Crashing problems with adding Rising Son to map

Discussion, progress updates, and downloads for the Dark Times and Rising Son mods.

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MrCrayon
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Crashing problems with adding Rising Son to map

Post by MrCrayon »

Okay. I am adding dark times II: Rising sun to my map. Okay, so I tried this a while ago and got a error thing when I tried to play it. Well, I fixed that. Now it just loads a quarter way, then shoots to finish and crashes. What is going on? If any info is needed to fix this issue, I will happily display it so you can see where I screwed up. And before somebody says something, YES I read, re-read, and triple checked the Rising Sun installation guide.

Help me Gametoast. You're my only hope (sorry about that)
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Maveritchell
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Re: Crashing problems with adding Rising Son to map

Post by Maveritchell »

MrCrayon wrote:If any info is needed to fix this issue, I will happily display it so you can see where I screwed up.
How else can we fix it if not with your information? You need to post what you did, how you did it, and what your error logs say so that we can determine where you had trouble with the instructions.
RogueKnight
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Re: Crashing problems with adding Rising Son to map

Post by RogueKnight »

Maveritchell wrote:How else can we fix it if not with your information?
We could do a psych evaluation and figure out which area of the tutorial he is most likely to make an error on and work from there.

Mav's right, in order to help you we need to know everything you did, was there any steps that you didn't quite understand?
MrCrayon
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Re: Crashing problems with adding Rising Son to map

Post by MrCrayon »

ok, here ya go!
AWE is my map 3 letter name fyi

AWE1_con.lua
Hidden/Spoiler:
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("TFURandom")
ScriptCB_DoFile("AIHeroSupport")

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

ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\core.lvl")

function ScriptPostLoad()
EnableSPHeroRules()



--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"}

--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:AddCommandPost(cp6)

if not ScriptCB_InMultiplayer() then
herosupport = AIHeroSupport:New{AIATTHeroHealth = 4000, AIDEFHeroHealth = 4000, gameMode = "NonConquest",}
herosupport:SetHeroClass(ALL, herostrAll)
herosupport:SetHeroClass(IMP, herostrEmp)
herosupport:AddSpawnCP("CP1","CP1SpawnPath")
herosupport:AddSpawnCP("CP2","CP2SpawnPath")
herosupport:AddSpawnCP("CP3","CP3SpawnPath")
herosupport:AddSpawnCP("CP4","CP4SpawnPath")
herosupport:AddSpawnCP("CP5","CP5SpawnPath")
herosupport:AddSpawnCP("CP6","CP6SpawnPath")
herosupport:Start()
else

end

conquest:Start()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4030000)
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\ingame.lvl")
ReadDataFile("ingame.lvl")


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo

gcwera = math.random(1,4)


if not ScriptCB_InMultiplayer() then
bothan = "all_inf_bothan_offline"
if gcwera < 3 then
DecideUnitsANH(1, 1, 1, 2, 2, 2, 2, 1, 2, 2, 2, 2, 1, 2)
allsoldier = "all_inf_soldier_anh"
allheavy = "all_inf_heavy_anh"
allmarksman = "all_inf_marksman_anh"
impsoldier = "imp_inf_soldier_anh"
impheavy = "imp_inf_heavy_anh"
impmarksman = "imp_inf_marksman_anh"
allsupport = "all_inf_honorguard"
impsupport = "imp_inf_darktrooper_p1"
elseif gcwera > 2 then
DecideUnits(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)
allsoldier = "all_inf_soldier"
allheavy = "all_inf_heavy"
allmarksman = "all_inf_marksman"
impsoldier = "imp_inf_soldier"
impheavy = "imp_inf_heavy"
impmarksman = "imp_inf_marksman"
allsupport = "all_inf_durosmerc"
impsupport = "imp_inf_heavymelee"
end
elseif ScriptCB_InMultiplayer() then
allsoldier = "all_inf_soldier"
allheavy = "all_inf_heavy"
allmarksman = "all_inf_marksman"
impsoldier = "imp_inf_soldier"
impheavy = "imp_inf_heavy"
impmarksman = "imp_inf_marksman"
allsupport = "all_inf_durosmerc"
impsupport = "imp_inf_heavymelee"
bothan = "all_inf_bothan"
herostrAll = "all_hero_kento"
supportstrAll = "all_inf_clone"
herostrEmp = "imp_hero_marek"
supportstrEmp = "imp_inf_commander"
end

ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\sound\\tes.lvl;tescw")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\sound\\bgl.lvl;bglgcw")
SetMapNorthAngle(180, 1)
SetMaxFlyHeight(45)
SetMaxPlayerFlyHeight (45)






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







ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\dark.lvl",
"all_hero_bail",
allsoldier,
allheavy,
allmarksman,
"all_inf_moncaleng",
allsupport,
bothan,
impsoldier,
impmarksman,
impheavy,
"imp_inf_gunner",
impsupport,
"imp_inf_commando",
"imp_inf_jumptrooper",
supportstrAll,
supportstrEmp)

ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\lead.lvl",
herostrAll,
herostrEmp)

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { allsoldier,9, 25},
assault = { allheavy,1,4},
engineer = { "all_inf_moncaleng",1,4},
sniper = { allmarksman,1,4},
officer = { allsupport,1,4},
special = { bothan,1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { impsoldier,9, 25},
assault = { impheavy,1,4},
engineer = { "imp_inf_gunner",1,4},
sniper = { impmarksman,1,4},
officer = { impsupport,1,4},
special = { "imp_inf_jumptrooper",1,4},
},

}




AddUnitClass(IMP, supportstrEmp, 1, 4)
AddUnitClass(ALL, supportstrAll, 1, 4)

if ScriptCB_InMultiplayer() then
SetHeroClass(ALL, herostrAll)
SetHeroClass(IMP, herostrEmp)
else
end

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local guyCnt = 50
local weaponCnt = 200
SetMemoryPoolSize("Aimer", 20)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 21)
SetMemoryPoolSize("EntityLight", 96)
SetMemoryPoolSize("MountedTurret", 13)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TreeGridStack", 256)
SetMemoryPoolSize("UnitAgent", guyCnt)
SetMemoryPoolSize("UnitController", guyCnt)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:AWE\\AWE.lvl", "AWE_conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(45)
--SetMaxPlayerFlyHeight (45)



-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")

-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_emt")

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(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")

SetAmbientMusic(ALL, 1.0, "all_cor_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_cor_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_cor_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_cor_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_cor_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_cor_amb_end", 2,1)

SetVictoryMusic(ALL, "all_cor_amb_victory")
SetDefeatMusic (ALL, "all_cor_amb_defeat")
SetVictoryMusic(IMP, "imp_cor_amb_victory")
SetDefeatMusic (IMP, "imp_cor_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")


SetAttackingTeam(ATT)



AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end

Addme.lua
Hidden/Spoiler:
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end


ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\dtshell.lvl")

--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)

sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "AWE%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c = 1, era_1 = 1, mode_con_1 = 1, change = {
era_1 = { name="Dark Times", icon2="darktimes_icon" },
},}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

-- associate this mission name with the current downloadable content directory
-- AWE1_con.lua
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("AWE","AWEg_con",4)
AddDownloadableContent("AWE","AWEc_con",4)
AddDownloadableContent("AWE","AWE1_con",4)


-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\AWE\\data\\_LVL_PC\\core.lvl")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\core.lvl")
AWE1_req
Hidden/Spoiler:
ucft
{

REQN
{

"config"
"cor_movies"

}

REQN
{
"script"
"AWE1_con",
"
}
}
mission.req
Hidden/Spoiler:
ucft
{
REQN
{
"config"
"ingame_movies"
}

REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
"AIHeroSupport"
"TFUrandom"
}

REQN
{
"lvl"
"AWEg_con"
"AWEc_con"
"AWE1_con"

}
}
sorry I haven't responded sooner. I was offline for a few days.
User avatar
Jendo7
Sith
Sith
Posts: 1303
Joined: Wed Apr 01, 2009 6:37 pm
Location: Cambridge, England.
Contact:

Re: Crashing problems with adding Rising Son to map

Post by Jendo7 »

You don't need a comma or the extra quote in your AWE1_req.
So it should be this:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"script"
"AWE1_con"
}
}[/code]
And change your lua to this
Hidden/Spoiler:
[code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("TFURandom")
ScriptCB_DoFile("AIHeroSupport")

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

ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\core.lvl")

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 = "CP6"}

--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:AddCommandPost(cp6)

conquest:Start()

EnableSPHeroRules()

if not ScriptCB_InMultiplayer() then
herosupport = AIHeroSupport:New{AIATTHeroHealth = 4000, AIDEFHeroHealth = 4000, gameMode = "NonConquest",}
herosupport:SetHeroClass(ALL, herostrAll)
herosupport:SetHeroClass(IMP, herostrEmp)
herosupport:AddSpawnCP("CP1","CP1SpawnPath")
herosupport:AddSpawnCP("CP2","CP2SpawnPath")
herosupport:AddSpawnCP("CP3","CP3SpawnPath")
herosupport:AddSpawnCP("CP4","CP4SpawnPath")
herosupport:AddSpawnCP("CP5","CP5SpawnPath")
herosupport:AddSpawnCP("CP6","CP6SpawnPath")
herosupport:Start()
else
end

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()

gcwera = math.random(1,4)

if not ScriptCB_InMultiplayer() then
bothan = "all_inf_bothan_offline"
if gcwera < 3 then
DecideUnitsANH(1, 1, 1, 2, 2, 2, 2, 1, 2, 2, 2, 2, 1, 2)
allsoldier = "all_inf_soldier_anh"
allheavy = "all_inf_heavy_anh"
allmarksman = "all_inf_marksman_anh"
impsoldier = "imp_inf_soldier_anh"
impheavy = "imp_inf_heavy_anh"
impmarksman = "imp_inf_marksman_anh"
allsupport = "all_inf_honorguard"
impsupport = "imp_inf_darktrooper_p1"
elseif gcwera > 2 then
DecideUnits(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)
allsoldier = "all_inf_soldier"
allheavy = "all_inf_heavy"
allmarksman = "all_inf_marksman"
impsoldier = "imp_inf_soldier"
impheavy = "imp_inf_heavy"
impmarksman = "imp_inf_marksman"
allsupport = "all_inf_durosmerc"
impsupport = "imp_inf_heavymelee"
end
elseif ScriptCB_InMultiplayer() then
allsoldier = "all_inf_soldier"
allheavy = "all_inf_heavy"
allmarksman = "all_inf_marksman"
impsoldier = "imp_inf_soldier"
impheavy = "imp_inf_heavy"
impmarksman = "imp_inf_marksman"
allsupport = "all_inf_durosmerc"
impsupport = "imp_inf_heavymelee"
bothan = "all_inf_bothan"
herostrAll = "all_hero_kento"
supportstrAll = "all_inf_clone"
herostrEmp = "imp_hero_marek"
supportstrEmp = "imp_inf_commander"
end

ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\ingame.lvl")
ReadDataFile("ingame.lvl")



SetMapNorthAngle(180, 1)
SetMaxFlyHeight(45)
SetMaxPlayerFlyHeight (45)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo


ReadDataFile("sound\\cor.lvl;cor1gcw")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\sound\\tes.lvl;tescw")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\sound\\bgl.lvl;bglgcw")
ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\dark.lvl",
"all_hero_bail",
allsoldier,
allheavy,
allmarksman,
"all_inf_moncaleng",
allsupport,
bothan,
impsoldier,
impmarksman,
impheavy,
"imp_inf_gunner",
impsupport,
"imp_inf_commando",
"imp_inf_jumptrooper",
supportstrAll,
supportstrEmp)

ReadDataFile("..\\..\\addon\\BDT\\data\\_LVL_PC\\SIDE\\lead.lvl",
herostrAll,
herostrEmp)

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

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { allsoldier,9, 25},
assault = { allheavy,1,4},
engineer = { "all_inf_moncaleng",1,4},
sniper = { allmarksman,1,4},
officer = { allsupport,1,4},
special = { bothan,1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { impsoldier,9, 25},
assault = { impheavy,1,4},
engineer = { "imp_inf_gunner",1,4},
sniper = { impmarksman,1,4},
officer = { impsupport,1,4},
special = { "imp_inf_jumptrooper",1,4},
},

}


AddUnitClass(IMP, supportstrEmp, 1, 4)
AddUnitClass(ALL, supportstrAll, 1, 4)

if ScriptCB_InMultiplayer() then
SetHeroClass(ALL, herostrAll)
SetHeroClass(IMP, herostrEmp)
else
end

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local guyCnt = 50
local weaponCnt = 200
SetMemoryPoolSize("Aimer", 20)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 21)
SetMemoryPoolSize("EntityLight", 96)
SetMemoryPoolSize("MountedTurret", 13)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("SoldierAnimation", 900)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TreeGridStack", 256)
SetMemoryPoolSize("UnitAgent", guyCnt)
SetMemoryPoolSize("UnitController", guyCnt)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:AWE\\AWE.lvl", "AWE_conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(45)
--SetMaxPlayerFlyHeight (45)



-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")

-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_emt")

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(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")

SetAmbientMusic(ALL, 1.0, "all_cor_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_cor_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_cor_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_cor_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_cor_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_cor_amb_end", 2,1)

SetVictoryMusic(ALL, "all_cor_amb_victory")
SetDefeatMusic (ALL, "all_cor_amb_defeat")
SetVictoryMusic(IMP, "imp_cor_amb_victory")
SetDefeatMusic (IMP, "imp_cor_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")


SetAttackingTeam(ATT)



AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end[/code]
I also added in a soldier animation memory pool just in case.
MrCrayon
Jedi Knight
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Posts: 554
Joined: Sat Apr 17, 2010 8:15 pm
Projects :: Coruscant map Want to help PM me
Games I'm Playing :: Battlefront 3
Location: Buried in homework, but getting better

Re: Crashing problems with adding Rising Son to map

Post by MrCrayon »

THANKS!!! I'll try it and see if it works! And thanks again. Wow.

ok, I checked. It worked. I am getting emotional now, this has taken forever and I couldn't figure out why! What did you do?
User avatar
Jendo7
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Location: Cambridge, England.
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Re: Crashing problems with adding Rising Son to map

Post by Jendo7 »

You just had a few things in the wrong order in your lua, so I just changed them around.
Anyway, I'll be looking forward to playing it :)
MrCrayon
Jedi Knight
Jedi Knight
Posts: 554
Joined: Sat Apr 17, 2010 8:15 pm
Projects :: Coruscant map Want to help PM me
Games I'm Playing :: Battlefront 3
Location: Buried in homework, but getting better

Re: Crashing problems with adding Rising Son to map

Post by MrCrayon »

I am adding you in the credits. I am very excited/happy to play dark times on here. Thank you, you are a life-saver! You will be the first to know of it's re-release!
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Maveritchell
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Re: Crashing problems with adding Rising Son to map

Post by Maveritchell »

MrCrayon wrote:I am adding you in the credits. I am very excited/happy to play dark times on here. Thank you, you are a life-saver! You will be the first to know of it's re-release!
It sounds like you had an unrelated problem, because just at a glance none of the changes he made to your original files (.lua or .req) should have any effect. In the future, be sure to post a debug log as well, and do try a clean if you're completely baffled (in this case, since all it took was a remunge a clean probably would have fixed your problem).
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Jendo7
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Re: Crashing problems with adding Rising Son to map

Post by Jendo7 »

MrCrayon wrote:I am adding you in the credits. I am very excited/happy to play dark times on here. Thank you, you are a life-saver! You will be the first to know of it's re-release!
There's really no need to credit me, as Maveritchell says, it's unrelated anyway.
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