Hunt mode problems [Solved]

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SkinnyODST
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Hunt mode problems [Solved]

Post by SkinnyODST »

I followed this tut here that explains how to add a Hunt mode http://www.gametoast.com/viewtopic.php?f=27&t=12542 and somehow I managed to get most things working (I say somehow because I`ve tried a couple times before and it didn`t work, so I`m quite pleased with it not crashing when I load it up :thumbs: ) ,the CP`s are there, their capture regions and I can spawn and all. But the problems I`m having with it are as follows

- No other units spawn other than me

- It seems to still have some conquest traits active as the reinforcement counts are still there instead of the point system

However it still has some Hunt traits as well like no victory countdown when I capture the enemy`s CP.
There are 2 CP`s in the Hunt layer, called cp10 and cp11. They all have their appropriate regions, spawn paths and teams set. I then went into my LUA and changed some things in it that were relating to Conquest, they have been underlined for your convenience :mrgreen:

Below is my LUA, I apologise for there being a lot in it :runaway:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
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()

ActivateRegion("fleetflyover")
testfunction = OnEnterRegion(
function(region, player)
if IsCharacterHuman (player) then
PlayAnimation("gunshiprise")
PlayAnimation("fleetflyover")
end
end,
"fleetflyover"
)

KillObject("cp8")
KillObject("cp9")

KillObject("cp3")
KillObject("cp4")
KillObject("cp5")
KillObject("cp6")
KillObject("cp7")
KillObject("Local_CP")

ShowMessageText("level.CCC.commandobrief", ATT)

timername= CreateTimer("timername")
SetTimerValue(timername, (60))
StartTimer(timername)
OnTimerElapse(
function(timer)
ShowMessageText("level.CCC.commandobrief2", ATT)
DestroyTimer(timer)
end,
timername
)

SetClassProperty("cis_inf_rifleman", "NoEnterVehicles", "1")

SetProperty("Local_CP", "Team", 2)
SetProperty("cp1", "Team", 1)
SetProperty("cp2", "Team", 2)
SetProperty("cp3", "Team", 2)
SetProperty("cp4", "Team", 2)
SetProperty("cp5", "Team", 0)
SetProperty("cp6", "Team", 2)
SetProperty("cp7", "Team", 2)


--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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "Local_CP"}
cp7 = CommandPost:New{name = "cp7"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}



--This sets up the actual objective. This needs to happen after cp's are defined
hunt = ObjectiveTDM:New{teamATT = 1, teamDEF = 2, pointsPerKillATT = 1, pointsPerKillDEF = 1,
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(cp10)
conquest:AddCommandPost(cp11)

hunt:Start()

SetUberMode(1);

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()
WeatherMode = math.random(1,4)

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(62)
SetMaxPlayerFlyHeight (62)

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:SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep2_rocketeer",
"rep_walk_atte",
"rep_hover_barcspeeder",
"rep_inf_ep2_rifleman")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_walk_spider",
"cis_inf_rifleman")


ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_chaingun",
"tur_bldg_built_chaingun",
"tur_yav_bldg_watchtower",
"tur_bldg_recoilless_fel_auto",
"tur_bldg_recoilless_kas",
"tur_bldg_recoilless_lg",
"tur_bldg_recoilless_md",
"tur_bldg_recoilless_myg_auto",
"tur_bldg_recoilless_nab_auto")

SetupTeams{
rep = {
team = REP,
units = 62,
reinforcements = 400,
soldier = { "rep_inf_ep2_rifleman",15, 25},
assault = { "rep_inf_ep3_pilot",10, 15},
officer = { "rep_inf_ep2_rocketeer",1, 1},

},
cis = {
team = CIS,
units = 162,
reinforcements = 500,
officer = {"cis_inf_rifleman",100, 162},
}
}

AddUnitClass(REP, "rep_inf_ep3_pilot",15,25)
AddUnitClass(REP, "rep_inf_ep2_rifleman",25,50)
AddUnitClass(REP, "rep_inf_ep2_rocketeer",1,1)

SetClassProperty("rep_inf_ep2_rocketeer", "FleeLikeAHero", "1")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 1) -- 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("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponCnt)
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)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:CCC\\CCC.lvl", "CCC_conquest")
ReadDataFile("dc:CCC\\CCC.lvl", "CCC_conquest")
if WeatherMode == 1 then
ReadDataFile("dc:CCC\\sky.lvl", "heavyrain")
elseif WeatherMode == 2 then
ReadDataFile("dc:CCC\\sky.lvl", "night")
elseif WeatherMode == 3 then
ReadDataFile("dc:CCC\\sky.lvl", "rain")
elseif WeatherMode == 4 then
ReadDataFile("dc:CCC\\sky.lvl", "day")
end
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")

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
If anyone knows or has any idea on whats wrong then I`d much appreciate you letting me know
Last edited by SkinnyODST on Tue Feb 07, 2017 2:37 am, edited 1 time in total.
User avatar
CT108
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Location: Xanadu

Re: Hunt mode problems

Post by CT108 »

So if I understand everything, you have added a hunt mode with 2 CPs called cp10 & cp11 right ?

In your .lua delete this

Code: Select all

cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "Local_CP"}
cp7 = CommandPost:New{name = "cp7"}
and this

Code: Select all

conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4) 
conquest:AddCommandPost(cp5) 
conquest:AddCommandPost(cp6) 
conquest:AddCommandPost(cp7) 
I did the error before, and I was allowed to spawn but not the AI. I hope it worked :thumbs:
SkinnyODST
Lieutenant Colonel
Lieutenant Colonel
Posts: 545
Joined: Mon Jul 04, 2016 10:56 pm
Location: My other account
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Re: Hunt mode problems

Post by SkinnyODST »

YES! Thank you!
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