Spawning vehicles
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- 1st Lieutenant
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Spawning vehicles
I'm having trouble spawning vehicles. ATTE's are spawning, but other vehicles don't.
.lua:
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(90)
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\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_fly_geofighter")
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_walk_atte", .spawning
"rep_fly_gunship", .NOT spawning
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_macewindu",
"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_countdooku",
"cis_tread_hailfire", .NOT spawning
"cis_walk_spider", .NOT spawning
"cis_hover_aat")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")
Memorypools:
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 64)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntityFlyer", 36)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 180)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("CommandWalker", 2)
Screenshot of a spawn point for the hailfire:
My picture uploading site is offline, I'll post screenshots later
.lua:
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(90)
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\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_fly_geofighter")
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_walk_atte", .spawning
"rep_fly_gunship", .NOT spawning
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_macewindu",
"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_countdooku",
"cis_tread_hailfire", .NOT spawning
"cis_walk_spider", .NOT spawning
"cis_hover_aat")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")
Memorypools:
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 64)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntityFlyer", 36)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 180)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("CommandWalker", 2)
Screenshot of a spawn point for the hailfire:
My picture uploading site is offline, I'll post screenshots later
Last edited by Darth-Derkie on Sat Feb 25, 2006 1:44 pm, edited 1 time in total.
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- 1st Lieutenant
- Posts: 453
- Joined: Thu Feb 03, 2005 6:32 am
- Projects :: No Mod project currently.
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Ok settings in Zeroedit:
Control region:
I used imageshack... I like http://www.maj.com much better, faster in uploading.
Control region:
I used imageshack... I like http://www.maj.com much better, faster in uploading.
- Dragonum
- 2nd Lieutenant
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- 1st Lieutenant
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- Teancum
- Jedi Admin
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- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
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also the coding after ......
on my map script i have.........
AddWalkerType(1, 4) -- 1x2 (1 pair of legs)
AddWalkerType(2, 4) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 1) -- 3x2 (3 pairs of legs)
which works fine.i havnt typed in the vehicle names on this script part like you.
again ,i may not be right as im a noob,but its works for me.
on my map script i have.........
AddWalkerType(1, 4) -- 1x2 (1 pair of legs)
AddWalkerType(2, 4) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 1) -- 3x2 (3 pairs of legs)
which works fine.i havnt typed in the vehicle names on this script part like you.
again ,i may not be right as im a noob,but its works for me.
-
- 1st Lieutenant
- Posts: 453
- Joined: Thu Feb 03, 2005 6:32 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: The Netherlands
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- 1st Lieutenant
- Posts: 453
- Joined: Thu Feb 03, 2005 6:32 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: The Netherlands
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
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- Location: Indiana
- squipple
- 1st Lieutenant
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- Missing Jedi Admin
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squipple, as far as I know, such a list hasn't been written yet...
However, you can do it yourself by looking at the following path : "[Side's label]\REQ". There, you'll find vehicles' *.REQ files, whose label respects this synthax : "[Side's prefix]_[Class of vehicles ("fly", "hover", "walker", etc...)]_[Name of the vehicle]"
However, you can do it yourself by looking at the following path : "[Side's label]\REQ". There, you'll find vehicles' *.REQ files, whose label respects this synthax : "[Side's prefix]_[Class of vehicles ("fly", "hover", "walker", etc...)]_[Name of the vehicle]"