Why the reinforcement are not downing? [Solved]

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DaviidHL
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Posts: 52
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Why the reinforcement are not downing? [Solved]

Post by DaviidHL »

I activated Ubermode and the reinforcement stayed in 150 all the match. After I removed Ubermode and reinforcement still in 150. Why?

This is my .lua
Hidden/Spoiler:
[code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("LinkedShield")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

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"}
cp5 = CommandPost:New{name = "cp5"}
cp5 = CommandPost:New{name = "Local_CP"}



--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}

att_obj1_aigoal = AddAIGoal(ATT, "Conquest", 100)
def_obj1_aigoal = AddAIGoal(DEF, "Conquest", 100)

--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:Start()
EnableSPHeroRules()


end

function SetupShields ()

local linkedShieldObjectsALL = { "myg1_prop_shield_generator2","myg1_prop_shield_generator20"}
shieldStuffALL = LinkedShields:New{objs = linkedShieldObjectsALL, controllerObject = "myg1_prop_shield_generator"}
shieldStuffALL:Init()

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(200)
SetMaxPlayerFlyHeight(100)


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\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\\\des.lvl",
"all_inf_wookiee",
"all_inf_officer",
"ewk_inf_basic",
"geo_inf_geonosian",
"tat_inf_jawa")

ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_inf_pilot",
"all_inf_marine",
"all_fly_xwing_sc",
"all_hero_hansolo_tat")


ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_fly_tiefighter_sc",
"imp_hero_darthvader",
"imp_cap_stardestroyer_dome")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")



SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_marine",1,4},
special = { "all_inf_pilot",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},

},
}
SetTeamName (3, "slave")
AddUnitClass (3, "all_inf_wookiee", 4,5)
AddUnitClass (3, "all_inf_officer", 1,5)
AddUnitClass (3, "ewk_inf_basic", 3,5)
AddUnitClass (3, "geo_inf_geonosian", 6,5)
AddUnitClass (3, "tat_inf_jawa", 6,5)
SetUnitCount (3, 20)
AddAIGoal(3, "Conquest", 100)
SetTeamAsEnemy(ATT,3) --sets Attacking team hostile towards team 3 (slave)
SetTeamAsEnemy(3,ATT) --sets team 3 (slave) hostile towards Attacking team
SetTeamAsFriend(DEF,3) --sets Defending team friendly towards team 3 (slave)
SetTeamAsFriend(3,DEF) -- sets team 3 (slave) friendly towards Defending team


AddUnitClass(ALL,"all_inf_marine",60,60)
AddUnitClass(ALL,"all_inf_pilot",60,60)

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_darthvader")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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("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:KSM\\KSM.lvl", "KSM_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_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")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);

AddDeathRegion("deathregion")
AddLandingRegion("cp3_landingregion")
AddLandingRegion("cp2_landingregion")
AddLandingRegion("cp1_landingregion")
AddLandingRegion("all_landingregion")


end
[/code]
Last edited by DaviidHL on Sun Apr 15, 2018 8:50 am, edited 1 time in total.
DylanRocket
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2nd Lieutenant
Posts: 363
Joined: Sun Sep 02, 2012 2:47 am
Projects :: None
Games I'm Playing :: SWBF2
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Location: HK Factory
Contact:

Re: Why the reinforcement are not downing?

Post by DylanRocket »

It seems you've defined "cp5" twice here:

Code: Select all

    --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"}
   cp5 = CommandPost:New{name = "Local_CP"}
Try changing the last one to "cp6" instead.
DaviidHL
Private Third Class
Posts: 52
Joined: Thu Apr 05, 2018 11:48 am
Projects :: Kashyyyk Droid Invasion
Games I'm Playing :: SWBF2
xbox live or psn: DaviidHL_

Re: Why the reinforcement are not downing?

Post by DaviidHL »

Still in 150
AQT
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Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Why the reinforcement are not downing?

Post by AQT »

DaviidHL wrote:

Code: Select all

team = ALL,
...
reinforcements = 150,
...
team = IMP,
...
reinforcements = 150,
You have the reinforcement count set to 150 for both teams. What did you want/expect the reinforcement count to change to?
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Why the reinforcement are not downing?

Post by Marth8880 »

DaviidHL wrote:Still in 150
What did you do to correct the duplicate cp5 issue?
DaviidHL
Private Third Class
Posts: 52
Joined: Thu Apr 05, 2018 11:48 am
Projects :: Kashyyyk Droid Invasion
Games I'm Playing :: SWBF2
xbox live or psn: DaviidHL_

Re: Why the reinforcement are not downing?

Post by DaviidHL »

I wanted put 300 reinforcement, but I saw that no worked and I putted 150 again, but not worked.

EDIT
I changed the last CP5 to CP6.
Marth8880
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Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
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Location: Edinburgh, UK
Contact:

Re: Why the reinforcement are not downing?

Post by Marth8880 »

DaviidHL wrote:I changed the last CP5 to CP6.
Did you make sure to keep the capitalization the same between `cp6 = blahblahblah` and `conquest:AddCommandPost(cp6)`? Could we please see the relevant code?
DaviidHL
Private Third Class
Posts: 52
Joined: Thu Apr 05, 2018 11:48 am
Projects :: Kashyyyk Droid Invasion
Games I'm Playing :: SWBF2
xbox live or psn: DaviidHL_

Re: Why the reinforcement are not downing?

Post by DaviidHL »

Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "Local_CP"}



--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}

att_obj1_aigoal = AddAIGoal(ATT, "Conquest", 100)
def_obj1_aigoal = AddAIGoal(DEF, "Conquest", 100)

--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: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()

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(280)
SetMaxPlayerFlyHeight(100)


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\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\\\des.lvl",
"all_inf_wookiee",
"all_inf_officer",
"ewk_inf_basic",
"tat_inf_jawa",
"geo_inf_geonosian")

ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_inf_pilot",
"all_inf_marine",
"all_fly_xwing_sc",
"all_hero_hansolo_tat")


ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_fly_tiefighter_sc",
"imp_hero_darthvader",
"imp_cap_stardestroyer_dome")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")



SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 200,
soldier = { "all_inf_rifleman",8},
officer = { "all_inf_marine",2},
assault = { "all_inf_rocketeer",2},
engineer = { "all_inf_engineer",3},
sniper = { "all_inf_sniper",3},
special = { "all_inf_pilot",2},

},
imp = {
team = IMP,
units = 30,
reinforcements = 200,
soldier = { "imp_inf_rifleman",12},
assault = { "imp_inf_rocketeer",2},
engineer = { "imp_inf_engineer",5},
sniper = { "imp_inf_sniper",5},
officer = { "imp_inf_officer",3},
special = { "imp_inf_dark_trooper",3},

},
}
SetTeamName (3, "slave")
AddUnitClass (3, "all_inf_wookiee", 4,5)
AddUnitClass (3, "all_inf_officer", 1,5)
AddUnitClass (3, "ewk_inf_basic", 3,5)
AddUnitClass (3, "geo_inf_geonosian", 6,5)
AddUnitClass (3, "tat_inf_jawa", 6,5)
SetUnitCount (3, 15)
AddAIGoal(3, "Conquest", 100)
SetTeamAsEnemy(ATT,3) --sets Attacking team hostile towards team 3 (slave)
SetTeamAsEnemy(3,ATT) --sets team 3 (slave) hostile towards Attacking team
SetTeamAsFriend(DEF,3) --sets Defending team friendly towards team 3 (slave)
SetTeamAsFriend(3,DEF) -- sets team 3 (slave) friendly towards Defending team


AddUnitClass(ALL,"all_inf_marine",60,60)
AddUnitClass(ALL,"all_inf_pilot",60,60)

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_darthvader")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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 function ForceShieldDest()
KillObject("myg1_prop_shield_generator");
end

OnObjectKillName(ForceShieldDest, "myg1_prop_shield_generator1","myg1_prop_shield_generator2","myg1_prop_energy_collector_shield");


local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
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:KSM\\KSM.lvl", "KSM_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_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")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);

AddDeathRegion("deathregion")
AddLandingRegion("cp3_landingregion")
AddLandingRegion("cp2_landingregion")
AddLandingRegion("cp1_landingregion")
AddLandingRegion("all_landingregion")


end
[/code]
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Why the reinforcement are not downing?

Post by Marth8880 »

I don't know if this is causing the issue described, but:

Code: Select all

ReadDataFile("SIDE\\\\des.lvl",
                     "all_inf_wookiee",
                  "all_inf_officer",
                  "ewk_inf_basic",
                  "tat_inf_jawa",
                  "geo_inf_geonosian")
You definitely should not have 4 backslashes there like that - it should only be 2.

Also this:

Code: Select all

   local function ForceShieldDest()
   KillObject("myg1_prop_shield_generator");
   end

OnObjectKillName(ForceShieldDest, "myg1_prop_shield_generator1","myg1_prop_shield_generator2","myg1_prop_energy_collector_shield");
should be in ScriptPostLoad.
DaviidHL
Private Third Class
Posts: 52
Joined: Thu Apr 05, 2018 11:48 am
Projects :: Kashyyyk Droid Invasion
Games I'm Playing :: SWBF2
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Re: Why the reinforcement are not downing?

Post by DaviidHL »

I removed this

Code: Select all

local function ForceShieldDest()
   KillObject("myg1_prop_shield_generator");
   end

OnObjectKillName(ForceShieldDest, "myg1_prop_shield_generator1","myg1_prop_shield_generator2","myg1_prop_energy_collector_shield");
and I erase some classes

Code: Select all

	ReadDataFile("SIDE\\\\des.lvl",
                     "all_inf_wookiee",
						"all_inf_officer")
and still not working :(
Calrissian97
Second Lance Corporal
Second Lance Corporal
Posts: 102
Joined: Sun May 07, 2017 11:31 pm
Projects :: ANF - ISM Skin Changer - BF1 Ports
Games I'm Playing :: All teh BFs
Location: Kentucky, USA

Re: Why the reinforcement are not downing?

Post by Calrissian97 »

I think you should read what Marth said more carefully...
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Why the reinforcement are not downing?

Post by Marth8880 »

What I meant was this:

Code: Select all

ReadDataFile("SIDE\\\\des.lvl",
should be this:

Code: Select all

ReadDataFile("SIDE\\des.lvl",
;)
DaviidHL
Private Third Class
Posts: 52
Joined: Thu Apr 05, 2018 11:48 am
Projects :: Kashyyyk Droid Invasion
Games I'm Playing :: SWBF2
xbox live or psn: DaviidHL_

Re: Why the reinforcement are not downing?

Post by DaviidHL »

I solved!
Only I Changed Cp's name

Code: Select all

    --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"}
to

Code: Select all

    --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 = "cp6"}
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