Very Need help! Campaign script errors?

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correctmushroom2013
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Second Lance Corporal
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Location: Russian Federation

Very Need help! Campaign script errors?

Post by correctmushroom2013 »

Hello everyone! It just killed me :faint: ... I've been trying to do a custom objectives for two weeks on my map. The problem is very strange in my opinion.
I created 15 objectives in which it is need to reach the point, destroy the objects, and capture the CPs. Problem in the last objectives, about CPs.

The normal version of the code works fine.
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("Ambush")

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


function ScriptPostLoad()

function StartObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 15.0 }
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5)
objectiveSequence:AddObjectiveSet(Objective6)
objectiveSequence:AddObjectiveSet(Objective7)
objectiveSequence:AddObjectiveSet(Objective8)
objectiveSequence:AddObjectiveSet(Objective9)
objectiveSequence:AddObjectiveSet(Objective10)
objectiveSequence:AddObjectiveSet(Objective11)
objectiveSequence:AddObjectiveSet(Objective12)
objectiveSequence:AddObjectiveSet(Objective13)
objectiveSequence:AddObjectiveSet(Objective14)
objectiveSequence:AddObjectiveSet(Objective15)
objectiveSequence:Start()
end

SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, true)
ScriptCB_SetGameRules("campaign")

onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
objectives_timer = CreateTimer("objectives_timer")
SetTimerValue(objectives_timer, 10)
StartTimer(objectives_timer)
begin_objectives = OnTimerElapse(
function(timer)
StartObjectives ()
ScriptCB_EnableCommandPostVO(0)
StartTimer(timeoutTimer)
end,
objectives_timer
)
end
end
)


--FIRST----------------------------------------------
Objective1 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.DFC.objectives.1", popupText = "level.DFC.objectives.1",
regionName = "goto1", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective1:AddHint("level.geo1.hints.movement")
Objective1:AddHint("level.geo1.hints.obj_markers")
Objective1:AddHint("level.geo1.hints.review_objectives")
Objective1:AddHint("level.geo1.hints.sprint")
Objective1:AddHint("level.geo1.hints.capture_cp")



Objective1.OnStart = function(self)
MapAddEntityMarker("goto", "hud_objective_icon", 3.0, 1, "YELLOW", true)

end

Objective1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("goto")

end

--SECOND----------------------------------------------
Objective2 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.DFC.objectives.2", popupText = "level.DFC.objectives.2",
regionName = "goto2", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective2:AddHint("level.geo1.hints.weapons")
Objective2:AddHint("level.geo1.hints.lockon")
Objective2:AddHint("level.geo1.hints.reticle")
Objective2:AddHint("level.geo1.hints.enemymarkers")



Objective2.OnStart = function(self)
MapAddEntityMarker("goto", "hud_objective_icon", 3.0, 1, "YELLOW", true)

end

Objective2.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("goto")

end

--THIRD----------------------------------------------
Objective3 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.DFC.objectives.3", popupText = "level.DFC.objectives.3",
regionName = "goto3", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective3:AddHint("level.geo1.hints.weapons")
Objective3:AddHint("level.geo1.hints.lockon")
Objective3:AddHint("level.geo1.hints.reticle")
Objective3:AddHint("level.geo1.hints.enemymarkers")



Objective3.OnStart = function(self)
MapAddEntityMarker("goto", "hud_objective_icon", 3.0, 1, "YELLOW", true)

end

Objective3.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("goto")

end

--FOURTH----------------------------------------------

--objective: assault
Dobjekt = Target:New{name = "crock4"}
Dobjekt.OnDestroy = function(self)

end

Objective4 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.DFC.objectives.4", popupText = "level.DFC.objectives.4"}
Objective4:AddTarget(Dobjekt)


Objective4.OnStart = function(self)


end

Objective4.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)

end

--FIFTH----------------------------------------------
--Objective 5, destroy the 4 formicides

Scouts = TargetType:New{classname = "ant_inf_formicide", killLimit = 4, icon = "hud_objective_icon_circle"}

Objective5 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.DFC.objectives.5", popupText = "level.DFC.objectives.5", AIGoalWeight = 0}
Objective5:AddTarget(Scouts)

Objective5:AddHint("level.geo1.hints.weapons")
Objective5:AddHint("level.geo1.hints.lockon")
Objective5:AddHint("level.geo1.hints.reticle")
Objective5:AddHint("level.geo1.hints.enemymarkers")

Objective5.OnStart = function(self)
Ambush("scout_ambush_spawn", 4, 4)
scouts_goal = AddAIGoal(4, "Defend", 100, "health_pad")
end

Objective5.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(scouts_goal)

end

--SIXTH----------------------------------------------
Objective6 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.DFC.objectives.6", popupText = "level.DFC.objectives.6",
regionName = "goto4", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective6:AddHint("level.geo1.hints.movement")
Objective6:AddHint("level.geo1.hints.obj_markers")
Objective6:AddHint("level.geo1.hints.review_objectives")
Objective6:AddHint("level.geo1.hints.sprint")
Objective6:AddHint("level.geo1.hints.capture_cp")



Objective6.OnStart = function(self)
MapAddEntityMarker("goto", "hud_objective_icon", 3.0, 1, "YELLOW", true)

end

Objective6.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("goto")

end

--SEVENTH----------------------------------------------
--objective: assault
Dobjekt = Target:New{name = "sgen"}
Dobjekt.OnDestroy = function(self)

end

Objective7 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.DFC.objectives.7", popupText = "level.DFC.objectives.7"}
Objective7:AddTarget(Dobjekt)


Objective7.OnStart = function(self)


end

Objective7.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)

end

--EIGHT----------------------------------------------
--objective: conquest
Objective8CP = CommandPost:New{name = "CP5"}
Objective8 = ObjectiveConquest:New{teamATT = ATT, TeamDEF = DEF, text = "level.DFC.objectives.8", popupText = "level.DFC.objectives.8", AIGoalWeight = 0}
Objective8:AddCommandPost(Objective8CP)

Objective8:AddHint("level.geo1.hints.capture_cp", 3.0, 1, "YELLOW", true)

Objective8.OnStart = function(self)
AICanCaptureCP("CP5", ATT, true)
AICanCaptureCP("CP5", DEF, false)
end

Objective8.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
SetProperty("CP5", "Team", 1)
SetProperty("CP5", "CaptureRegion", "")

end

--NINTH----------------------------------------------
--objective: conquest
Objective9CP = CommandPost:New{name = "CP6"}
Objective9 = ObjectiveConquest:New{teamATT = ATT, TeamDEF = DEF, text = "level.DFC.objectives.9", popupText = "level.DFC.objectives.9", AIGoalWeight = 0}
Objective9:AddCommandPost(Objective9CP)

Objective9:AddHint("level.geo1.hints.capture_cp")

Objective9.OnStart = function(self)
AICanCaptureCP("CP6", ATT, true)
AICanCaptureCP("CP6", DEF, false)
end

Objective9.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
SetProperty("CP6", "Team", 1)
SetProperty("CP6", "CaptureRegion", "")

end

--TENTH----------------------------------------------
--objective: conquest
Objective10CP = CommandPost:New{name = "CP8"}
Objective10 = ObjectiveConquest:New{teamATT = ATT, TeamDEF = DEF, text = "level.DFC.objectives.10", popupText = "level.DFC.objectives.10", AIGoalWeight = 0}
Objective10:AddCommandPost(Objective10CP)

Objective10:AddHint("level.geo1.hints.capture_cp")

Objective10.OnStart = function(self)
AICanCaptureCP("CP8", ATT, true)
AICanCaptureCP("CP8", DEF, false)
end

Objective10.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
SetProperty("CP8", "Team", 1)
SetProperty("CP8", "CaptureRegion", "")

end

--ELEVENTH----------------------------------------------
--objective: conquest
Objective11CP = CommandPost:New{name = "CP7"}
Objective11 = ObjectiveConquest:New{teamATT = ATT, TeamDEF = DEF, text = "level.DFC.objectives.11", popupText = "level.DFC.objectives.11", AIGoalWeight = 0}
Objective11:AddCommandPost(Objective11CP)

Objective11:AddHint("level.geo1.hints.capture_cp")

Objective11.OnStart = function(self)
AICanCaptureCP("CP7", ATT, true)
AICanCaptureCP("CP7", DEF, false)
end

Objective11.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
SetProperty("CP7", "Team", 1)
SetProperty("CP7", "CaptureRegion", "")

end

--TWELFTH----------------------------------------------
--objective: conquest
Objective12CP = CommandPost:New{name = "CP4"}
Objective12 = ObjectiveConquest:New{teamATT = ATT, TeamDEF = DEF, text = "level.DFC.objectives.12", popupText = "level.DFC.objectives.12", AIGoalWeight = 0}
Objective12:AddCommandPost(Objective12CP)

Objective12:AddHint("level.geo1.hints.capture_cp")

Objective12.OnStart = function(self)
AICanCaptureCP("CP4", ATT, true)
AICanCaptureCP("CP4", DEF, false)
end

Objective12.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
SetProperty("CP4", "Team", 1)
SetProperty("CP4", "CaptureRegion", "")

end

--THIRTEENTH----------------------------------------------
--objective: assault
Dobjekt = Target:New{name = "tmf"}
Dobjekt.OnDestroy = function(self)

end

Objective13 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.DFC.objectives.13", popupText = "level.DFC.objectives.13"}
Objective13:AddTarget(Dobjekt)


Objective13.OnStart = function(self)


end

Objective13.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)

end


--FOURTEENTH----------------------------------------------
--objective: conquest
Objective14CP = CommandPost:New{name = "CP3"}
Objective14 = ObjectiveConquest:New{teamATT = ATT, TeamDEF = DEF, text = "level.DFC.objectives.14", popupText = "level.DFC.objectives.14", AIGoalWeight = 0}
Objective14:AddCommandPost(Objective14CP)

Objective14:AddHint("level.geo1.hints.capture_cp")

Objective14.OnStart = function(self)
AICanCaptureCP("CP3", ATT, true)
AICanCaptureCP("CP3", DEF, false)
end

Objective14.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
SetProperty("CP3", "Team", 1)
SetProperty("CP3", "CaptureRegion", "")

end

--FIFTEENTH----------------------------------------------
--objective: conquest
Objective15CP = CommandPost:New{name = "CP2"}
Objective15 = ObjectiveConquest:New{teamATT = ATT, TeamDEF = DEF, text = "level.DFC.objectives.15", popupText = "level.DFC.objectives.15", AIGoalWeight = 0}
Objective15:AddCommandPost(Objective15CP)

Objective15:AddHint("level.geo1.hints.capture_cp")

Objective15.OnStart = function(self)
AICanCaptureCP("CP2", ATT, true)
AICanCaptureCP("CP2", DEF, false)
end

Objective15.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
SetProperty("CP2", "Team", 1)
SetProperty("CP2", "CaptureRegion", "")

end

animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "sgen" then
PlayAnimation("sdest")
end
end
)

OnObjectRespawn(
function (object)
if GetEntityName(object) == "con1" then
PlayAnimation("turb")
end
end
)

animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "con1" then
PauseAnimation("turb")
end
end
)

animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "pol1" then
PlayAnimation("polak")
end
end
)

animateobja = OnObjectKill(
function(object, killer)
if GetEntityName(object) == "pan" then
PlayAnimation("do")
end
end
)

ActivateRegion("EnterRegion")
regionx = OnEnterRegion(
function(region, player)
if IsCharacterHuman(player) then

PlayAnimation("fly")
end
end,
"EnterRegion"
)

OnObjectKill(
function(object, killer)
if GetEntityName(object) == "tmf" then
SetProperty("tmf", "Team", 0)
SetProperty("t1", "Team", 0)
SetProperty("t2", "Team", 0)
SetProperty("t3", "Team", 0)
SetProperty("t4", "Team", 0)
SetProperty("t5", "Team", 0)
SetProperty("t6", "Team", 0)
SetProperty("t7", "Team", 0)
end
end
)

OnObjectRespawn(
function (object)
if GetEntityName(object) == "tmf" then
SetProperty("tmf", "Team", 1)
SetProperty("t1", "Team", 1)
SetProperty("t2", "Team", 1)
SetProperty("t3", "Team", 1)
SetProperty("t4", "Team", 1)
SetProperty("t5", "Team", 1)
SetProperty("t6", "Team", 1)
SetProperty("t7", "Team", 1)
end
end
)


--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"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}



--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:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()
SetUberMode(1);

EnableSPHeroRules()
AddDeathRegion("deathregion1")

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("dc:Load\\common.lvl")

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(3000)
SetMaxPlayerFlyHeight (3000)

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:sound\\bx_sound.lvl;bx_soundcw")
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_anakin")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_marine",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_tread_snailtank")

ReadDataFile("dc:SIDE\\RCS.lvl",
"rep_inf_boss_commando",
"rep_inf_fixer_commando",
"rep_inf_scorch_commando",
"rep_inf_sev_commando")


ReadDataFile("dc:SIDE\\AQD.lvl",
"cis_inf_aquadroid")


ReadDataFile("dc:SIDE\\ant.lvl",
"ant_inf_formicide",
"ant_inf_formicide_red")


ReadDataFile("dc:SIDE\\BXD.lvl",
"cis_inf_BX_commandodroid")


ReadDataFile("dc:SIDE\\MTT.lvl",
"cis_hover_mtt")


ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_recoilless_myg_auto",
"tur_bldg_tower")


ReadDataFile("dc:SIDE\\SBD.lvl",
"cis_inf_sbd")


SetupTeams{
rep = {
team = REP,
units = 4,
reinforcements = 4,
soldier = { "rep_inf_boss_commando",0, 1},
assault = { "rep_inf_fixer_commando",0, 1},
engineer = { "rep_inf_scorch_commando",0, 1},
sniper = { "rep_inf_sev_commando",0, 1},

},
cis = {
team = CIS,
units = 30,
reinforcements = 320,
soldier = { "cis_inf_marine",7, 8},
assault = { "cis_inf_BX_commandodroid",4, 6},
engineer = { "cis_inf_engineer",3, 4},
sniper = { "cis_inf_sniper",3, 4},
officer = {"cis_inf_aquadroid",3, 4},
special = { "cis_inf_sbd",3, 4},
}
}


SetTeamName (3, "Formicide")
AddUnitClass (3, "ant_inf_formicide", 2,25)
AddUnitClass (3, "ant_inf_formicide_red", 2,25)
SetUnitCount (3, 50)
AddAIGoal(3, "Deathmatch", 1000)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)



-- 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, 50) -- 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)
SetMemoryPoolSize("AcklayData", 50)
SetMemoryPoolSize("CommandHover", 1)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:DFC\\DFC.lvl", "DFC_conquest")
ReadDataFile("dc:DFC\\DFC.lvl", "DFC_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\\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
[/code]
BUT! All droids after the capture of the first CP leave the base and get into the crowd at one point from the outside, ignoring all their CPs.
It happen wheh I use code with this line:
Hidden/Spoiler:
--objective: conquest
Objective8CP = CommandPost:New{name = "CP5"}
Objective8 = ObjectiveConquest:New{teamATT = ATT, TeamDEF = DEF, text = "level.DFC.objectives.8", popupText = "level.DFC.objectives.8", AIGoalWeight = 0}
Objective8:AddCommandPost(Objective8CP)

Objective8:AddHint("level.geo1.hints.capture_cp", 3.0, 1, "YELLOW", true)

Objective8.OnStart = function(self)
AICanCaptureCP("CP5", ATT, true)
AICanCaptureCP("CP5", DEF, false)
end

Objective8.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
SetProperty("CP5", "Team", 1)
SetProperty("CP5", "CaptureRegion", "")

end
If I delete this line, CP is captured and after the objective is executed, it immediately turns red.
If I remove all objectives completely, after capturing CP all droids run to protect it and capture it back.

What wrong with my code? Or map?? :runaway:

More information:
Hidden/Spoiler:
Map has 8 CPs-1 rep and 7 cis. The first command (rep) must capture all 7 CPs. Play 4 people without bots.
Map has barriers and planning. Planning is only for about 7 CP droids not associated with 1 CP.
Map has 3th team.
It's very important for me, if you know about this help me, or I can do video for more information. :bowdown:

EDIT:I tried different variants and combinations of code. Always the droids leave the base and get crowd in one point, when one CP is captured.
Marth8880
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Re: Very Need help! Campaign script errors?

Post by Marth8880 »

I'm a bit confused here. What exactly is the problem?
correctmushroom2013
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Re: Very Need help! Campaign script errors?

Post by correctmushroom2013 »

I ask you to carefully read and see everything please.
The problem is this.
All droids after the capture of one cp, leave the base and crowd at one point outside, instead of defending and capture CPs back.
Image
Marth8880
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Re: Very Need help! Campaign script errors?

Post by Marth8880 »

Please turn on aimode (by typing aimode into the debugger's console) and take a screenshot of the AI clumped up like that.
correctmushroom2013
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Re: Very Need help! Campaign script errors?

Post by correctmushroom2013 »

I found a problem, this happens when I place vehicles on map. Without vehicles all done.
Also on map has command hover MTT. Droid can enter in it and use, but they don't do it with this NR99 tank on screenshot.
Hidden/Spoiler:
Image
Vehicles properties:
Hidden/Spoiler:
Image
Marth8880
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Re: Very Need help! Campaign script errors?

Post by Marth8880 »

In Objective8 = ObjectiveConquest:New{...}, try changing AIGoalWeight = 0 to AIGoalWeight = 100.

If that doesn't help, try also putting SetAIVehicleNotifyRadius(0) in the Objective8.OnStart function.

Notes:

https://github.com/marth8880/SWBF2-Lua- ... oclua#L996
http://www.secretsociety.com/forum/down ... IGoals.txt
http://www.secretsociety.com/forum/down ... mands.html
correctmushroom2013
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Re: Very Need help! Campaign script errors?

Post by correctmushroom2013 »

It does not help. I tried both variants and combined it. Nothing happens. What can I try to do next?((
Marth8880
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Re: Very Need help! Campaign script errors?

Post by Marth8880 »

Could you please post your changed code? :)
correctmushroom2013
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Re: Very Need help! Campaign script errors?

Post by correctmushroom2013 »

Hidden/Spoiler:
[code]--EIGHT--
--objective: conquest
Objective8CP = CommandPost:New{name = "CP5"}
Objective8 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.DFC.objectives.8", popupText = "level.DFC.objectives.8", AIGoalWeight = 100}
Objective8:AddCommandPost(Objective8CP)

Objective8:AddHint("level.geo1.hints.capture_cp")

Objective8.OnStart = function(self)
SetAIVehicleNotifyRadius(0)
AICanCaptureCP("CP5", ATT, false)
AICanCaptureCP("CP5", DEF, false)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50, "CP5")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50, "CP5")
att_obj1_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end

Objective8.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(att_obj1_aigoal2)
DeleteAIGoal(def_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal2)
SetProperty("CP5", "Team", 1)
SetProperty("CP5", "CaptureRegion", "")

end[/code]
I also tried change values AIGoalWeight = 100 to 200
and SetAIVehicleNotifyRadius(0) to 1000 or -1. :)
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