[HELP] Strange Local Problem..

Started by Snake, June 14, 2012, 10:28:50 AM

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I've been trying to get locals in my Utapau map (The locals are to be the other republic legions) So I set up the sides and the .lua and the CP, quadruple checked everything, yet it crashed. I made sure it wasn't something in the map by taking the local lines in the .lua out but it still crashed, so I removed the local cp and it worked.. Which is weird because usually maps work with a local cp but no locals called. Anyway, so then I tried it without the dc: by the local side and it still crashed.. Then I tried it on a test map the EXACT way I had it set up on Utapau and it worked fine.. What could be causing this?
=AaTc= Forever

SALLY....

-Retired Modder

It may be unrelated to locals.  Post your lua and I can take a look.
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

You need to start using SPTest, it can pin point errors in ten fold speed. Simply put the exe in the same directory as your battlefront one then start it up instead of the other one. Look for the text file it produces called bfront.log.

I have quadruple checked everything.. I can't figure it out.

Here's my .lua

[spoiler]--start header
function ScriptInit()
local CIS = 1
local REP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(REP,"red", "level.utai4.objectives.1");
AddMissionObjective(REP,"orange", "level.utai4.objectives.2");
AddMissionObjective(REP,"orange", "level.utai4.objectives.3");
AddMissionObjective(CIS,"red", "level.utai4.objectives.1");
AddMissionObjective(CIS,"orange", "level.utai4.objectives.2");
AddMissionObjective(CIS,"orange","level.utai4.objectives.3");
--end objectives
--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1cw");
--end soundlvl

-- Start sidelvls
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_basic_battledroids",
"cis_fly_maf",
"cis_hover_stap",
"cis_walk_spider",
"cis_hover_mtt",
"cis_hover_aat",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_basic",
"rep_hover_speederbike",
"rep_hover_fightertank",
"rep_walk_oneman_atst",
"rep_fly_gunship",
"rep_inf_macewindu",
"rep_inf_jet_trooper");
ReadDataFile("SIDE\\wok.lvl",
"wok_inf_basic");
--end sidelvls
--start loadouts
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")
AddUnitClass(CIS, "cis_inf_battledroid_inf",10)
AddUnitClass(CIS, "cis_inf_assault",1)
AddUnitClass(CIS, "cis_inf_pilotdroid",2)
AddUnitClass(CIS, "cis_inf_assassindroid",2)
AddUnitClass(CIS, "cis_inf_battledroid",1)
SetHeroClass(CIS, "cis_inf_countdooku")
SetTeamAsEnemy(ATT, 3)
SetTeamName(REP, "Republic")
SetTeamIcon(REP, "rep_icon")
AddUnitClass(REP, "rep_inf_clone_trooper",40)
AddUnitClass(REP, "rep_inf_arc_trooper",20)
AddUnitClass(REP, "rep_inf_clone_pilot",20)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",1)
AddUnitClass(REP, "rep_inf_jet_trooper",20)
SetHeroClass(REP, "rep_inf_macewindu")
SetTeamAsFriend(DEF, 3)
--  Local Stats
    SetTeamName(3, "locals")
    SetTeamIcon(3, "all_icon")
    AddUnitClass(3, "wok_inf_warrior", 3)
    AddUnitClass(3, "wok_inf_rocketeer", 2)
    AddUnitClass(3, "wok_inf_mechanic", 2)
    SetUnitCount(3, 7)
    SetTeamAsEnemy(3,ATT)
    SetTeamAsFriend(3,DEF)
--end loadouts
--start teamstats
SetUnitCount(ATT, 50)
SetReinforcementCount(ATT, 700)
SetUnitCount(DEF, 20)
SetReinforcementCount(DEF, 700)
--end teamstats
--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 10)-- special -> droidekas
AddWalkerType(1, 10)-- 1x2 (1 pair of legs)
AddWalkerType(2, 10)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 10)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("EntityFlyer", 70)
    SetMemoryPoolSize("EntityHover", 40)
--  SetMemoryPoolSize("EntityCarrier", 2)
--  SetMemoryPoolSize("EntityTauntaun", 0)
    SetMemoryPoolSize("CommandBuildingArmed", 2)
    SetMemoryPoolSize("PowerupItem", 25)
    SetMemoryPoolSize("MountedTurret", 50)
    SetMemoryPoolSize("Aimer", 250)
    SetSpawnDelay(10.0, 0.25)
--end memorypools
--start worldlvl
ReadDataFile("dc:utai4\\utai4.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(14.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
    SetAIVehicleNotifyRadius(64)
--end ainotify
--start stayinturrets
    SetStayInTurrets(1)
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("true")
--end denseenvironment
--start birdsandfish
--end birdsandfish
--start deathregions
--end deathregions

--start soundconfig
OpenAudioStream("sound\\tat.lvl","tatcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\cw.lvl","cw_vo");
OpenAudioStream("sound\\cw.lvl","cw_tac_vo");
OpenAudioStream("sound\\tat.lvl","tat1_emt");
SetBleedingVoiceOver(CIS,CIS,"cis_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(CIS,REP,"cis_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,CIS,"rep_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,REP,"rep_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
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);
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);
SetVictoryMusic(CIS,"cis_tat_amb_victory");
SetDefeatMusic (CIS,"cis_tat_amb_defeat");
SetVictoryMusic(REP,"rep_tat_amb_victory");
SetDefeatMusic (REP,"rep_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
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(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
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
--end soundconfig

--start activebonus
--end activebonus

--start camerashots
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer
end
--end footer


[/spoiler]

There is nothing wrong with the sides because I didn't even put a dc: by wok.lvl so idk..

I have SPTest but for some reason I can never find bflog..
=AaTc= Forever

SALLY....

-Retired Modder

Those wookie may use some rebel weapon or models, so, you may try to add this line:

ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert",
"all_inf_smuggler");

Also, you may miss some lines:

--  Local Stats
    SetTeamName (3, "locals")
AddUnitClass(3, "wok_inf_warrior2", 3)
      SetUnitCount (3, 5)
    SetTeamAsFriend(3,DEF)
    SetTeamAsEnemy(3,ATT)

--end loadouts
--start teamstats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 200)
--end teamstats
--start alliances
SetTeamAsEnemy(3, ATT)
SetTeamAsFriend(3, DEF)
SetTeamAsFriend(DEF, 3)
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances
Beauty is, the way to perfection.

Glory to Ukraine!  :mf: