lua scripting error{solved}
Posted: Thu Feb 17, 2011 2:24 pm
by ACEwithSPADES
Can someone help me with this cus im new to this scripting stuff Thanks!
script
munge log
thanks 
script
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
KillObject("all1")
KillObject("all2")
KillObject("all3")
KillObject("all4")
KillObject("all5")
KillObject("all6")
KillObject("all7")
KillObject("all8")
KillObject("all9")
KillObject("all10")
KillObject("all11")
KillObject("all12")
KillObject("all13")
KillObject("all14")
KillObject("all15")
KillObject("all16")
KillObject("all17")
KillObject("all18")
KillObject("all19")
KillObject("all20")
KillObject("all21")
KillObject("all22")
KillObject("all23")
KillObject("all24")
KillObject("all25")
KillObject("all26")
KillObject("all27")
KillObject("all28")
KillObject("all29")
KillObject("all30")
KillObject("all31")
KillObject("all32")
KillObject("all33")
KillObject("all34")
KillObject("awing1")
KillObject("awing2")
KillObject("awing3")
KillObject("awing4")
KillObject("awing5")
KillObject("awing6")
KillObject("awing7")
KillObject("awing8")
KillObject("awing9")
KillObject("imp1")
KillObject("imp2")
KillObject("imp3")
KillObject("imp4")
KillObject("imp5")
KillObject("imp6")
KillObject("imp7")
KillObject("imp8")
KillObject("imp9")
KillObject("imp10")
KillObject("imp11")
KillObject("imp12")
KillObject("imp13")
KillObject("imp14")
KillObject("imp15")
KillObject("imp16")
KillObject("imp17")
KillObject("imp18")
KillObject("imp19")
KillObject("imp20")
KillObject("imp21")
KillObject("imp22")
KillObject("imp23")
KillObject("imp24")
KillObject("imp25")
KillObject("imp26")
KillObject("imp27")
KillObject("imp28")
KillObject("imp29")
KillObject("imp30")
KillObject("imp31")
KillObject("imp32")
KillObject("imp33")
KillObject("imp34")
KillObject("imp35")
KillObject("imp36")
KillObject("imp37")
KillObject("impf1")
KillObject("impf2")
KillObject("impf3")
KillObject("impf4")
KillObject("impf5")
KillObject("tie1")
KillObject("tie2")
KillObject("tie3")
KillObject("tie4")
KillObject("tie5")
KillObject("tie6")
KillObject("tie7")
KillObject("tie8")
KillObject("tie9")
KillObject("tie10")
KillObject("tie11")
KillObject("tie12")
KillObject("tie13")
KillObject("tie14")
KillObject("tie15")
--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"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
--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:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:Start()
SetUberMode(1);
AddDeathRegion("dea1")
if not ScriptCB_InMultiplayer() then
herosupport = AIHeroSupport:New{AIATTHeroHealth = 5000, AIDEFHeroHealth = 3000, gameMode = "NonConquest",}
herosupport:SetHeroClass(REP, "hero_Rep")
herosupport:SetHeroClass(CIS, "hero_Cis")
herosupport:AddSpawnCP("cp1","cp1_spawn")
herosupport:AddSpawnCP("cp2","cp2_spawn")
herosupport:AddSpawnCP("cp3","cp3_spawn")
herosupport:AddSpawnCP("cp4","cp4_spawn")
herosupport:AddSpawnCP("cp5","cp5_spawn")
herosupport:AddSpawnCP("cp6","cp6_spawn")
herosupport:AddSpawnCP("cp7","cp7_spawn")
herosupport:AddSpawnCP("cp8","cp8_spawn")
herosupport:AddSpawnCP("cp9","cp9_spawn")
herosupport:AddSpawnCP("cp10","cp10_spawn")
herosupport:Start()else
end
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()
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\\yav.lvl;yav1cw")
ReadDataFile("dc: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_inf_skytrooper",
"rep_hover_utat",
"rep_walk_atxt",
"rep_hero_obiwan",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hover_stap",
"cis_hero_grievous",
"cis_hero_countdooku",
"cis_hero_jangofett",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar",
"tur_bldg_chaingun",
"tur_bldg_mortar",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 150,
reinforcements = 350,
soldier = { "rep_inf_ep3_rifleman",9, 55},
assault = { "rep_inf_ep3_rocketeer",1, 54},
engineer = { "rep_inf_ep3_engineer",1, 54},
sniper = { "rep_inf_ep3_sniper",1, 24},
officer = {"rep_inf_ep3_officer",1, 15},
special = { "rep_inf_ep3_jettrooper",1, 10},
},
cis = {
team = CIS,
units = 150,
reinforcements = 350,
soldier = { "cis_inf_rifleman",9, 55},
assault = { "cis_inf_rocketeer",1, 54},
engineer = { "cis_inf_engineer",30, 54},
sniper = { "cis_inf_sniper",1, 24},
officer = {"cis_inf_officer",1, 15},
special = { "cis_inf_droideka",1, 4},
}
}
AddUnitClass(REP, "rep_inf_skytrooper", 1, 10)
if ScriptCB_InMultiplayer() then
SetHeroClass(CIS, "cis_hero_countdooku")
SetHeroClass(REP, "rep_hero_obiwan")
-- 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 = 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:ETR\\ETR.lvl", "ETR_conquest")
ReadDataFile("dc:ETR\\ETR.lvl", "ETR_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
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("AIHeroSupport")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
KillObject("all1")
KillObject("all2")
KillObject("all3")
KillObject("all4")
KillObject("all5")
KillObject("all6")
KillObject("all7")
KillObject("all8")
KillObject("all9")
KillObject("all10")
KillObject("all11")
KillObject("all12")
KillObject("all13")
KillObject("all14")
KillObject("all15")
KillObject("all16")
KillObject("all17")
KillObject("all18")
KillObject("all19")
KillObject("all20")
KillObject("all21")
KillObject("all22")
KillObject("all23")
KillObject("all24")
KillObject("all25")
KillObject("all26")
KillObject("all27")
KillObject("all28")
KillObject("all29")
KillObject("all30")
KillObject("all31")
KillObject("all32")
KillObject("all33")
KillObject("all34")
KillObject("awing1")
KillObject("awing2")
KillObject("awing3")
KillObject("awing4")
KillObject("awing5")
KillObject("awing6")
KillObject("awing7")
KillObject("awing8")
KillObject("awing9")
KillObject("imp1")
KillObject("imp2")
KillObject("imp3")
KillObject("imp4")
KillObject("imp5")
KillObject("imp6")
KillObject("imp7")
KillObject("imp8")
KillObject("imp9")
KillObject("imp10")
KillObject("imp11")
KillObject("imp12")
KillObject("imp13")
KillObject("imp14")
KillObject("imp15")
KillObject("imp16")
KillObject("imp17")
KillObject("imp18")
KillObject("imp19")
KillObject("imp20")
KillObject("imp21")
KillObject("imp22")
KillObject("imp23")
KillObject("imp24")
KillObject("imp25")
KillObject("imp26")
KillObject("imp27")
KillObject("imp28")
KillObject("imp29")
KillObject("imp30")
KillObject("imp31")
KillObject("imp32")
KillObject("imp33")
KillObject("imp34")
KillObject("imp35")
KillObject("imp36")
KillObject("imp37")
KillObject("impf1")
KillObject("impf2")
KillObject("impf3")
KillObject("impf4")
KillObject("impf5")
KillObject("tie1")
KillObject("tie2")
KillObject("tie3")
KillObject("tie4")
KillObject("tie5")
KillObject("tie6")
KillObject("tie7")
KillObject("tie8")
KillObject("tie9")
KillObject("tie10")
KillObject("tie11")
KillObject("tie12")
KillObject("tie13")
KillObject("tie14")
KillObject("tie15")
--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"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
--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:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:Start()
SetUberMode(1);
AddDeathRegion("dea1")
if not ScriptCB_InMultiplayer() then
herosupport = AIHeroSupport:New{AIATTHeroHealth = 5000, AIDEFHeroHealth = 3000, gameMode = "NonConquest",}
herosupport:SetHeroClass(REP, "hero_Rep")
herosupport:SetHeroClass(CIS, "hero_Cis")
herosupport:AddSpawnCP("cp1","cp1_spawn")
herosupport:AddSpawnCP("cp2","cp2_spawn")
herosupport:AddSpawnCP("cp3","cp3_spawn")
herosupport:AddSpawnCP("cp4","cp4_spawn")
herosupport:AddSpawnCP("cp5","cp5_spawn")
herosupport:AddSpawnCP("cp6","cp6_spawn")
herosupport:AddSpawnCP("cp7","cp7_spawn")
herosupport:AddSpawnCP("cp8","cp8_spawn")
herosupport:AddSpawnCP("cp9","cp9_spawn")
herosupport:AddSpawnCP("cp10","cp10_spawn")
herosupport:Start()else
end
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()
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\\yav.lvl;yav1cw")
ReadDataFile("dc: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_inf_skytrooper",
"rep_hover_utat",
"rep_walk_atxt",
"rep_hero_obiwan",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hover_stap",
"cis_hero_grievous",
"cis_hero_countdooku",
"cis_hero_jangofett",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar",
"tur_bldg_chaingun",
"tur_bldg_mortar",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 150,
reinforcements = 350,
soldier = { "rep_inf_ep3_rifleman",9, 55},
assault = { "rep_inf_ep3_rocketeer",1, 54},
engineer = { "rep_inf_ep3_engineer",1, 54},
sniper = { "rep_inf_ep3_sniper",1, 24},
officer = {"rep_inf_ep3_officer",1, 15},
special = { "rep_inf_ep3_jettrooper",1, 10},
},
cis = {
team = CIS,
units = 150,
reinforcements = 350,
soldier = { "cis_inf_rifleman",9, 55},
assault = { "cis_inf_rocketeer",1, 54},
engineer = { "cis_inf_engineer",30, 54},
sniper = { "cis_inf_sniper",1, 24},
officer = {"cis_inf_officer",1, 15},
special = { "cis_inf_droideka",1, 4},
}
}
AddUnitClass(REP, "rep_inf_skytrooper", 1, 10)
if ScriptCB_InMultiplayer() then
SetHeroClass(CIS, "cis_hero_countdooku")
SetHeroClass(REP, "rep_hero_obiwan")
-- 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 = 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:ETR\\ETR.lvl", "ETR_conquest")
ReadDataFile("dc:ETR\\ETR.lvl", "ETR_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
Hidden/Spoiler:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\ETR\ETRc_con.lua:179: <eof> expected near `end'
ERROR[scriptmunge scripts\ETR\ETRc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\ETR\ETRc_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
ERROR[levelpack mission\ETRc_con.req]:Expecting bracket, but none was found.
File : munged\pc\etrc_con.script.req(1)...
ucft <--
ERROR[levelpack mission\ETRc_con.req]:Expecting bracket, but none was found.
File : munged\pc\etrc_con.script.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[scriptmunge scripts\ETR\ETRc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\ETR\ETRc_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
ERROR[levelpack mission\ETRc_con.req]:Expecting bracket, but none was found.
File : munged\pc\etrc_con.script.req(1)...
ucft <--
ERROR[levelpack mission\ETRc_con.req]:Expecting bracket, but none was found.
File : munged\pc\etrc_con.script.req(1)...
ucft <--
2 Errors 0 Warnings