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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
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
munge log
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
thanks :D

Re: lua scripting error

Posted: Thu Feb 17, 2011 2:32 pm
by fasty
Try taking the red end out. Also your KillObject("") codes should probably go under conquest:Start()
ACEwithSPADES wrote:
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

Re: lua scripting error

Posted: Sat Feb 19, 2011 1:10 pm
by ACEwithSPADES
Ok well i fixed the map so no munge errors appear and the map works but it crashes about 2 sec into the game. Could someone help, thanks
lua
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()


--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")
EnableSPHeroRules()

if not ScriptCB_InMultiplayer() then
herosupport = AIHeroSupport:New{AIATTHeroHealth = 5000, AIDEFHeroHealth = 3000, gameMode = "NonConquest",}
herosupport:SetHeroClass(REP, "rep_hero_obiwan")
herosupport:SetHeroClass(CIS, "cis_hero_countdooku")
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

---------------------------------------------------------------------------
-- 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
SetMemoryPoolSize ("SoldierAnimation",800) -- 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_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)


-- 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", 80)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandHover", 1)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 100)
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
log
Hidden/Spoiler:
Opened logfile BFront2.log 2011-02-19 1203
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\BDT\data\_LVL_PC\dtshell.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: [Nil]
ifs_sp_campaign: Input_Accept(): Entered: [Nil]
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode1
cur_button = nil
this.CurButton = nil
cur_button = nil
this.CurButton = nil
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 040CC0DC
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key, value is: isModLevel 1
The key, value is: mode_1flag_g 1
The key, value is: mode_1flag_c 1
The key, value is: era_c 1
The key, value is: bSelected 1
The key, value is: mode_con_g 1
The key is mapluafile, the formated value is: ETR<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 03CC672C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: ETRc_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (72968e25)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (f86f3e43)!

Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier kin_inf_skytrooper has geometry collision

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (e6c135ed)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (72968e25)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1027

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1030

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1033

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1036

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1039

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1042

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1045

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1048

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1051

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1054

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1057

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1538

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1540

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1542

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1060

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1544

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1546

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1063

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1548

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (7eca4d4e)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1550

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1552

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1066

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1554

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1556

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1069

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1558

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1560

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1562

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1072

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1564

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1566

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1568

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1075

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1570

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1078

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1572

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1574

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1576

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1578

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1081

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1580

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1582

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1584

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1084

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1586

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1588

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1087

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1590

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Graphics\Pc\pcRedStencilShadow.cpp(892)
No shadow data!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1592

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1594

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1090

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1596

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1598

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1093

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1600

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1602

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1604

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier cis_inf_caped_magnaguard has geometry collision

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "tur_bldg_chaingun" unknown vehicle collision "p_base"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_chaingun" unknown soldier collision "p_armor1"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_chaingun" unknown soldier collision "p_armor2"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_chaingun" unknown soldier collision "p_wall1"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_chaingun" unknown soldier collision "p_wall2"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_chaingun" unknown soldier collision "p_wall3"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_chaingun" unknown soldier collision "p_wall4"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_chaingun" unknown soldier collision "p_wall5"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_chaingun" unknown soldier collision "p_wall6"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_chaingun" unknown soldier collision "p_wall7"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_chaingun" unknown soldier collision "p_wall8"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_chaingun" unknown soldier collision "p_wall9"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_chaingun" unknown soldier collision "p_cylindergun"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_chaingun" unknown soldier collision "p_spawn"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_chaingun" unknown ordnance collision "p_armor1"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_chaingun" unknown ordnance collision "p_armor2"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_chaingun" unknown ordnance collision "p_wall1"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_chaingun" unknown ordnance collision "p_wall2"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_chaingun" unknown ordnance collision "p_wall3"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_chaingun" unknown ordnance collision "p_wall4"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_chaingun" unknown ordnance collision "p_wall5"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_chaingun" unknown ordnance collision "p_wall6"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_chaingun" unknown ordnance collision "p_wall7"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_chaingun" unknown ordnance collision "p_wall8"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_chaingun" unknown ordnance collision "p_wall9"
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_rocketeer
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: cis_inf_officer
uf_updateClassIndex(): Added class: cis_inf_droideka
uf_updateClassIndex(): Added class: rep_inf_skytrooper
utility_functions2: ReadDataFile(): This map's code, mode: etr etr_conquest

Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [tan4_prop_Console]

Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [tan4_prop_Console]

Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'prop_steampipe' not found

Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'prop_steampipe' not found

Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'prop_steampipe' not found

Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'geo2_sfx_bunkerdust' not found

Message Severity: 2
.\Source\EntityProp.cpp(875)
EntityProp 'geo_bldg_bunker_1' AttachOdf 'geo_prop_godray' odf not found

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f0af1ca7: trying to replace "hoth_prop_generator" with "hoth_prop_generator3"

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=de5eb2b9: trying to replace "hoth_prop_hangar_bridge" with "hoth_prop_hangar_bridge5"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=42470f22: trying to replace "hoth_prop_command_console_a" with "hoth_prop_command_console_a2"

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f2af1fcd: trying to replace "hoth_prop_generator" with "hoth_prop_generator1"

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=cf793c9d: trying to replace "hoth_prop_trench_short" with "hoth_prop_trench_short1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=df5eb44c: trying to replace "hoth_prop_hangar_bridge" with "hoth_prop_hangar_bridge2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=e05eb5df: trying to replace "hoth_prop_hangar_bridge" with "hoth_prop_hangar_bridge3"

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=dd5eb126: trying to replace "hoth_prop_hangar_bridge" with "hoth_prop_hangar_bridge4"

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=aeef930c: trying to replace "end_prop_treesmall_3" with "end_prop_treesmall_30"

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ec5c0b4c: trying to replace "end_prop_leaftree3" with "end_prop_leaftree30"

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=dee3922f: trying to replace "hoth_prop_trench_turrets" with "hoth_prop_trench_turrets2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f6659282: trying to replace "hoth_prop_bridge_long" with "hoth_prop_bridge_long1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=dde3909c: trying to replace "hoth_prop_trench_turrets" with "hoth_prop_trench_turrets3"

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=cd4c6721: trying to replace "hoth_prop_command_console_c" with "hoth_prop_command_console_c1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=34f2a495: trying to replace "end_prop_treesmall_2" with "end_prop_treesmall_20"

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=edaf17ee: trying to replace "hoth_prop_generator" with "hoth_prop_generator4"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=efaf1b14: trying to replace "hoth_prop_generator" with "hoth_prop_generator2"

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=afef949f: trying to replace "end_prop_treesmall_3" with "end_prop_treesmall_31"

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [b92433ae] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f950fae1: trying to replace "hoth_bldg_bunker" with "hoth_bldg_bunker1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ca4c6268: trying to replace "hoth_prop_command_console_c" with "hoth_prop_command_console_c2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=db5eae00: trying to replace "hoth_prop_hangar_bridge" with "hoth_prop_hangar_bridge6"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=41470d8f: trying to replace "hoth_prop_command_console_a" with "hoth_prop_command_console_a1"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_hover_utat"

Message Severity: 2
.\Source\EntityWalker.cpp(3651)
Could not build EntityWalker
uf_updateClassIndex(): Added class: rep_hero_obiwan
uf_updateClassIndex(): Added class: cis_hero_countdooku
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist

Message Severity: 2
.\Source\EntityWalker.cpp(3651)
Could not build EntityWalker

Message Severity: 2
.\Source\EntityWalker.cpp(3651)
Could not build EntityWalker

Message Severity: 2
.\Source\EntityWalker.cpp(3651)
Could not build EntityWalker

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'rep_weap_inf_wup' is not localized for stats page

the only thing that i can see is the utat is a command hover but i forgot to change its spawn to team 1 but will this crash the map cus there is no severity threee erros thangs for the help! :D
EDIT: i have taken out the utat and i have fixed the entity walker any help would be good!