Bots won't appear

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Captain_Mazda

Bots won't appear

Post by Captain_Mazda »

Not sure what I've done wrong in the LUA. I've checked it a thousand times - the bots just won't spawn in my map. Hero Assault works fine but I'm the lone soul on the battlefield in Conquest. I've checked and re-done all the spawn paths and everything but to no avail.

This is my Clone Wars LUA just as an example:

--
-- 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"}
cp4 = CommandPost:New{name = "cp5"}
cp4 = CommandPost:New{name = "cp6"}
cp4 = CommandPost:New{name = "cp7"}
cp4 = CommandPost:New{name = "cp8"}



--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:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

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_felucia",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_walk_atte",
"rep_walk_oneman_atst",
"rep_hero_kiyadimundi",
"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_stap",
"cis_tread_snailtank",
"cis_tread_hailfire",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_recoilless_kas",
"tur_bldg_built_beam",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 32,
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_felucia",1, 4},
officer = {"rep_inf_ep2_rocketeer_chaingun",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
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_kiyadimundi")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 16) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 1) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("CommandWalker", 1)
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)


Any ideas?
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Teancum
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RE: Bots won

Post by Teancum »

cp1 = CommandPost:New{name = "cp1"}

--This needs to be named EXACTLY what your label is for the CP in Zero.
Captain_Mazda

RE: Bots won

Post by Captain_Mazda »

Yup, they are.

Image
Captain_Mazda

RE: Bots won

Post by Captain_Mazda »

I can't find anything wrong with my LUAs. I have no idea what to do next.
xwingguy

RE: Bots won

Post by xwingguy »

I have ran into this problem about half a dozen times now and I figured out why. If there is ANYTHING wrong with the syntax of almost any part of your script files (SED_cmn, etc.) they will not spawn. A lot of these errors aren't recognized by the compiler. To help in finding your error in the script, use the fact that the first error messes up every line below it in the script file.
Murdocr

Re: Bots won't appear

Post by Murdocr »

did you realise you had 5 cp4's

cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp4 = CommandPost:New{name = "cp5"}
cp4 = CommandPost:New{name = "cp6"}
cp4 = CommandPost:New{name = "cp7"}
cp4 = CommandPost:New{name = "cp8"}
Captain_Mazda

RE: Bots won

Post by Captain_Mazda »

Argh, I cannot find a single error. I know this because I touched nothing else but vehicles and units. It was all working yesterday when the map was just a prototype.
dreadlordnyax

Re: Bots won't appear

Post by dreadlordnyax »

Murdocr wrote:did you realise you had 5 cp4's

cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp4 = CommandPost:New{name = "cp5"}
cp4 = CommandPost:New{name = "cp6"}
cp4 = CommandPost:New{name = "cp7"}
cp4 = CommandPost:New{name = "cp8"}
this is probably worth a look at least...
Captain_Mazda

RE: Re: Bots won

Post by Captain_Mazda »

LOL, I can't believe I missed it!

LOL!!!

LOL!

Thank you so much and sorry for wasting everyone's time...LOL!
Schizo

RE: Re: Bots won

Post by Schizo »

Yeah... that would do it. I made that same exact mistake myself, actually... pretty embarassing... :P
$iniSTar

RE: Re: Bots won

Post by $iniSTar »

mistakes can be your best friends, I had a similiar thing happen last night , and my most current backup version was from Tuesday, today is saturday and im almost caught up with my progress from last night, except now my map looks better-never trust your luck guys always do backups every time you hit 2 hours of work.
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