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What's wrong with the lua?

Posted: Thu Apr 12, 2007 9:56 pm
by BF2-Master
I keep getting these complaints:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\MAR\MARg_con.lua:113: unexpected symbol near `/'
ERROR[scriptmunge scripts\MAR\MARg_con.lua]:Could not read input file.ERROR[scriptmunge scripts\MAR\MARg_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

ERROR[levelpack mission\MARg_con.req]:Expecting bracket, but none was found.
File : munged\pc\marg_con.script.req(1)...

ucft <--
ERROR[levelpack mission\MARg_con.req]:Expecting bracket, but none was found.
File : munged\pc\marg_con.script.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings
How do I fix it? Here's the lua:
--
-- 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"}



--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: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(40)
SetMaxPlayerFlyHeight(40)


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("dc:SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_engineer",
"all_inf_officer")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_engineer",
"rep_inf_ep3_officer")

ReadDataFile("dc:SIDE\\des.lvl",
"tat_inf_jawa")

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_engineer",1,4},
engineer = { "all_inf_officer",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_engineer",1,4},
engineer = { "rep_inf_ep3_officer",1,4},
},
}

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

SetTeamName (3, "Plutonians")
AddUnitClass (3, "tat_inf_jawa", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)

-- 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:MAR\\MAR.lvl", "MAR_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);
end

RE: What

Posted: Thu Apr 12, 2007 10:19 pm
by Teancum
//SetHeroClass(ALL, "all_hero_hansolo_tat")
//SetHeroClass(IMP, "all_hero_hansolo_tat")

needs to be

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

Posted: Thu Apr 12, 2007 10:50 pm
by BF2-Master
I know, but I don't want heroes.

I have another lua that needs fixing too. I'll put it up in here after this one's done.

Posted: Thu Apr 12, 2007 11:56 pm
by [RDH]Zerted
Lua uses -- as comments.
C type languages use // for comments.

Posted: Fri Apr 13, 2007 4:26 am
by MasterYoda91
I got problems like that when i changed rebels skin but it turns out i forgot to put some files in my map, common and munge, clean.

Posted: Fri Apr 13, 2007 1:28 pm
by YankFan1950
if you don't want heroes delete these lines delete the add hero class lines and this line: EnableSPHeroRules() it's near the top and right after you quote the cps the second time

Posted: Fri Apr 13, 2007 7:42 pm
by BF2-Master
Okay, now I found out the problem was mostly with the locals, and got CW to work, but GCW still doesn't work. I suspect it has something to do with me changing the skins. I'm attempting something that might work now.

Posted: Fri Apr 13, 2007 8:33 pm
by Teancum
Dude, We JUST TOLD YOU. :lol: Read my post and [RDH]Zerted's. It will fix it.

Posted: Sat Apr 14, 2007 1:36 pm
by BF2-Master
I did what u guys told me, and it still crashes. I changed the //s to --s!!!

I think the problem is with the TGA files. I am trying one more thing.

Posted: Sat Apr 14, 2007 2:01 pm
by MasterYoda91
Just try it without the "dc:" to see if its a problem with the custom sides. Did you put "munge.bat" and "clean.bat" into your sides folders. That fixed my problem.

Posted: Sat Apr 14, 2007 2:32 pm
by phazon_elite
Doesn't there have to be a third team for the locals? Maybe adding this under REP and CIS?

Taken from MTCg_con.lua (Mount Corona's LUA)
-- Empire Attacking (attacker is always #1)
ALL = 1;
IMP = 2;
zom = 3;
-- These variables do not change
ATT = ALL;
DEF = IMP;
Just change zom to whatever your side name is, and the locals should work.

Hope that helped

EDIT: Oh, it's a g_con LUA, whoops. I'll change my quote to my MTCg_con.lua.

- EP-000782