lua/timer error

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ACEwithSPADES
Command Sergeant Major
Command Sergeant Major
Posts: 253
Joined: Thu Jan 20, 2011 3:49 pm
Projects :: Alzoc 3
Games I'm Playing :: Battlefront 2 MW2
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Location: Somewhere, but most likely where i am

lua/timer error

Post by ACEwithSPADES »

This error with the timer is wierd it says sometiing is to close, does teh missionvictory code have anything to do with this? 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")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_SetGameRules("campaign")


-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
Arc = 3;
SBD = 5;

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")
KillObject("tie16")
KillObject("tie17")
KillObject("tie18")
SetAIDifficulty(0, 2, "hard")
BlockPlanningGraphArcs("SBDrunover")
BlockPlanningGraphArcs("cheaters!")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, false)
AllowAISpawn(3, true)
AllowAISpawn(4, true)
AllowAISpawn(5, true)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")

ScriptCB_SetGameRules("campaign")

onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)

end
end)
--objective: proctect your allies CP


Objective1CP = CommandPost:New{name = "cp1_hunt"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "Defend the 134th legion, they are under attack!", popupText = "Defend the 134th legion, they are under attack!", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)

Objective1:AddHint("level.geo1.hints.capture_cp")

Objective1.OnStart = function(self)
Matchtimer= CreateTimer("Matchtimer")
SetTimerValue(Matchtimer, (420))
StarTimer(Matchtimer)
OnTimerElapse(MissionVictory
function(timer)
MissionVictory
DestroyTimer(timer)
end,
Matchtimer
)
AICanCaptureCP("ADDCP_HERE", ATT, false)
MapAddEntityMarker("ADDCP_HERE", "hud_objective_icon_circle", 3.0, ATT, "YELLOW", true, true, true)
AICanCaptureCP("ADDCP_HERE", DEF, true)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50000, "cp1_hunt")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50000, "cp1_hunt")
def_obj1_aigoal = AddAIGoal(3, "Defend", 50000, "cp1_hunt")
def_obj1_aigoal = AddAIGoal(4, "Defend", 50000, "cp1_hunt")
def_obj1_aigoal = AddAIGoal(5, "Defend", 50000, "cp1_hunt")
att_obj1_aigoal2 = AddAIGoal(ATT, "Deathmatch", 10)
att_obj1_aigoal2 = AddAIGoal(DEF, "Deathmatch", 10)
att_obj1_aigoal2 = AddAIGoal(3, "Deathmatch", 10)
att_obj1_aigoal2 = AddAIGoal(4, "Deathmatch", 10)
att_obj1_aigoal2 = AddAIGoal(5, "Deathmatch", 10)
AllowAISpawn(ATT, true)
AllowAISpawn(DEF, true)
end

Objective1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(att_obj1_aigoal2)
DeleteAIGoal(def_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal2)
SetProperty("cp1_hunt", "Team", 1)
SetProperty("cp1_hunt", "CaptureRegion", "")
MissionVictory

end



end



function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 3)
StartTimer(beginobjectivestimer)
end

function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 5}
objectiveSequence:AddObjectiveSet(Objective1)

objectiveSequence:Start()

end

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
SetMemoryPoolSize ("ParticleTransformer::ColorTrans",2000)
SetMemoryPoolSize ("ParticleTransformer::SizeTransf",2000)
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_ep2_jettrooper",
"rep_inf_scorch",
"rep_walk_atxt",
"com_hover_flashspeeder",
"rep_hover_utat",
"rep_hero_obiwan",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hover_mtt",
"cis_hover_aatx",
"cis_hover_gat",
"cis_inf_jetdroid",
"cis_hover_stap",
"cis_hero_countdooku",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\arc.lvl",
"mod_inf_ep3_trooper",
"rep_inf_ARF_sniper",
"rep_inf_ep3armoredpilot",
"rep_inf_ep3sniper" )
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 = 45,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",9, 20},
assault = { "rep_inf_ep3_rocketeer",1, 20},
engineer = { "rep_inf_ep3_engineer",1, 20},
sniper = { "rep_inf_ep3_sniper",1, 5},
officer = {"rep_inf_ep3_officer",1, 12},
special = { "rep_inf_ep2_jettrooper",1, 8},

},
cis = {
team = CIS,
units = 40,
reinforcements = -1,
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},
},
arc = {
team = Arc,
units = 24,
reinforcements = -1,
soldier = { "mod_inf_ep3_trooper",1, 15},
assault = { "rep_inf_ep3sniper",1, 4},
engineer = { "rep_inf_ep3armoredpilot",1, 6},
sniper = { "rep_inf_ARF_sniper",1, 1},
}
AddUnitClass(REP, "rep_inf_scorch", 1, 5)
AddUnitClass(CIS, "cis_inf_jetdroid", 1, 5)

-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(0, 0) -- 0 droidekas
AddWalkerType(1, 5) -- 6 atsts with 1 leg pairs each
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 85)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandHover", 4)
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_hunt")
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:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\ETR\ETRc_hunt.lua:164: `)' expected (to close `(' at line 163) near `function'
ERROR[scriptmunge scripts\ETR\ETRc_hunt.lua]:Could not read input file.ERROR[scriptmunge scripts\ETR\ETRc_hunt.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

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

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

ucft <--

2 Errors 0 Warnings

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

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

ucft <--

2 Errors 0 Warnings
Thanks! :D
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: lua/timer error

Post by DarthD.U.C.K. »

yes, it has, you have to set up the ontimerelaps-function like that:

Code: Select all

OnTimerElapse(
	function(timer)
		MissionVictory (ATT)
		DestroyTimer(timer)
	end,
	Matchtimer
)
you always have to put the function(timer) first and then the other commands. also you have to specify the team that wins im pretty sure. if you dont know exaclt yhow to set something up, its best to take a campaignlua anmd look for reference there.
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