Ustigua: Winter City

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Re: Ustigua: Winter City

Postby rc1207sev » Mon Jun 01, 2015 1:08 pm

Hey guys, I ran into a problem.

It crashed.

As just coming back from my concussion, I have no idea what caused it. I will post my LUA, but I don't know where to check. All I know is that I changed the Galactic Marines to call for a different msh to avoid the custom sides of the 1.3 patch to change the msh of the galactic marines, if that makes sense.

Here's the LUA:
Hidden/Spoiler:
Code: Select all
--
-- 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"}
    cp5 = CommandPost:New{name = "cp5"}
   
   
   
    --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:AddCommandPost(cp5)   
   
    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\\hot.lvl;hot1gcw")
    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_kiyadimundi",
                             "rep_hover_barcspeeder")
    ReadDataFile("dc:SIDE\\clones.lvl",
                             "clones_inf_tup",
                             "clones_inf_dogma",
                             "clones_inf_kix")
    ReadDataFile("dc:SIDE\\snowClones.lvl",
                             "snowClones_inf_galmarine",
                             "snowClones_inf_galcommando",
                             "snowClones_inf_bacara")
    ReadDataFile("SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_jangofett",
                             "cis_hover_aat")
    ReadDataFile("dc:SIDE\\urf.lvl",
                             "urf_inf_resistancefighter",
                      "urf_inf_resistancecommando")
                             
                             
    ReadDataFile("SIDE\\tur.lvl",
             "tur_bldg_laser",
             "tur_bldg_tower")   

    SetAttackingTeam(ATT)       
                             
   SetupTeams{
      rep = {
         team = REP,
         units = 20,
         reinforcements = 150,
         soldier  = { "snowClones_inf_galmarine",9, 25},
         pilot  = { "snowClones_inf_galcommando",1, 6},
         assault  = { "clones_inf_dogma",0, 1},
         engineer = { "clones_inf_kix",0, 1},
         sniper   = { "clones_inf_tup",0, 1},
         officer   = { "snowClones_inf_bacara",0, 1},
         special = { "urf_inf_resistancefighter",1, 9},
         marine = { "urf_inf_resistancecommando",1, 6},
          
      },
      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_jangofett")
    SetHeroClass(REP, "rep_hero_kiyadimundi") 
   

    --  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 = 240
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
   SetMemoryPoolSize("EntityCloth", 22)
   SetMemoryPoolSize("EntityFlyer", 30)
    SetMemoryPoolSize("EntityHover", 20)
    SetMemoryPoolSize("EntityLight", 200)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 20)
    SetMemoryPoolSize("MountedTurret", 25)
   SetMemoryPoolSize("Navigator", 49)
    SetMemoryPoolSize("Obstacle", 760)
   SetMemoryPoolSize("PathNode", 512)
    SetMemoryPoolSize("SoundSpaceRegion", 46)
    SetMemoryPoolSize("TreeGridStack", 500)
   SetMemoryPoolSize("UnitAgent", 49)
   SetMemoryPoolSize("UnitController", 49)
   SetMemoryPoolSize("Weapon", weaponCnt)
   
    SetSpawnDelay(10.0, 0.25)
    --ReadDataFile("dc:UST\\UST.lvl", "UST_conquest")
    ReadDataFile("dc:UST\\UST.lvl", "UST_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\\hot.lvl", "hot1gcw")
    OpenAudioStream("sound\\hot.lvl", "hot1gcw")

    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



And now I have no idea what else could've caused the problem, because my msh's all check out, and everything is in order there
EDIT:
Oh, wait: I just checked my map in ZeroEditor, and I realized that I tried adding a snowspeeder to fly over, and it screwed up. I didn't remember it until I saw the msh in ZeroEditor.

EDIT2: Okay, now I'm trying to focus on getting the sounds working before I do anything else. I didn't really know much about the sound, but I'll find each sound called by a weapon odf, for the most part.

EDIT3: Ok, I found the weapon odfs and it calls for some sounds, but where can I find, and munge the sounds? Are they in the rep side's effects folder?

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Re: Ustigua: Winter City

Postby Oceans14 » Sun Jun 07, 2015 7:38 pm

EDIT3: Ok, I found the weapon odfs and it calls for some sounds, but where can I find, and munge the sounds? Are they in the rep side's effects folder?


All you have to do is call for the desired sound in the odf. If it's a stock sound, no special munging is required. If you want a custom sound you'll have to jump through a few more hoops.

On a different note, I gave the map a dl and played a few times as both sides. It's definitely solid, but I thought there were a few too many wampas. I was so busy defending myself from them I couldn't go about killing droids or capturing cps. Also I'm curious - will you be changing the weapon models? I noticed the carbine looked like the republic stock blaster pistol and not a DC15s.

But besides all that I thought it was fun, and the new 501st troopers were a nice touch. Definitely liked how the wampas just hate everybody they see, lol. Keep up the good work on this map :)

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Re: Ustigua: Winter City

Postby rc1207sev » Fri Jun 12, 2015 10:07 pm

Oceans14 wrote:If it's a stock sound, no special munging is required.


See, I didn't make any edits in the "Sounds" section of my unit/weapons odfs, but I think the problem is that because most of my republic units (well, all of them) are parts of custom sides, so somewhere in the mix is a screw-up in calling the sound that doesn't reach the sound lvl.

In short, I'm using stock sounds on custom sides. There's a problem in some of this.

Oceans14 wrote:On a different note, I gave the map a dl and played a few times as both sides. It's definitely solid, but I thought there were a few too many wampas. I was so busy defending myself from them I couldn't go about killing droids or capturing cps. Also I'm curious - will you be changing the weapon models? I noticed the carbine looked like the republic stock blaster pistol and not a DC15s.


Thanks for your input. I've actually spent a lot of time past that released DL playing with the setup, including adding more variation in terrain/water, getting rid of the wampas, and changing the layout. This layout change (Still a work in progress) includes adding new fronts. These fronts include:
-Using cloud city walkway meshes to create an aerial advantage
-Underground tunnel system (like the ones republic start in) that can create a flanking opportunity
-Maybe like a warehouse type of building.
-And I'm working on creating a way for both sides to quickly access vehicles/turrets (of course the CIS would be a problem, because they're practically spawned right into the action, while republic has to walk a bit.

So, I actually noticed a few layout errors in the map when I was playing it (I created it, so...)
-After spawning, CIS snipers can automatically setup to an ambush position to snipe once clones peek their head out
-Clones have to walk an unusual distance to get to the action, and are immediately pinned down
-The only ramp to get to the above-ground level is about 200 meters away from the center of action, so I have to figure out a way for botth teams to get to the sky quick (maybe like a staircase that emerges from the underground tunnels)

And, I have an additional problem: After noticing I put all my props in conquest mode, I had to merge my conquest layer of ZeroEditor with my CTF layer, which when I played my map in CTF mode, I noticed some of the CP's from the conquest layer loaded into CTF. Are their any ideas to fix this? How do I remove CP's from CTF? I don't see anything about CP's in the CTF lua, so I'm stuck on that, too.

Also, if you want to see my other work, I'm not meaning to spam anyone :spam:

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