8 -rhn_bldg_citadel_10 -rhn_bldg_cathedral_arch -rhn_prop_ruin_pillar_03 -rhn_bldg_observatory -rhn_bldg_wall_facade (somthing-somthing) -end_prop_tree01 -end_prop_treebill -dag_bldg_grandtree_4 -yav_bldg_temple -yav_bldg_arena_tunnel -cor_bldg_war_room -cor_bldg_library -cor_bldg_library_upper -cor_bldg_library_upper_light -cor_prop_library_stacks -cor_bldg_minor_hall03
anyone know the problem here?
Last edited by NightGhost on 8/22/2011, 11:34 pm; edited 1 time in total (Reason for editing : forgot the last part) |
| | | Acryptozoo Clone Trooper Lieutenant
Messages : 145 Registration Date : 2010-05-11 Age : 30 Location : fighting the empire
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 8/23/2011, 1:08 am | |
| - NightGhost wrote:
- K, my brother and i have been working on a map (4 different trys)
after about the 3rd munge, when you load the map it gets to the loading screen and loads FOREVER, when you press cntrl-alt-delete it shows SWBF2 as "not responding". I have (am) recently munged other maps and they work fine.
All scripts are defualt No new regions or paths added (barriers, boundries, ect) Here is a list of objects -Rhn_bldg_lego_8x8x8 -rhn_bldg_citadel_10 -rhn_bldg_cathedral_arch -rhn_prop_ruin_pillar_03 -rhn_bldg_observatory -rhn_bldg_wall_facade (somthing-somthing) -end_prop_tree01 -end_prop_treebill -dag_bldg_grandtree_4 -yav_bldg_temple -yav_bldg_arena_tunnel -cor_bldg_war_room -cor_bldg_library -cor_bldg_library_upper -cor_bldg_library_upper_light -cor_prop_library_stacks -cor_bldg_minor_hall03
anyone know the problem here? do you have an excess of objects on the map because you may of hit some limit also what errors do you have in your munge log |
| | | Noobasaurus Clone Trooper Corporal
Messages : 121 Registration Date : 2011-07-10 Age : 2013
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 8/23/2011, 2:41 pm | |
| Are you modding SWBF1 or SWBF2? |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 8/26/2011, 3:16 am | |
| What windows or os if some prefer are you running? Can your PC run SWBF good with many objects or large maps? Also you can try removing 1 object and how many of that same object you placed till your map runs. |
| | | NightGhost Corporal
Messages : 33 Registration Date : 2011-08-18 Location : Yet another wrongfully banned from Gametoast...
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 8/27/2011, 3:27 pm | |
| there are alot of lego bricks (cus i can make any structure i want basicly without XSI)
and there are no munge errors... |
| | | NightGhost Corporal
Messages : 33 Registration Date : 2011-08-18 Location : Yet another wrongfully banned from Gametoast...
| Subject: Zero Editor wont acknowledge changes? 9/10/2011, 4:25 am | |
| K, the removal of objects worked.
However, when i re-load zeroeditor it reverts all changes (no error messages anywhere) back to where i had it before it kept freezing.
No new textures, no removed lego bricks, no added trees
Does anyone know my problem? |
| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 1/6/2012, 7:54 pm | |
| We need your munge log to help you. |
| | | NightGhost Corporal
Messages : 33 Registration Date : 2011-08-18 Location : Yet another wrongfully banned from Gametoast...
| Subject: why wont this unit work?!? 1/23/2012, 9:57 pm | |
| Ok, so i made a unit, it works totaly fine on one map; but the exact same unit from the exact same lvl wont work on another map? - Spoiler:
-- -- 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, teamhostile = 3, multiplayerScoreLimit = 100, textATT = "game.modes.tdm", textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true} TDM:Start()
AddAIGoal(1, "Deathmatch", 100) AddAIGoal(2, "Deathmatch", 100)
SetUberMode(1);
end
--------------------------------------------------------------------------- -- ScriptInit --------------------------------------------------------------------------- function ScriptInit()
ReadDataFile("dc:Load\\common.lvl") 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 -- should be ~1x #combo
ReadDataFile("ingame.lvl")
ALL = 2 IMP = 1 -- These variables do not change ATT = 1 DEF = 2
hostile = 3
SetMaxFlyHeight(86) SetMaxPlayerFlyHeight(86)
ReadDataFile("sound\\tat.lvl;tat2gcw") ReadDataFile("dc:SIDE\\gfm.lvl", "sit_inf_basic", "sit_inf_master", "all_hero_hansolo_tat") ReadDataFile("SIDE\\rep.lvl", "rep_hero_yoda", "rep_hero_macewindu", "rep_hero_cloakedanakin", "rep_hero_aalya", "rep_hero_kiyadimundi", "rep_hero_obiwan") ReadDataFile("dc:SIDE\\sit.lvl", "imp_hero_darthvader", "imp_hero_emperor", "sit_inf_guard", "sit_inf_guard_saber")
--[[ Turrets disabled ReadDataFile("SIDE\\tur.lvl", "tur_bldg_chaingun_roof", "tur_weap_built_gunturret") SetMemoryPoolSize("MountedTurret", 15) --]]
--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa") SetupTeams{ hero = { team = IMP, units = 45, reinforcements = -1, soldier = { "rep_hero_obiwan",1,15}, assault = { "rep_hero_macewindu", 1,5}, engineer= { "rep_hero_yoda", 1,5}, sniper = { "rep_hero_kiadimundi", 1,6}, officer = { "bad_inf_gam_guard", 1,4}, special = { "bad_inf_martyr", 1,3}, }, }
AddUnitClass(IMP,"bad_inf_hazmat", 1,2) AddUnitClass(IMP,"bad_inf_elite", 1,2)
SetupTeams{ villain = { team = ALL, units = 12, reinforcements = -1, soldier = { "sit_inf_master",1,2}, assault = { "imp_hero_emporer", 1,2}, engineer= { "imp_hero_darthvader", 1,2}, sniper = { "non_inf_guard_saber", 1,2}, officer = { "fgr_inf_g", 1,2}, special = { "fgr_inf_af", 1,2}, }, }
AddUnitClass(ALL,"sit_inf_basic", 1,2) AddUnitClass(ALL,"sit_inf_secret", 1,2) AddUnitClass(ALL,"sit_inf_guard",1,2)
SetTeamName(3, "locals") SetTeamIcon(3, "rep_icon") AddUnitClass(3, "bad_inf_hvt1",2) AddUnitClass(3, "bad_inf_hvt2",2) AddUnitClass(3, "bad_inf_hvt3",1)
SetUnitCount(3, 5) AddAIGoal(hostile, "Deathmatch", 100) SetTeamAsEnemy(DEF,3) SetTeamAsEnemy(3,DEF) SetTeamAsFriend(ATT,3) SetTeamAsFriend(3,ATT)
-- 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 = 1024 SetMemoryPoolSize("Aimer", 75) SetMemoryPoolSize("AmmoCounter", weaponCnt) SetMemoryPoolSize("BaseHint", 1024) SetMemoryPoolSize("EnergyBar", weaponCnt) SetMemoryPoolSize("EntityCloth", 41) SetMemoryPoolSize("EntityFlyer", 32) SetMemoryPoolSize("EntityHover", 32) SetMemoryPoolSize("EntityLight", 200) SetMemoryPoolSize("EntitySoundStream", 4) SetMemoryPoolSize("EntitySoundStatic", 32) SetMemoryPoolSize("MountedTurret", 32) SetMemoryPoolSize("Navigator", 128) SetMemoryPoolSize("Obstacle", 1924) 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:SAM\\SAM.lvl", "SAM_eli") SetDenseEnvironment("false")
and here is the script that works... - Spoiler:
function ScriptInit()
ReadDataFile("dc:Load\\common.lvl") 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 -- should be ~1x #combo
ReadDataFile("ingame.lvl")
ALL = 2 IMP = 1 -- These variables do not change ATT = 1 DEF = 2
hostile = 3
SetMaxFlyHeight(86) SetMaxPlayerFlyHeight(86)
ReadDataFile("sound\\tat.lvl;tat2gcw") ReadDataFile("dc:SIDE\\gfm.lvl", "fgr_inf_marine", "fgr_inf_af", "fgr_inf_g", "reb_hover_tank", "fgr_fly_fighter", "bfx_inf_commando2", "bfx_inf_commando1", "bfx_inf_commander", "bfx_fly_gunship", "fgr_tread_scout", "sit_inf_basic", "sit_inf_sabre", "sit_inf_master", "sit_hover_sith_speeder", "com_hover_box", "com_fly_flower", "com_hover_sub", "all_hero_hansolo_tat") ReadDataFile("SIDE\\imp.lvl", "imp_hero_darthvader", "imp_hero_emperor", "imp_hero_bobafett") ReadDataFile("dc:SIDE\\bad.lvl", "bad_inf_basic", "bad_inf_sniper", "bad_inf_heavy", "bad_inf_elite", "bad_hover_scout", "bad_fly_starfighter", "bad_fly_attack", "bad_inf_martyr", "bad_inf_hvt1", "bad_inf_hazmat", "bad_inf_gam_guard", "bad_inf_gam_gunner", "rep_hero_obiwan") ReadDataFile("SIDE\\rep.lvl", "rep_hover_barcspeeder", "cis_hero_jangofett")
--[[ Turrets disabled ReadDataFile("SIDE\\tur.lvl", "tur_bldg_chaingun_roof", "tur_weap_built_gunturret") SetMemoryPoolSize("MountedTurret", 15) --]]
--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa") SetupTeams{ hero = { team = IMP, units = 45, reinforcements = -1, soldier = { "bad_inf_basic",1,15}, assault = { "bad_inf_sniper", 1,5}, engineer= { "bad_inf_gam_gunner", 1,5}, sniper = { "bad_inf_heavy", 1,6}, officer = { "bad_inf_gam_guard", 1,4}, special = { "bad_inf_martyr", 1,3}, }, }
AddUnitClass(IMP,"bad_inf_hazmat", 1,2) AddUnitClass(IMP,"bad_inf_elite", 1,2)
SetupTeams{ villain = { team = ALL, units = 12, reinforcements = -1, soldier = { "bfx_inf_commando1",1,2}, assault = { "bfx_inf_commando2", 1,2}, engineer= { "fgr_inf_marine", 1,2}, sniper = { "bfx_inf_commander", 1,2}, officer = { "fgr_inf_g", 1,2}, special = { "fgr_inf_af", 1,2}, }, }
AddUnitClass(ALL,"sit_inf_basic", 1,2) AddUnitClass(ALL,"sit_inf_sabre", 1,2) AddUnitClass(ALL,"sit_inf_master",1,2)
SetTeamName(3, "locals") SetTeamIcon(3, "rep_icon") AddUnitClass(3, "bad_inf_hvt1",2) AddUnitClass(3, "bad_inf_hvt2",2) AddUnitClass(3, "bad_inf_hvt3",1)
SetUnitCount(3, 5) AddAIGoal(hostile, "Deathmatch", 100) SetTeamAsEnemy(DEF,3) SetTeamAsEnemy(3,DEF) SetTeamAsFriend(ATT,3) SetTeamAsFriend(3,ATT)
-- 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 = 1024 SetMemoryPoolSize("Aimer", 75) SetMemoryPoolSize("AmmoCounter", weaponCnt) SetMemoryPoolSize("BaseHint", 1024) SetMemoryPoolSize("EnergyBar", weaponCnt) SetMemoryPoolSize("EntityCloth", 41) SetMemoryPoolSize("EntityFlyer", 32) SetMemoryPoolSize("EntityHover", 32) SetMemoryPoolSize("EntityLight", 200) SetMemoryPoolSize("EntitySoundStream", 4) SetMemoryPoolSize("EntitySoundStatic", 32) SetMemoryPoolSize("MountedTurret", 32) SetMemoryPoolSize("Navigator", 128) SetMemoryPoolSize("Obstacle", 1924) 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:GFM\\GFM.lvl", "GFM_conquest") SetDenseEnvironment("false")
ALL OTHER UNITS IN THE MAP THAT CRASHES HAVE BEEN TESTED AND WORK FINE WITHOUT THE PROBLEM UNIT. THE MAP ONLY CRASHES UPON ADDING THE HIGHLIGHTED UNIT, WHICH WORKS TOTALY FINE ON THE SECOND |
| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 1/25/2012, 12:32 pm | |
| It crashes because you have to many combos, that means you have to remove some stock heroes from your lua to make it works. It happens several times to me. |
| | | NightGhost Corporal
Messages : 33 Registration Date : 2011-08-18 Location : Yet another wrongfully banned from Gametoast...
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 2/1/2012, 11:36 pm | |
| Thank you. Is there any way to increase the combo data to make it work? |
| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 2/2/2012, 6:18 pm | |
| I think if you change the number of that line, it can work: - Code:
-
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes It's in the top of your lua script. |
| | | Cdt Fox Clone Trooper Lieutenant Major
Messages : 179 Registration Date : 2014-11-30 Age : 25 Location : France
| Subject: Re: All ODF's and MUNGE problems (included crashed maps) 9/6/2015, 6:50 am | |
| No ! Just before starting my Custom side Mod no..... I have a big Munge problem.... Now when I want to Munge ones of my custom map the Munge takes just 1 or 2 seconds... He just Munge the "adme lua" no SIDE folder inside or + (just Lvl pc empty) For more information : -it was the good battlefront 2 Mod tool - I have already done lot of Mods/Maps (Munge working) - I 'm running win 7 (don't Know if this is important) - I have already re - install it (completely) And it dosen't work anymore Help me please !!!! |
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