Gian Speeder Issues

Started by Ascertes, August 03, 2015, 09:18:40 PM

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August 03, 2015, 09:18:40 PM Last Edit: August 04, 2015, 06:13:12 AM by Ascertes
I know this is the second thread I've made today and for that I apologize   :( But I'm having a serious issue with regards to the Gian Speeder for my newest map. No matter what I do, I cannot get them to spawn. All of my other vehicles are working properly, so I've concluded this is an isolated issue to the speeder.

I have my map set up so the Gian Speeder spawns for the local defenders. So for the vehicle spawn, under ClassLocDef, I have: "gar_hover_combatspeeder", as it is in the gar side file under assets. This does not get it to spawn.

So I tried something different, found the ODF file for the combatspeeder and on two separate vehicle spawns I put "rep_hover_gian_speeder" and "nab_hover_gianspeeder". Neither of these worked as well.

Frustrated, the last thing I tried was I went to the Naboo campaign LUA script to look up what it put under the Royal Guard side. It doesn't even exist in that LUA! it says "gar_inf_basic", but nothing about vehicles.

I am at a total loss as to how to get a Gian Speeder into my map. Has anyone encountered this issue before, and know how to fix it?
"Birth, pain, fear, death; the cycle of existence." -Dread Master Calphayus.

SWBF1 Maps: Tatooine: Mos Anek, Kashyyyk: Village, Naboo: Province, Tatooine: Gulch.

SWBF2 Maps: Space Carida.

August 04, 2015, 06:53:26 AM #1 Last Edit: August 04, 2015, 09:17:45 AM by Unit 33
Here's a copy of my LUA script if this helps at all.
[spoiler]
"---------------------------------------------------------------------------
-- 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()
--  Empire Attacking (attacker is always #1)
    local REP = 2
    local CIS = 1
--  These variables do not change
    local ATT = 1
    local DEF = 2

    AddMissionObjective(CIS, "red", "level.Nb1.objectives.1");
    AddMissionObjective(CIS, "orange", "level.Nb1.objectives.2");
    AddMissionObjective(CIS, "orange", "level.Nb1.objectives.3");
    AddMissionObjective(REP, "red", "level.Nb1.objectives.1");
    AddMissionObjective(REP, "orange", "level.Nb1.objectives.2");
    AddMissionObjective(REP, "orange", "level.Nb1.objectives.3");




    ReadDataFile("sound\\tat.lvl;tat1cw")
    ReadDataFile("SIDE\\gar.lvl",
        "gar_inf_basic",
        "gar_hover_combatspeeder");

    ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_basic_battledroids",
   "cis_inf_countdooku",
        "cis_inf_droideka",
   "cis_hover_aat");

    ReadDataFile("SIDE\\gun.lvl",
        "gun_inf_basic");
   
    SetAttackingTeam(ATT);

--      Republic Stats
    SetTeamName(REP, "Freedom Fighters")
    AddUnitClass(REP, "gar_inf_soldier",10)
    AddUnitClass(REP, "gar_inf_vanguard",1)
    AddUnitClass(REP, "gar_inf_pilot",2)
    AddUnitClass(REP, "gun_inf_defender",2)
    AddUnitClass(REP, "gun_inf_soldier",1)
     
--      CIS Stats
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "cis_icon")
    AddUnitClass(CIS, "cis_inf_battledroid_inf",10)
    AddUnitClass(CIS, "cis_inf_battledroid_av",1)
    AddUnitClass(CIS, "cis_inf_battledroid_pilot",2)
    AddUnitClass(CIS, "cis_inf_battledroid_sniper",2)
    AddUnitClass(CIS, "cis_inf_droideka",1)
    SetHeroClass(CIS, "cis_inf_countdooku")
     
--  Attacker Stats
    SetUnitCount(ATT, 16)
    SetReinforcementCount(ATT, 200)
--  AddBleedThreshold(ATT, 31, 0.0)
--  AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 0.75)
    AddBleedThreshold(ATT, 10, 1.5)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 16)
    SetReinforcementCount(DEF, 200)
--  AddBleedThreshold(DEF, 31, 0.0)
--  AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 0.75)
    AddBleedThreshold(DEF, 10, 1.5)
    AddBleedThreshold(DEF, 1, 3.0)

--  Local Stats
--  SetTeamName(3, "locals")
--  AddUnitClass(3, "gam_inf_gamorreanguard",3)
--  SetUnitCount(3, 3)
--  SetTeamAsEnemy(3, ATT)
--  SetTeamAsEnemy(3, DEF)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 4) -- Droidekas
    AddWalkerType(1, 4) -- number of leg pairs, count
    AddWalkerType(2, 0)
    SetMemoryPoolSize("EntityHover", 12)
--  SetMemoryPoolSize("EntityFlyer", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
-- SetMemoryPoolSize("SoundSpaceRegion", 81)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:Nb1\\Nb1.lvl")
    SetDenseEnvironment("true")
  --AddDeathRegion("Sarlac01")
  --SetMaxFlyHeight(90)
  --SetMaxPlayerFlyHeight(90)


--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatcw_music");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3_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);

    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1);

    SetOutOfBoundsVoiceOver(2, "repleaving");
    SetOutOfBoundsVoiceOver(1, "cisleaving");

    SetAmbientMusic(REP, 1.0, "rep_tat_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_tat_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_tat_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_tat_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_tat_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_tat_amb_victory");
    SetDefeatMusic (REP, "rep_tat_amb_defeat");
    SetVictoryMusic(CIS, "cis_tat_amb_victory");
    SetDefeatMusic (CIS, "cis_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");

    --SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "cis_bonus_cis_medical");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 0, "cis_bonus_rep_medical");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "cis_bonus_cis_sensors");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 2, "cis_bonus_rep_sensors");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "cis_bonus_cis_hero");
    SetPlanetaryBonusVoiceOver(CIS, REP, 3, "cis_bonus_rep_hero");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "cis_bonus_cis_reserves");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 4, "cis_bonus_rep_reserves");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "cis_bonus_cis_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(CIS, REP, 5, "cis_bonus_rep_sabotage");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "cis_bonus_cis_training");--advanced training
    --SetPlanetaryBonusVoiceOver(CIS, REP, 7, "cis_bonus_rep_training");--advanced training

    --SetPlanetaryBonusVoiceOver(REP, REP, 0, "rep_bonus_rep_medical");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 0, "rep_bonus_cis_medical");
    --SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
    --SetPlanetaryBonusVoiceOver(REP, REP, 2, "rep_bonus_rep_sensors");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 2, "rep_bonus_cis_sensors");
    SetPlanetaryBonusVoiceOver(REP, REP, 3, "rep_bonus_rep_hero");
    SetPlanetaryBonusVoiceOver(REP, CIS, 3, "rep_bonus_cis_hero");
    --SetPlanetaryBonusVoiceOver(REP, REP, 4, "rep_bonus_rep_reserves");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 4, "rep_bonus_cis_reserves");
    --SetPlanetaryBonusVoiceOver(REP, REP, 5, "rep_bonus_rep_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(REP, CIS, 5, "rep_bonus_cis_sabotage");
    --SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
    --SetPlanetaryBonusVoiceOver(REP, REP, 7, "rep_bonus_rep_training");--advanced training
    --SetPlanetaryBonusVoiceOver(REP, CIS, 7, "rep_bonus_cis_training");--advanced training


--  Camera Stats
--Tat 3 - Jabbas' Palace
    AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);
    AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551);
    AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990);
    AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519);
    AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025);
    AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255);
    AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096);
    AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620);
    AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437);
    AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003);
    AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054);
    AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029);
    AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563);

end"
[/spoiler]
"Birth, pain, fear, death; the cycle of existence." -Dread Master Calphayus.

SWBF1 Maps: Tatooine: Mos Anek, Kashyyyk: Village, Naboo: Province, Tatooine: Gulch.

SWBF2 Maps: Space Carida.

I guess you need to create a coustom side folder, then put there a gian speeder. Also, you may need to edit the speeder itself, because creators abandon this hover project, and didn't finish adjusting of it.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

Quote from: Sereja on August 04, 2015, 07:25:50 AM
I guess you need to create a coustom side folder, then put there a gian speeder. Also, you may need to edit the speeder itself, because creators abandon this hover project, and didn't finish adjusting of it.

That would be really annoying if I have to do that...I will if I have to, but I'd like to avoid it if at all possible. I checked the nab2 Campaign REQ file and under "class" it mentioned "nab_hover_gianspeeder". Does this help at all?
"Birth, pain, fear, death; the cycle of existence." -Dread Master Calphayus.

SWBF1 Maps: Tatooine: Mos Anek, Kashyyyk: Village, Naboo: Province, Tatooine: Gulch.

SWBF2 Maps: Space Carida.

August 04, 2015, 07:58:42 AM #4 Last Edit: August 04, 2015, 08:12:14 AM by Sereja
Oh well, seems I mean another flash speeder  :slap: The gian speeder was present in history campaign so it should work...
You may try to such lines like
    ReadDataFile("SIDE\\gar.lvl",
       "gar_hover_combatspeeder"
        "gar_inf_basic");
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

Quote from: Sereja on August 04, 2015, 07:58:42 AM
Oh well, seems I mean another flash speeder  :slap: The gian speeder was present in history campaign so it should work...

Well it doesn't. I've checked the settings in Zero edit a thousand times already and there is nothing wrong with the setup, especially since the other vehicles work with the same vehicle spawn.

I'm going to try adding "nab_hover_gianspeeder" to my mod REQ and will post to inform you if that accomplished anything.
"Birth, pain, fear, death; the cycle of existence." -Dread Master Calphayus.

SWBF1 Maps: Tatooine: Mos Anek, Kashyyyk: Village, Naboo: Province, Tatooine: Gulch.

SWBF2 Maps: Space Carida.

The REQ of gar files says: gar_hover_combatspeeder
So it should be the name.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

IT WORKED! HUZZAH!

Okay for future reference to anyone who wants to use a Gian Speeder and encountered the issue I did, here is what you need to do...

1. Have all assets related to the Gian Speeder located in your respective World Folders. These can be found under the Naboo Assets. (MSH's, ODF's, etc...)

2. On your vehicle spawn, to get the Gian Speeder, enter "nab_hover_gianspeeder" into the appropriate ClassFactionAttk/Def slot.

3. Add "nab_hover_gianspeeder" to your REQ file under "class"

4. Munge, and enjoy your Gian Speeder  :moo:
"Birth, pain, fear, death; the cycle of existence." -Dread Master Calphayus.

SWBF1 Maps: Tatooine: Mos Anek, Kashyyyk: Village, Naboo: Province, Tatooine: Gulch.

SWBF2 Maps: Space Carida.

Quote from: Sereja on August 04, 2015, 08:14:01 AM
The REQ of gar files says: gar_hover_combatspeeder
So it should be the name.

I have that in my LUA as posted above under gar_inf_basic, but given the different name needed to get them to physically spawn, I don't think that line actually works. I haven't tested it without it, and I'm not going to for fear messing things up, but it doesn't seem logical to me that it does anything.
"Birth, pain, fear, death; the cycle of existence." -Dread Master Calphayus.

SWBF1 Maps: Tatooine: Mos Anek, Kashyyyk: Village, Naboo: Province, Tatooine: Gulch.

SWBF2 Maps: Space Carida.

how did you get this to work? and did you add files? is this swbf2
KadeEclipse

Quote from: Cpt Rex on April 27, 2017, 02:02:31 PM
how did you get this to work? and did you add files? is this swbf2

Negative, this is swbf1.

How I got it to work, though...this was some time ago so I'll see how much I can remember:

I had to add "nab_hover_gianspeeder" to my ABC.req file (under DataABC/Worlds/ABC). Aside from that, you should be able to include the speeder just like how you would any other vehicle.

"Birth, pain, fear, death; the cycle of existence." -Dread Master Calphayus.

SWBF1 Maps: Tatooine: Mos Anek, Kashyyyk: Village, Naboo: Province, Tatooine: Gulch.

SWBF2 Maps: Space Carida.

Is all the files correct though? Is there any missing from the default swbf2? If so I think it shares some properties with the rebel speeder. Also are you able to transfer the rebel speeder from swbf1 tat?
KadeEclipse

how i finally got this to work in swbf2... YAYAYAYAY. just want a naboo map to add it to now. do you know any good ones?
KadeEclipse

Quote from: Cpt Rex on April 28, 2017, 02:44:10 PM
how i finally got this to work in swbf2... YAYAYAYAY. just want a naboo map to add it to now. do you know any good ones?

Well, you'd need the source files from any map that you wanted to add it to. You could always replace the standard rebel hovercraft with it if you wanted.

And for SWBF2...Only Naboo Prototype comes to mind.  :confused:
"Birth, pain, fear, death; the cycle of existence." -Dread Master Calphayus.

SWBF1 Maps: Tatooine: Mos Anek, Kashyyyk: Village, Naboo: Province, Tatooine: Gulch.

SWBF2 Maps: Space Carida.

The files I had never worked. No body spawned. Is this because I don't have a correct script
KadeEclipse