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Modding for the Original SWBF1 and SWBF2 => SWBF2 Modding => Topic started by: Delta327 on February 08, 2016, 03:03:11 PM

Title: Dc: on LUA it crashes
Post by: Delta327 on February 08, 2016, 03:03:11 PM
When i put dc: on any stock side it crashes idk why.
Title: Re: Dc: on LUA it crashes
Post by: Led on February 08, 2016, 03:39:45 PM
Quote from: Delta327 on February 08, 2016, 03:03:11 PM
When i put dc: on any stock side it crashes idk why.

Stock side are not located the dc:  (downloadable content) folder.
Title: Re: Dc: on LUA it crashes
Post by: Ginev on February 08, 2016, 04:27:26 PM
When you put dc: this mean the game will search for the lvl file in the addon folder.
Title: Re: Dc: on LUA it crashes
Post by: Delta327 on February 08, 2016, 04:35:31 PM
Quote from: Ginev on February 08, 2016, 04:27:26 PM
When you put dc: this mean the game will search for the lvl file in the addon folder.

Well after I put dc: in the lua I munged it and whenever I went to test it it crasher
Title: Re: Dc: on LUA it crashes
Post by: Rayce on February 08, 2016, 04:55:10 PM
dc: is for loading custom sides. You don't use dc: when loading the stock sides.
Title: Re: Dc: on LUA it crashes
Post by: VanFanel1980mx on February 08, 2016, 08:27:09 PM
Quote from: Delta327 on February 08, 2016, 04:35:31 PM

Well after I put dc: in the lua I munged it and whenever I went to test it it crasher
Can you show us your lua file?
Title: Re: Dc: on LUA it crashes
Post by: Delta327 on February 09, 2016, 01:05:14 PM
My LUA

--
-- 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"}
   
   
   
    --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: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("dc:sound\\sar.lvl;sarcw")
    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_inf_ep3_jettrooper",
                             "rep_hover_fightertank",
                             "rep_hero_anakin",
                             "rep_hover_barcspeeder")
    ReadDataFile("dc:SIDE\\rep.lvl",
                             "rep_hover_utat")
    ReadDataFile("dc:SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul")

    ReadDataFile("SIDE\\tur.lvl",
             "tur_bldg_laser",
             "tur_bldg_tower")         
                             
   SetupTeams{
      rep = {
         team = REP,
         units = 20,
         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",1, 4},
         officer = {"rep_inf_ep3_officer",1, 4},
         special = { "rep_inf_ep3_jettrooper",1, 4},
          
      },
      cis = {
         team = CIS,
         units = 20,
         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_anakin")
   

    --  Level Stats
    --  ClearWalkers()
    AddWalkerType(0, 4) -- special -> droidekas
    AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
    AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
    local weaponCnt = 1024
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
   SetMemoryPoolSize("EntityCloth", 32)
   SetMemoryPoolSize("EntityFlyer", 32)
    SetMemoryPoolSize("EntityCarrier", 1)
   SetMemoryPoolSize("CommandHover", 1)
    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)
   
    SetSpawnDelay(10.0, 0.25)
    --ReadDataFile("dc:SAR\\SAR.lvl", "SAR_conquest")
    ReadDataFile("dc:SAR\\SAR.lvl", "SAR_conquest")
    SetDenseEnvironment("false")




    --  Sound
   
    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

    voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
   
    voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
   
    OpenAudioStream("sound\\global.lvl",  "cw_music")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    OpenAudioStream("sound\\yav.lvl",  "yav1")
    OpenAudioStream("sound\\yav.lvl",  "yav1")
    OpenAudioStream("sound\\yav.lvl",  "yav1_emt")
    OpenAudioStream("dc:sound\\sar.lvl",  "sar")
    OpenAudioStream("dc:sound\\sar.lvl",  "sar")

    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)

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

    SetAmbientMusic(REP, 1.0, "rep_yav_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_yav_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_yav_amb_victory")
    SetDefeatMusic (REP, "rep_yav_amb_defeat")
    SetVictoryMusic(CIS, "cis_yav_amb_victory")
    SetDefeatMusic (CIS, "cis_yav_amb_defeat")

    SetSoundEffect("ScopeDisplayZoomIn",      "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut",     "binocularzoomout")
    --SetSoundEffect("BirdScatter",             "birdsFlySeq1")
    --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")


--OpeningSateliteShot
    AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

    AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
    AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
    AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
    AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
    AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
    AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
    AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
    AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
    AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

Title: Re: Dc: on LUA it crashes
Post by: Rayce on February 09, 2016, 02:08:56 PM
Quote from: Delta327 on February 09, 2016, 01:05:14 PM
    ReadDataFile("dc:SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul")
Can you please describe your changes to the CIS?
Title: Re: Dc: on LUA it crashes
Post by: Delta327 on February 09, 2016, 02:40:24 PM
Quote from: Commander Awesome on February 09, 2016, 02:08:56 PM
Can you please describe your changes to the CIS?

Well used maxloef aat assets and I changed the battle droid models to OOM droid models. But it kep crashing and so I decided to delete the aat on the lua.
Title: Re: Dc: on LUA it crashes
Post by: Rayce on February 09, 2016, 03:22:12 PM
Are you sure the AAT was causing the problem, and not the droids?
Title: Re: Dc: on LUA it crashes
Post by: Delta327 on February 09, 2016, 03:31:41 PM
No I don't think so?
Title: Re: Dc: on LUA it crashes
Post by: Rayce on February 09, 2016, 03:57:49 PM
Can you show me the ODFs of those droids?
Title: Re: Dc: on LUA it crashes
Post by: Delta327 on February 09, 2016, 04:54:39 PM
Quote from: Commander Awesome on February 09, 2016, 03:57:49 PM
Can you show me the ODFs of those droids?

ODF:
[GameObjectClass]
ClassParent         = "cis_inf_default_rocketeer"
GeometryName        = "security_droid.msh"


[Properties]
GeometryName            = "security_droid"
GeometryLowRes          = "cis_inf_bdroid_low1"
SkeletonName            = "bdroid"
SkeletonLowRes          = "bdroidlz"

FirstPerson             = "CIS\cisbdrd;cis_1st_bdroid"

OverrideTexture         = "cis_inf_battledroid_red"

Title: Re: Dc: on LUA it crashes
Post by: Rayce on February 09, 2016, 09:23:12 PM
Quote from: Delta327 on February 09, 2016, 04:54:39 PM
ODF:
[GameObjectClass]
ClassParent         = "cis_inf_default_rocketeer"
GeometryName        = "security_droid.msh"


[Properties]
GeometryName            = "security_droid"
GeometryLowRes          = "cis_inf_bdroid_low1"
SkeletonName            = "bdroid"
SkeletonLowRes          = "bdroidlz"

FirstPerson             = "CIS\cisbdrd;cis_1st_bdroid"

OverrideTexture         = "cis_inf_battledroid_red"
I don't see anything wrong with that. Can you get me "security_droid.msh"?
Title: Re: Dc: on LUA it crashes
Post by: Delta327 on February 09, 2016, 09:44:00 PM
Quote from: Commander Awesome on February 09, 2016, 09:23:12 PM
I don't see anything wrong with that. Can you get me "security_droid.msh"?

You mean the model
Title: Re: Dc: on LUA it crashes
Post by: VanFanel1980mx on February 10, 2016, 12:46:49 AM
Here is what I would do, and I know you may not like the idea, restore the shipped sides from the ones you are customizing, then call for your custom side, add your custom units one by one, munge and test, is the only way to be sure, if a specific unit crashes for some reason like geometry, load it with a default one and do another test, restore every change slowly and you will find your problem, to make things easier just restore your mission scripts using the lua.bak files on the scripts folder.
Title: Re: Dc: on LUA it crashes
Post by: Delta327 on February 10, 2016, 07:39:44 AM
Quote from: VanFanel1980mx on February 10, 2016, 12:46:49 AM
Here is what I would do, and I know you may not like the idea, restore the shipped sides from the ones you are customizing, then call for your custom side, add your custom units one by one, munge and test, is the only way to be sure, if a specific unit crashes for some reason like geometry, load it with a default one and do another test, restore every change slowly and you will find your problem, to make things easier just restore your mission scripts using the lua.bak files on the scripts folder.

I'm confused on what you are saying? Sorry
Title: Re: Dc: on LUA it crashes
Post by: Rayce on February 10, 2016, 10:43:53 AM
Quote from: Delta327 on February 10, 2016, 07:39:44 AM
I'm confused on what you are saying? Sorry
Replace your CIS the the stock CIS in your lua and test it. Then add back one of the custom CIS units and test it. Do this for every custom unit until you hit a crash. Then tell us which unit you added when it starts crashing again.
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