AI not Spawning [Solved]

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AI not Spawning [Solved]

Postby RedHardcore » Sun May 06, 2018 4:27 pm

I don't know what I'm doing wrong. So I made it where it would be Rebels vs. CIS in space (ALL is the attacker and CIS is the defender). No AI are spawning even when I add the uber code (yes, I do want it). So is there a way to fix this, or does it have to be fixed through zero editor? Here is the lua code for reference:
CMN
Hidden/Spoiler:
Code: Select all
--
--
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPA9 - Naboo
-- Common script that shares all setup information
--

ScriptCB_DoFile("setup_teams")

--  Republic Attacking (attacker is always #1)
ALL = 1
CIS = 2
--  These variables do not change
ATT = 1
DEF = 2

function SetupUnits()
    ReadDataFile("SIDE\\all.lvl",
        "all_inf_pilot",
        "all_inf_marine",
        "all_fly_xwing_sc",
        "all_fly_ywing_sc",
        "all_fly_awing",
        "all_fly_gunship_sc",
        "all_veh_remote_terminal")
      
    ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_pilot",
        "cis_inf_marine",
        "cis_fly_fedlander_dome",
        "cis_fly_droidfighter_sc", 
--~         "cis_fly_droidfighter_dome",
        "cis_fly_droidgunship",
        "cis_fly_greviousfighter",
        "cis_fly_tridroidfighter")
       
    ReadDataFile("SIDE\\tur.lvl",
        "tur_bldg_spa_all_beam",
        "tur_bldg_spa_all_recoilless",
        "tur_bldg_spa_all_chaingun",
        "tur_bldg_spa_cis_beam",
        "tur_bldg_spa_cis_beam",
--~         "tur_bldg_spa_cis_cannon",
        "tur_bldg_spa_cis_chaingun",
        "tur_bldg_chaingun_roof"
    )
end

myTeamConfig = {
     all = {
        team = ALL,
        units = 40,
        reinforcements = -1,
        pilot    = { "all_inf_pilot",32},
        marine   = { "all_inf_marine",8},
    },

    cis = {
        team = CIS,
        units = 40,
        reinforcements = -1,
        pilot    = { "cis_inf_pilot",32},
        marine   = { "cis_inf_marine",8},
    }
}

ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
    --ALL turrets
    turretLinkageALL = LinkedTurrets:New{ team = ALL, mainframe = "all-defense",
      turrets = {"all_turr_1", "all_turr_2", "all_turr_3", "all_turr_4", "all_turr_5", "all_turr_6"} }
    turretLinkageALL:Init()
   
    function turretLinkageALL:OnDisableMainframe()
        ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
        ShowMessageText("level.spa.hangar.mainframe.def.down", ALL)
       
        BroadcastVoiceOver( "IOSMP_obj_20", CIS )
        BroadcastVoiceOver( "AOSMP_obj_21", ALL )
    end
    function turretLinkageALL:OnEnableMainframe()
        ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
        ShowMessageText("level.spa.hangar.mainframe.def.up", ALL)
       
        BroadcastVoiceOver( "IOSMP_obj_22", CIS )
        BroadcastVoiceOver( "AOSMP_obj_23", ALL )
    end
   
    --CIS turrets
    turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = {"cis-defense", "cis-defense0"},
      turrets = {"CIS_Gun1", "CIS_Gun2", "CIS_Gun3", "CIS_Gun4", "CIS_Gun5", "CIS_Gun6"}, {"CIS_Gun10", "CIS_Gun20", "CIS_Gun30", "CIS_Gun40", "CIS_Gun50", "CIS_Gun60"} }
    turretLinkageCIS:Init()

    function turretLinkageCIS:OnDisableMainframe()
        ShowMessageText("level.spa.hangar.mainframe.atk.down", ALL)
        ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)
       
        BroadcastVoiceOver( "IOSMP_obj_21", CIS )
        BroadcastVoiceOver( "AOSMP_obj_20", ALL )
    end
    function turretLinkageCIS:OnEnableMainframe()
        ShowMessageText("level.spa.hangar.mainframe.atk.up", ALL)
        ShowMessageText("level.spa.hangar.mainframe.def.up", CIS)
       
        BroadcastVoiceOver( "IOSMP_obj_23", CIS )
        BroadcastVoiceOver( "AOSMP_obj_22", ALL )
    end
end

-- adjust extents to fit cap ship
function ScriptPreInit()
   SetWorldExtents(2650)
   ScriptPreInit = nil
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()
   
  -- Designers, this line *MUST* be first!
    ReadDataFile("ingame.lvl")
   
    SetMinFlyHeight(-1800)
    SetMaxFlyHeight(1800)
    SetMinPlayerFlyHeight(-1800)
    SetMaxPlayerFlyHeight(1800)
    SetAIVehicleNotifyRadius(100)
   
    ReadDataFile("sound\\spa.lvl;spa1gcw")
     ScriptCB_SetDopplerFactor(0.4)
     ScaleSoundParameter("tur_weapons",   "MinDistance",   3.0);
     ScaleSoundParameter("tur_weapons",   "MaxDistance",   3.0);
     ScaleSoundParameter("tur_weapons",   "MuteDistance",   3.0);
     ScaleSoundParameter("Ordnance_Large",   "MinDistance",   3.0);
     ScaleSoundParameter("Ordnance_Large",   "MaxDistance",   3.0);
     ScaleSoundParameter("Ordnance_Large",   "MuteDistance",   3.0);
     ScaleSoundParameter("explosion",   "MaxDistance",   5.0);
     ScaleSoundParameter("explosion",   "MuteDistance",  5.0);
         
    SetupUnits()
    SetupTeams(myTeamConfig)

    --  Level Stats
    ClearWalkers()
    local weaponCnt = 250
    local guyCnt = 32
    SetMemoryPoolSize("Aimer", 190)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 89)
    SetMemoryPoolSize("Combo::DamageSample", 0)
    SetMemoryPoolSize("CommandFlyer", 2)
    SetMemoryPoolSize("SoldierAnimation", 180)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityCloth", 0)
    SetMemoryPoolSize("EntityDroid", 0)
    SetMemoryPoolSize("EntityDefenseGridTurret", 0)
    SetMemoryPoolSize("EntityFlyer", 32)
    SetMemoryPoolSize("EntityLight", 115)
    SetMemoryPoolSize("EntityRemoteTerminal", 12)
    SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 180)
    SetMemoryPoolSize("MountedTurret", 56)
    SetMemoryPoolSize("EntityPortableTurret", 20)
    SetMemoryPoolSize("Navigator", guyCnt)
    SetMemoryPoolSize("Obstacle", 135)
    SetMemoryPoolSize("PathNode", 80)
    SetMemoryPoolSize("PathFollower", guyCnt)
    SetMemoryPoolSize("TentacleSimulator", 0)
    SetMemoryPoolSize("TreeGridStack", 240)
    SetMemoryPoolSize("UnitAgent", 65)  -- guyCnt*2
    SetMemoryPoolSize("UnitController", 65)
    SetMemoryPoolSize("Weapon", weaponCnt)

    SetSpawnDelay(10.0, 0.25)
   
    -- do any pool allocations, custom loading here
    if myScriptInit then
        myScriptInit()
        myScriptInit = nil
    end
   
    ReadDataFile("dc:SMM\\spa_sky.lvl", "mus")

    ReadDataFile("dc:SMM\\SMM.lvl", myGameMode)
   
    SetDenseEnvironment("false")

    SetParticleLODBias(15000)

    --  Sound Stats
    local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
   
    local voiceQuick = OpenAudioStream("sound\\global.lvl", "cis_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_quick", voiceQuick)   
   
    -- OpenAudioStream("sound\\spa.lvl",  "spa1_objective_vo_slow")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    OpenAudioStream("sound\\global.lvl",  "gcw_music")
    OpenAudioStream("sound\\spa.lvl",  "spa")
    OpenAudioStream("sound\\spa.lvl",  "spa")
   
    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(ALL, CIS, "all_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, ALL, "cis_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
   
    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(ALL, CIS, "all_off_victory_im", .1, 1)
    SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(CIS, ALL, "cis_off_victory_im", .1, 1)
   
    SetOutOfBoundsVoiceOver(ALL, "allleaving")
    SetOutOfBoundsVoiceOver(CIS, "cisleaving")
   
    SetAmbientMusic(ALL, 1.0, "all_spa_amb_start",  0,1)
    SetAmbientMusic(ALL, 0.99, "all_spa_amb_middle", 1,1)
    SetAmbientMusic(ALL, 0.1,"all_spa_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end",    2,1)
   
    SetVictoryMusic(ALL, "all_spa_amb_victory")
    SetDefeatMusic (ALL, "all_spa_amb_defeat")
    SetVictoryMusic(CIS, "cis_spa_amb_victory")
    SetDefeatMusic (CIS, "cis_spa_amb_defeat")
   
    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
    --  SetSoundEffect("BirdScatter",         "birdsFlySeq1")
    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
    SetAttackingTeam(CIS)
    -- Internal Alliance hangar
    -- this shot is bad, needs to be fixed
    AddCameraShot(-0.049495, 0.003922, -0.995646, -0.078892, 24.992880, -22.995819, -1025.940186);
    --Flag shot
    AddCameraShot(0.546201, 0.047743, 0.833116, -0.072822, 402.610260, -105.474068, -55.044727);
    --Internal Cis hangar
    AddCameraShot(0.988295, -0.091070, 0.121873, 0.011230, 33.932011, 10.868500, 1567.624146);
    -- Cis ship overall
    AddCameraShot(-0.380690, 0.021761, -0.922940, -0.052756, 1351.167236, 188.651230, -10.971837);
    -- Alliance ship overall
    AddCameraShot(0.941014, -0.051715, 0.333887, 0.018349, 1053.546143, 188.651230, -51.276745);

    AddDeathRegion("deathregion1")
    AddDeathRegion("deathregion2")
   AddDeathRegion("deathregion3")
    AddLandingRegion("all-CP1Con")
   AddLandingRegion("all-CP2Con")
    AddLandingRegion("cis-CP1Con")
   AddLandingRegion("cis-CP2Con")
   
end

Assault
Hidden/Spoiler:
Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Galactic Civil War Template Assault File
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("SMMg_cmn")

ScriptCB_DoFile("ObjectiveSpaceAssault")
ScriptCB_DoFile("LinkedShields")
ScriptCB_DoFile("LinkedDestroyables")

myGameMode = "SMM_GCW-Assault"

function myScriptInit()
   SetMemoryPoolSize("CommandFlyer", 4)
end   
 
function ScriptPostLoad()
    SetupObjectives()
   
    SetupShields()
    SetupDestroyables()
    SetupTurrets()
   
    AddAIGoal(ALL, "Deathmatch", 100)
    AddAIGoal(CIS, "Deathmatch", 100)
   
   SetUberMode(1);
   
   DisableSmallMapMiniMap()
end

function SetupObjectives()
   assault = ObjectiveSpaceAssault:New{
      teamATT = ALL, teamDEF = CIS,
      multiplayerRules = true
   }
   
   local cisTargets = {
      engines      = {"all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6"},
      lifesupport   = "all-life-ext",
      bridge      = "all-bridge",
      comm      = "all-comms",
      sensors      = "all-sensors",
      frigates   = { "all-frigate", "all-frigate2" },
      internalSys   = { "all-life-int", "all-engines" },
   }
   
   local allTargets = {
      engines      = { "cis_drive_1", "cis_drive_2", "cis_drive_10", "cis_drive_20" },
        lifesupport = {"cis-life-ext", "cis-life-ext0" },
        bridge      = {"cis_bridge", "cis_bridge0" },
        comm        = {"cis_comms", "cis_comms0" },
        sensors     = {"cis_sensor", "cis_sensor0" },
        frigates    = {"CIS_mini01", "CIS_mini02" },
        internalSys = { "cis-life-int", "cis-life-int0", "cis-engines", "cis-engines0" },
   }
   
   assault:SetupAllCriticalSystems( "cis", cisTargets, true )
   assault:SetupAllCriticalSystems( "all", allTargets, false )
   
   assault:Start()
end

function SetupShields()
    -- ALL Shielded objects   
    local linkedShieldObjectsALL = { "all_ship_1", "all_ship_2",
                         "all-bridge", "all-comms", "all-life-ext", "all-sensors",
                         "all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6"}
    shieldStuffALL = LinkedShields:New{objs = linkedShieldObjectsALL, controllerObject = "all-shield"}
    shieldStuffALL:Init()
   
    function shieldStuffALL:OnAllShieldsDown()
        ShowMessageText("level.spa.hangar.shields.atk.down", CIS)
        ShowMessageText("level.spa.hangar.shields.def.down", ALL)
      
      BroadcastVoiceOver( "IOSMP_obj_16", CIS )
      BroadcastVoiceOver( "AOSMP_obj_17", ALL )
    end
    function shieldStuffALL:OnAllShieldsUp()
        ShowMessageText("level.spa.hangar.shields.atk.up", CIS)
        ShowMessageText("level.spa.hangar.shields.def.up", ALL)
      
      BroadcastVoiceOver( "IOSMP_obj_18", CIS )
      BroadcastVoiceOver( "AOSMP_obj_19", ALL )
    end
   
   
    -- CIS Shielded objects   
    local linkedShieldObjectsCIS = { "cis_drive_1", "cis_drive_2", "cis-life-ext", "cis_sensor", "cis_comms", "cis_bridge",
      "cis_ship_1", "cis_ship_2", "cis_ship_3", "cis_ship_4" } , { "cis_drive_10", "cis_drive_20", "cis-life-ext0", "cis_sensor0", "cis_comms0", "cis_bridge0",
      "cis_ship_10", "cis_ship_20", "cis_ship_30", "cis_ship_40" }
    shieldStuffCIS = LinkedShields:New{objs = linkedShieldObjectsCIS, controllerObject = "shieldgenCIS", "shieldgenCIS2"}
    shieldStuffCIS:Init()
   
    function shieldStuffCIS:OnAllShieldsDown()
        ShowMessageText("level.spa.hangar.shields.atk.down", ALL)
        ShowMessageText("level.spa.hangar.shields.def.down", CIS)
      
      BroadcastVoiceOver( "ROSMP_obj_16", ALL )
      BroadcastVoiceOver( "COSMP_obj_17", CIS )
    end
    function shieldStuffCIS:OnAllShieldsUp()
        ShowMessageText("level.spa.hangar.shields.atk.up", ALL)
        ShowMessageText("level.spa.hangar.shields.def.up", CIS)
      
      BroadcastVoiceOver( "ROSMP_obj_18", ALL )
      BroadcastVoiceOver( "COSMP_obj_19", CIS )
    end
end


function SetupDestroyables()
    --ALL destroyables
    lifeSupportLinkageALL = LinkedDestroyables:New{ objectSets = {{"all-life-int"}, {"all-life-ext"}} }
    lifeSupportLinkageALL:Init()
       
    engineLinkageALL = LinkedDestroyables:New{ objectSets = {{"all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6"}, {"all-engines"}} }
    engineLinkageALL:Init()
   
    --CIS destroyables
    lifeSupportLinkageCIS = LinkedDestroyables:New{ objectSets = {{"cis-life-int", "cis-life-int0"}, {"cis-life-ext", "cis-life-ext0"}} }
    lifeSupportLinkageCIS:Init()
       
    engineLinkageCIS = LinkedDestroyables:New{ objectSets = {{"cis_drive_1", "cis_drive_2", "cis_drive_10", "cis_drive_20"}, {"cis-engines", "cis-engines0"}} }
    engineLinkageCIS:Init()
end
Last edited by RedHardcore on Mon May 07, 2018 11:55 pm, edited 3 times in total.

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Re: AI not Spawning

Postby Marth8880 » Sun May 06, 2018 4:55 pm

A debug log would be fantastic here. ;)

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Re: AI not Spawning

Postby RedHardcore » Sun May 06, 2018 5:01 pm

I know I'm going to sound like a noob, but how do I make a debug log?

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Re: AI not Spawning

Postby Marth8880 » Sun May 06, 2018 5:07 pm

All good. :)

See here: viewtopic.php?f=27&t=33648

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Re: AI not Spawning

Postby RedHardcore » Sun May 06, 2018 5:19 pm

Okay thank you. Here it is:
https://pastebin.com/raw/e7uw4CsU

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Re: AI not Spawning

Postby Marth8880 » Sun May 06, 2018 5:51 pm

Errors that you should fix:

Code: Select all
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk tur_bldg_spa_cis_beam in data\_lvl_pc\SIDE\tur.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1172)
Could not find odf "tur_bldg_spa_cis_recoilless"!


Errors that you should fix that are probably causing the problems you're describing:

Code: Select all
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(135)
Vehicle spawn missing command post "all-cp1con"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(135)
Vehicle spawn missing command post "all-cp2con"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(135)
Vehicle spawn missing command post "cis-cp1con"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(135)
Vehicle spawn missing command post "cis-cp2con"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #2 to `OnObjectKillName' (string expected, got table)
stack traceback:
   [C]: in function `OnObjectKillName'
   (none): in function `Init'
   (none): in function `SetupTurrets'
   (none): in function `ScriptPostLoad'

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Re: AI not Spawning [Solved]

Postby RedHardcore » Mon May 07, 2018 11:55 pm

Appearently, some of the things in the cmn file have to keep the "IMP" even though I changed the faction to CIS. That was what caused the units to not spawn.

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