[HELP] Local Limit?

Started by Snake, April 15, 2014, 08:55:05 AM

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For some reason I am having severe problems on trying to add a 4th local side. I remember seeing somewhere that you can go up to 7 or 8 but I have checked everything and all my .lua codes are set up right, and my CP is set up right. Every time I try to play the game with this 4th local side the game just starts the victory count down. I've only seen this occur when I do something wrong in setting up a CP but I have quadruple checked everything, and even started from scratch with a different side file. If I take the CP and lua codes out everything works fine. Any ideas?
=AaTc= Forever

SALLY....

-Retired Modder

Quote from: Snake on April 15, 2014, 08:55:05 AM
For some reason I am having severe problems on trying to add a 4th local side. I remember seeing somewhere that you can go up to 7 or 8 but I have checked everything and all my .lua codes are set up right, and my CP is set up right. Every time I try to play the game with this 4th local side the game just starts the victory count down. I've only seen this occur when I do something wrong in setting up a CP but I have quadruple checked everything, and even started from scratch with a different side file. If I take the CP and lua codes out everything works fine. Any ideas?
it could be a bug in the mission lua itself, or the sides, hard to say without more info. have you tried sptest? can you post the mission LUA with 4 locals and a screenshot of the CP settings in zeroeditor?

April 15, 2014, 12:46:19 PM #2 Last Edit: April 15, 2014, 01:18:01 PM by Snake
Yeah, SPTest isn't much help with a map this huge. There's so many "nuisance" error messages that it isn't so helpful.

Here's the 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.swbf4ever.objectives.1");
AddMissionObjective(REP,"orange", "level.swbf4ever.objectives.2");
AddMissionObjective(REP,"orange", "level.swbf4ever.objectives.3");
AddMissionObjective(CIS,"red", "level.swbf4ever.objectives.1");
AddMissionObjective(CIS,"orange", "level.swbf4ever.objectives.2");
AddMissionObjective(CIS,"orange","level.swbf4ever.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_countdooku",
"cis_hover_stap",
"cis_fly_ywing",
"cis_inf_droideka");
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_basic",
"rep_hover_blue",
"rep_hover_red",
"rep_hover_silver",
"rep_fly_ywing",
"rep_hover_sportsblack",
"rep_hover_kiario",
"rep_inf_macewindu",
"rep_hover_speederbike",
"rep_inf_jet_trooper");
ReadDataFile("dc:SIDE\\des.lvl",
"tat_inf_tuskenraider");
ReadDataFile("dc:SIDE\\ewk.lvl",
"all_end_music",
"ewk_inf_basic");
ReadDataFile("dc:SIDE\\gun.lvl",
"gun_inf_basic",
"gun_walk_kaadu")
--ReadDataFile("SIDE\\gar.lvl",
--"gar_inf_basic");

--end sidelvls
--start loadouts
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")
AddUnitClass(CIS, "cis_inf_battledroid",10)
AddUnitClass(CIS, "cis_inf_assault",1)
AddUnitClass(CIS, "cis_inf_pilotdroid",2)
AddUnitClass(CIS, "cis_inf_assassindroid",2)
AddUnitClass(CIS, "rep_inf_jet_trooper",1)
SetHeroClass(CIS, "cis_inf_countdooku")
SetTeamName(REP, "Republic")
SetTeamIcon(REP, "rep_icon")
AddUnitClass(REP, "rep_inf_clone_trooper",10)
AddUnitClass(REP, "rep_inf_arc_trooper",1)
AddUnitClass(REP, "rep_inf_clone_pilot",2)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",2)
AddUnitClass(REP, "rep_inf_jet_trooper",1)
SetHeroClass(REP, "rep_inf_macewindu")

    SetTeamName(3, "locals")
    AddUnitClass(3, "tat_inf_tuskenraider", 35);

    SetTeamName (4, "locals1")
    AddUnitClass (4, "ewk_inf_trooper", 8);

    SetTeamName(5, "locals2")
    AddUnitClass(5, "gun_inf_soldier", 20)
    AddUnitClass(5, "gun_inf_rider", 15)

--    SetTeamName(6, "locals3");
---    AddUnitClass(6, "gar_inf_soldier",9)
--    AddUnitClass(6, "gar_inf_pilot",4)


--end loadouts
--start teamstats
SetUnitCount(ATT, 10)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 10)
SetReinforcementCount(DEF, 200)
SetUnitCount(3, 35)
SetUnitCount(4, 10)
SetUnitCount(5, 35)
--SetUnitCount(6, 13)
--end teamstats

--start alliances
SetTeamAsEnemy(5, ATT)
SetTeamAsEnemy(5, DEF)
SetTeamAsEnemy(5, 3)
SetTeamAsEnemy(5, 4)
SetTeamAsEnemy(ATT, 5)
SetTeamAsEnemy(DEF, 5)
SetTeamAsEnemy(3, 5)
SetTeamAsEnemy(4, 5)

--SetTeamAsFriend(6, ATT)
--SetTeamAsFriend(6, DEF)
--SetTeamAsFirend(6, 3)
--SetTeamAsFriend(6, 4)
--SetTeamAsFriend(ATT, 6)
--SetTeamAsFriend(DEF, 6)
--SetTeamAsFriend(3, 6)
--SetTeamAsFriend(4, 6)
--SetTeamAsEnemy(5, 6)
--SetTeamAsEnemy(6, 5)


SetTeamAsFriend(ATT, 1)
--SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsFriend(DEF, 1)
--SetTeamAsEnemy(DEF, 1)
SetTeamAsFriend(DEF, 3)
SetTeamAsFriend(ATT, 3)
SetTeamAsFriend(3, ATT)
SetTeamAsFriend(3, DEF)
SetTeamAsFriend(4, ATT)
SetTeamAsFriend(4, DEF)
SetTeamAsFriend(3, 4)
SetTeamAsFriend(4, 3)
SetTeamAsFriend(ATT, 4)
SetTeamAsFriend(DEF, 4)

SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 4)-- special -> droidekas
AddWalkerType(1, 4)-- 1x2 (1 pair of legs)
AddWalkerType(2, 1)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 1)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("EntityHover", 30)
SetMemoryPoolSize("EntityFlyer", 30)
SetMemoryPoolSize("EntityWalker", 20)
SetMemoryPoolSize("TreeGridStack", 1130)
--end memorypools
--start worldlvl
ReadDataFile("dc:swbf4ever\\swbf4ever.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("false")
--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]

Right now all of the stuff relating to team six is marked out

And the CP:


Although, could it possibly be a CP limit? Because this would be CP number 17. Most of the CP's are invisible.

---

Ok, I tried giving the CP to team 2 and the whole thing just crashes now. With the local side it starts the victory countdown but with team 2 it crashes... Yet another reason why I am retiring after this. I have stared and stared at the CP settings and all the regions/paths and everything is perfect. The only possible explanation is Sally is just being a scumbag today or there is a CP limit at 16 CP's.

Luckily this local side is not crucial to the map. It was just a little side thing I wanted to add. I guess I'll just leave it be.

---

On a side note, what's up with my rank bar thing..?
=AaTc= Forever

SALLY....

-Retired Modder

I'm not sure if the ZE limit is 16 cps but if it is, you could try adding a vehicle command post instead to see if that stops the crashing. The LUA looks fine I don't think that is the cause.

It turns out that it is true, the CP limit is 16. I deleted one of my other CP's and the new CP started working fine.
=AaTc= Forever

SALLY....

-Retired Modder