Help with LUA/units crashing problems [SOLVED]

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SkinnyODST
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Help with LUA/units crashing problems [SOLVED]

Post by SkinnyODST »

I started up my map one day after changing 3 things, placing more objects in my map, altering the reinforcements for the CIS, and deleting something from the common effects folder, I think it was a duplicate of "com_sfx_laser_blue" (rep`s laser bolts, there`s still one in the common effects folder). And, after doing that, I launched the map the next day to find out it CRASHES! I`ve been trying to figure out what`s causing it but I can`t. I delete some things from the LUA and that seems to make it work, I re-add some things to it and it crashes again. I`ve tried many combinations of this and I think there`s multiple things that make it crash. And whats even more annoying and weird is that the combinations that allow me to get into the game without it crashing, have a problem. Everytime I go to restart the mission it crashes again! At first I thought I`d hit some sort of object limit or something, but that can`t be true because my 2nd custom era works fine. PLEASE HELP!

Here is the problematic LUA. I added every single unit to the ReadDataFile part to see if that fixed it. It didn`t.
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

AmbushTeam1 = 6
WPA = AmbushTeam1

function ScriptPostLoad()

ShowMessageText("level.CCC.62brief", ATT)

timername= CreateTimer("timername")
SetTimerValue(timername, (20))
StartTimer(timername)
OnTimerElapse(
function(timer)
ShowMessageText("level.CCC.62brief2", ATT)
DestroyTimer(timer)
end,
timername
)

timername= CreateTimer("timername2")
SetTimerValue(timername, (40))
StartTimer(timername)
OnTimerElapse(
function(timer)
ShowMessageText("level.CCC.capmoss", ATT)
DestroyTimer(timer)
end,
timername
)

timername= CreateTimer("timername3")
SetTimerValue(timername, (50))
StartTimer(timername)
OnTimerElapse(
function(timer)
ShowMessageText("level.CCC.capmoss2", ATT)
DestroyTimer(timer)
end,
timername
)

timername= CreateTimer("timername4")
SetTimerValue(timername, (85))
StartTimer(timername)
OnTimerElapse(
function(timer)
ShowMessageText("level.CCC.capmoss3", ATT)
DestroyTimer(timer)
end,
timername
)

AddAIGoal(3, "Deathmatch", 100)

SetClassProperty("cis_inf_rifleman", "NoEnterVehicles", "1")


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



--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:Start()

SetUberMode(1);

EnableSPHeroRules()
SetupAmbushTrigger("ambushregion", "ambushpath", 8, 5)

SetupAmbushTrigger("wamparegion", "wampapath", 8, 6)

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(62)
SetMaxPlayerFlyHeight (62)

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("SIDE\\\\des.lvl",
"rep_inf_ep2_pilot")
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_pilot",
"rep_inf_ep3_marine",
"rep_inf_ep2_sniper",
"rep_inf_ep2_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep2_marine",
"rep_inf_ep2_rocketeer",
"rep_inf_ep3_pilot",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_officer",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_jettrooper_sniper",
"rep_walk_atte",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_marine",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_inf_marine",
"cis_inf_officer_hunt",
"cis_inf_pilot",
"cis_hover_aat",
"cis_hover_stap",
"cis_walk_spider")


ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_chaingun",
"tur_bldg_built_chaingun",
"tur_yav_bldg_watchtower",
"tur_bldg_recoilless_fel_auto",
"tur_bldg_recoilless_kas",
"tur_bldg_recoilless_lg",
"tur_bldg_recoilless_md",
"tur_bldg_recoilless_myg_auto",
"tur_bldg_recoilless_nab_auto")

ReadDataFile("dc:SIDE\\snw.lvl",
"snw_inf_wampa")

SetupTeams{
rep = {
team = REP,
units = 162,
reinforcements = 755,
soldier = { "rep_inf_ep3_rifleman",30, 60},
assault = { "rep_inf_ep3_rocketeer",10, 20},
engineer = { "rep_inf_ep3_sniper",5, 10},
sniper = { "rep_inf_ep3_engineer",7, 20},
officer = { "rep_inf_ep3_jettrooper",3, 6},
special = { "rep_inf_ep2_marine",8, 15},
AddUnitClass(REP, "rep_inf_ep3_officer",1, 1)

},
cis = {
team = CIS,
units = 162,
reinforcements = 800,
soldier = { "cis_inf_marine",30, 60},
assault = { "cis_inf_rocketeer",10, 20},
engineer = { "cis_inf_engineer",5, 15},
sniper = { "cis_inf_sniper",4, 10},
special = { "cis_inf_pilot",8, 10},
officer = { "cis_inf_droideka",5, 10},
extra1 = { "cis_inf_rifleman",5, 10},
AddUnitClass(CIS, "cis_inf_officer",5, 10)

},
abt = {
team = ABT,
units = 8,
reinforcements = -1,
sniper = { "cis_inf_sniper", 8, 8},

},
wpa = {
team = WPA,
units = 10,
reinforcements = -1,
sniper = { "snw_inf_wampa", 8, 8},

}
}

AddAIGoal(3, "Deathmatch", 100)
AddAIGoal(6, "Deathmatch", 100)

SetTeamName (3, "yavin_scouts")
AddUnitClass (3, "rep_inf_ep2_pilot", 5,10)
AddUnitClass (3, "rep_inf_ep2_sniper", 1,1)
SetUnitCount (3, 11)
AddAIGoal(3, "Deathmatch", 100)

SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)

SetTeamAsFriend(ABT, CIS)
SetTeamAsFriend(CIS, ABT)
SetTeamAsEnemy(ABT, REP)
SetTeamAsEnemy(REP, ABT)
ClearAIGoals(ABT)
AddAIGoal(ABT, "Deathmatch", 100)

SetTeamAsEnemy(WPA, CIS)
SetTeamAsEnemy(CIS, WPA)
SetTeamAsEnemy(WPA, REP)
SetTeamAsEnemy(REP, WPA)
ClearAIGoals(WPA)
AddAIGoal(WPA, "Deathmatch", 100)

SetClassProperty("cis_inf_marine", "WeaponName1", "cis_weap_inf_rifle")
SetClassProperty("cis_inf_marine", "WeaponName2", "cis_weap_inf_pistol")
SetClassProperty("cis_inf_marine", "WeaponName3", "cis_weap_inf_thermaldetonator")
SetClassProperty("rep_inf_ep3_officer", "FleeLikeAHero", "1")
SetClassProperty("rep_inf_ep2_jettrooper_sniper", "FleeLikeAHero", "1")

AddUnitClass(CIS, "cis_inf_officer",5,10)
AddUnitClass(CIS, "cis_inf_rifleman",5, 10)
AddUnitClass(REP, "rep_inf_ep2_marine",8,15)
AddUnitClass(REP, "rep_inf_ep2_jettrooper_rifleman",8,15)
AddUnitClass(REP, "rep_inf_ep2_jettrooper_sniper",1,1)



-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 1) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 1) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 1)
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:CCC\\CCC.lvl", "CCC_conquest")
ReadDataFile("dc:CCC\\CCC.lvl", "CCC_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

[/code]
This one works, but because I removed the ep3_jettrooper. I can even restart the game and it will work. Now your probably thinking its the ep3_jettrooper making it crash, but again. It seems to be certain combinations. This next LUA below will clear some of that up.
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

AmbushTeam1 = 6
WPA = AmbushTeam1

function ScriptPostLoad()

ShowMessageText("level.CCC.62brief", ATT)

timername= CreateTimer("timername")
SetTimerValue(timername, (20))
StartTimer(timername)
OnTimerElapse(
function(timer)
ShowMessageText("level.CCC.62brief2", ATT)
DestroyTimer(timer)
end,
timername
)

timername= CreateTimer("timername2")
SetTimerValue(timername, (40))
StartTimer(timername)
OnTimerElapse(
function(timer)
ShowMessageText("level.CCC.capmoss", ATT)
DestroyTimer(timer)
end,
timername
)

timername= CreateTimer("timername3")
SetTimerValue(timername, (50))
StartTimer(timername)
OnTimerElapse(
function(timer)
ShowMessageText("level.CCC.capmoss2", ATT)
DestroyTimer(timer)
end,
timername
)

timername= CreateTimer("timername4")
SetTimerValue(timername, (85))
StartTimer(timername)
OnTimerElapse(
function(timer)
ShowMessageText("level.CCC.capmoss3", ATT)
DestroyTimer(timer)
end,
timername
)

AddAIGoal(3, "Deathmatch", 100)

SetClassProperty("cis_inf_rifleman", "NoEnterVehicles", "1")


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



--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:Start()

SetUberMode(1);

EnableSPHeroRules()
SetupAmbushTrigger("ambushregion", "ambushpath", 8, 5)

SetupAmbushTrigger("wamparegion", "wampapath", 8, 6)

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(62)
SetMaxPlayerFlyHeight (62)

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("SIDE\\\\des.lvl",
"rep_inf_ep2_pilot")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_hover_fightertank",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_jettrooper_sniper",
"rep_walk_atte",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_pilot",
"cis_hover_aat",
"cis_hover_stap",
"cis_walk_spider")


ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_chaingun",
"tur_bldg_built_chaingun",
"tur_yav_bldg_watchtower",
"tur_bldg_recoilless_fel_auto",
"tur_bldg_recoilless_kas",
"tur_bldg_recoilless_lg",
"tur_bldg_recoilless_md",
"tur_bldg_recoilless_myg_auto",
"tur_bldg_recoilless_nab_auto")

ReadDataFile("dc:SIDE\\snw.lvl",
"snw_inf_wampa")

SetupTeams{
rep = {
team = REP,
units = 116,
reinforcements = 116,
soldier = { "rep_inf_ep3_rifleman",30, 60},
assault = { "rep_inf_ep3_rocketeer",10, 20},
engineer = { "rep_inf_ep3_sniper",5, 10},
sniper = { "rep_inf_ep3_engineer",7, 20},

},
cis = {
team = CIS,
units = 125,
reinforcements = 125,
soldier = { "cis_inf_rifleman",5, 10},
assault = { "cis_inf_rocketeer",10, 20},
engineer = { "cis_inf_engineer",5, 15},
sniper = { "cis_inf_sniper",4, 10},
special = { "cis_inf_pilot",8, 10},

},
abt = {
team = ABT,
units = 8,
reinforcements = -1,
sniper = { "cis_inf_sniper", 8, 8},

},
wpa = {
team = WPA,
units = 10,
reinforcements = -1,
sniper = { "snw_inf_wampa", 8, 8},

}
}

AddAIGoal(3, "Deathmatch", 100)
AddAIGoal(6, "Deathmatch", 100)

SetTeamName (3, "yavin_scouts")
AddUnitClass (3, "rep_inf_ep2_pilot", 5,10)
AddUnitClass (3, "rep_inf_ep2_sniper", 1,1)
SetUnitCount (3, 11)
AddAIGoal(3, "Deathmatch", 100)

SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)

SetTeamAsFriend(ABT, CIS)
SetTeamAsFriend(CIS, ABT)
SetTeamAsEnemy(ABT, REP)
SetTeamAsEnemy(REP, ABT)
ClearAIGoals(ABT)
AddAIGoal(ABT, "Deathmatch", 100)

SetTeamAsEnemy(WPA, CIS)
SetTeamAsEnemy(CIS, WPA)
SetTeamAsEnemy(WPA, REP)
SetTeamAsEnemy(REP, WPA)
ClearAIGoals(WPA)
AddAIGoal(WPA, "Deathmatch", 100)

SetClassProperty("cis_inf_marine", "WeaponName1", "cis_weap_inf_rifle")
SetClassProperty("cis_inf_marine", "WeaponName2", "cis_weap_inf_pistol")
SetClassProperty("cis_inf_marine", "WeaponName3", "cis_weap_inf_thermaldetonator")
SetClassProperty("rep_inf_ep3_officer", "FleeLikeAHero", "1")
SetClassProperty("rep_inf_ep2_jettrooper_sniper", "FleeLikeAHero", "1")

AddUnitClass(CIS, "cis_inf_officer",5,10)
AddUnitClass(CIS, "cis_inf_rifleman",5, 10)
AddUnitClass(REP, "rep_inf_ep2_marine",8,15)
AddUnitClass(REP, "rep_inf_ep2_jettrooper_rifleman",8,15)
AddUnitClass(REP, "rep_inf_ep2_jettrooper_sniper",1,1)



-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 1) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 1) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 1)
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:CCC\\CCC.lvl", "CCC_conquest")
ReadDataFile("dc:CCC\\CCC.lvl", "CCC_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

[/code]
Now the last LUA. This one is from a VERY early version of my map and lacks things like timers, ambush regions and of course units. It works but when I restart, it crashes. It has the ep3_jettrooper in it. So as said above, he may not be the problem, but, he also might?
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

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


function ScriptPostLoad()

SetClassProperty("cis_inf_rifleman", "NoEnterVehicles", "1")


--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"}



--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:Start()

SetUberMode(1);

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(62)
SetMaxPlayerFlyHeight (62)

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_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_marine",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_hover_stap")


ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_chaingun",
"tur_bldg_built_chaingun",
"tur_yav_bldg_watchtower")

SetupTeams{
rep = {
team = REP,
units = 50,
reinforcements = 500,
soldier = { "rep_inf_ep3_rifleman",30,60},
assault = { "rep_inf_ep3_rocketeer",10, 20},
engineer = { "rep_inf_ep3_sniper",5, 10},
sniper = { "rep_inf_ep3_engineer",7, 20},
officer = { "rep_inf_ep3_jettrooper",3, 6},
special = { "rep_inf_ep3_officer",1, 1},

},
cis = {
team = CIS,
units = 50,
reinforcements = 500,
soldier = { "cis_inf_marine",35, 60},
assault = { "cis_inf_rocketeer",10, 20},
engineer = { "cis_inf_engineer",5, 15},
sniper = { "cis_inf_sniper",4, 10},
officer = {"cis_inf_rifleman",4, 8},
special = { "cis_inf_droideka",3, 7},
}
}
SetClassProperty("cis_inf_marine", "WeaponName1", "cis_weap_inf_rifle")
SetClassProperty("cis_inf_marine", "WeaponName2", "cis_weap_inf_pistol")
SetClassProperty("cis_inf_marine", "WeaponName3", "cis_weap_inf_thermaldetonator")
SetClassProperty("rep_inf_ep3_officer", "FleeLikeAHero", "1")



-- 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:CCC\\CCC.lvl", "CCC_conquest")
ReadDataFile("dc:CCC\\CCC.lvl", "CCC_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

[/code]


:runaway: Pretty complicated huh? :runaway:

EDIT: So now I`ve noticed something that points toward the LUA being the problem. With this version of the LUA, the game starts but after a second of being in the game it instantly just crashes. All I get to see is a short glimpse of a clone trooper.
Is there anything wrong with this LUA?
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

AmbushTeam1 = 6
WPA = AmbushTeam1

function ScriptPostLoad()

ShowMessageText("level.CCC.62brief", ATT)

timername= CreateTimer("timername")
SetTimerValue(timername, (20))
StartTimer(timername)
OnTimerElapse(
function(timer)
ShowMessageText("level.CCC.62brief2", ATT)
DestroyTimer(timer)
end,
timername
)

timername= CreateTimer("timername2")
SetTimerValue(timername, (40))
StartTimer(timername)
OnTimerElapse(
function(timer)
ShowMessageText("level.CCC.capmoss", ATT)
DestroyTimer(timer)
end,
timername
)

timername= CreateTimer("timername3")
SetTimerValue(timername, (50))
StartTimer(timername)
OnTimerElapse(
function(timer)
ShowMessageText("level.CCC.capmoss2", ATT)
DestroyTimer(timer)
end,
timername
)

timername= CreateTimer("timername4")
SetTimerValue(timername, (85))
StartTimer(timername)
OnTimerElapse(
function(timer)
ShowMessageText("level.CCC.capmoss3", ATT)
DestroyTimer(timer)
end,
timername
)

AddAIGoal(3, "Deathmatch", 100)

SetClassProperty("cis_inf_rifleman", "NoEnterVehicles", "1")


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



--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:Start()

SetUberMode(1);

EnableSPHeroRules()
SetupAmbushTrigger("ambushregion", "ambushpath", 8, 5)

SetupAmbushTrigger("wamparegion", "wampapath", 8, 6)

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(62)
SetMaxPlayerFlyHeight (62)

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("SIDE\\\\des.lvl",
"rep_inf_ep2_pilot")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_hover_fightertank",
"rep_walk_atte",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_marine",
"cis_hover_aat",
"cis_hover_stap",
"cis_walk_spider")


ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_chaingun",
"tur_bldg_built_chaingun",
"tur_yav_bldg_watchtower",
"tur_bldg_recoilless_fel_auto",
"tur_bldg_recoilless_kas",
"tur_bldg_recoilless_lg",
"tur_bldg_recoilless_md",
"tur_bldg_recoilless_myg_auto",
"tur_bldg_recoilless_nab_auto")

ReadDataFile("dc:SIDE\\snw.lvl",
"snw_inf_wampa")

SetupTeams{
rep = {
team = REP,
units = 162,
reinforcements = 755,
soldier = { "rep_inf_ep3_rifleman",30, 60},

},
cis = {
team = CIS,
units = 162,
reinforcements = 800,
soldier = { "cis_inf_marine",30, 60},

},
abt = {
team = ABT,
units = 8,
reinforcements = -1,
sniper = { "cis_inf_sniper", 8, 8},

},
wpa = {
team = WPA,
units = 10,
reinforcements = -1,
sniper = { "snw_inf_wampa", 8, 8},

}
}

AddAIGoal(3, "Deathmatch", 100)
AddAIGoal(6, "Deathmatch", 100)

SetTeamName (3, "yavin_scouts")
AddUnitClass (3, "rep_inf_ep2_pilot", 5,10)
AddUnitClass (3, "rep_inf_ep2_sniper", 1,1)
SetUnitCount (3, 11)
AddAIGoal(3, "Deathmatch", 100)

SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)

SetTeamAsFriend(ABT, CIS)
SetTeamAsFriend(CIS, ABT)
SetTeamAsEnemy(ABT, REP)
SetTeamAsEnemy(REP, ABT)
ClearAIGoals(ABT)
AddAIGoal(ABT, "Deathmatch", 100)

SetTeamAsEnemy(WPA, CIS)
SetTeamAsEnemy(CIS, WPA)
SetTeamAsEnemy(WPA, REP)
SetTeamAsEnemy(REP, WPA)
ClearAIGoals(WPA)
AddAIGoal(WPA, "Deathmatch", 100)

SetClassProperty("cis_inf_marine", "WeaponName1", "cis_weap_inf_rifle")
SetClassProperty("cis_inf_marine", "WeaponName2", "cis_weap_inf_pistol")
SetClassProperty("cis_inf_marine", "WeaponName3", "cis_weap_inf_thermaldetonator")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 1) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 1) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 1)
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:CCC\\CCC.lvl", "CCC_conquest")
ReadDataFile("dc:CCC\\CCC.lvl", "CCC_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

[/code]
Last edited by SkinnyODST on Fri Dec 02, 2016 8:34 pm, edited 1 time in total.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Help with LUA/units crashing problems

Post by AQT »

You are making things much more complicated and possibly worse than they need to be.
SkinnyODST wrote:I started up my map one day after changing 3 things, placing more objects in my map, altering the reinforcements for the CIS, and deleting something from the common effects folder, I think it was a duplicate of "com_sfx_laser_blue" (rep`s laser bolts, there`s still one in the common effects folder).
After making those three changes, did you receive any munge errors that were lua-related? This means a text document would pop up after munging is completed, saying what is wrong with your lua files. If so, what were the errors that needed to be fixed? If not, why did you make all those changes to your lua file?

Of the three things you listed that you changed before your map started to crash:
SkinnyODST wrote:...altering the reinforcements for the CIS...
That was the only lua-related one. If anything, you should have at most reverse just that change to see if it made a difference.

But what you should have done was run your map using the debugger:
[b][color=#FF8000]The FAQ / Everything You Need Thread Version 3.0[/color][/b] wrote:...
Question #4 - I have the CD version of SWBF2 and I get a binkw32.dll error when trying to launch the BF2_modtools.exe, what's wrong?
Answer - The BF2_modtools.exe is the debug executable, copy it from C:\BF2_ModTools and paste it in the same folder as your BattlefrontII.exe, usually:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData
you can launch BF2_modtools.exe and play your map, then exit or let it crash to generate a BFront2.log located in that same folder.
If you encounter a "Please insert CD 1" dialog or have the DVD or digital download version of SWBF2, use THIS modified BF2_modtools.exe

Note to Vista users:
If you can't find your BFront2.log it may be saved to this location:
C:\Users\<username>\AppData\Local\VirtualStore\Program Files\LucasArts\Star Wars Battlefront II\GameData
or click on the Compatibility Files button in the GameData folder.
...
The debugger also generates a log, which will tell you the majority of the time what is causing the crash and therefore what needs to be done to efficiently resolve the issue.
SkinnyODST
Lieutenant Colonel
Lieutenant Colonel
Posts: 545
Joined: Mon Jul 04, 2016 10:56 pm
Location: My other account
Contact:

Re: Help with LUA/units crashing problems

Post by SkinnyODST »

run your map using the debugger
I did, but it crashes anyway. Not just with my map but with everything else. It`s in the right place and starts but when I go to play a map of any sort, it crashes during the load screen.
I don`t know if the crash log is supposed to pop up immediately but is it by any chance called "BFront2"?
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Help with LUA/units crashing problems

Post by AQT »

Run the debugger as an administrator.
SkinnyODST wrote:I don`t know if the crash log is supposed to pop up immediately but is it by any chance called "BFront2"?
What does the quote from the FAQ say?
[b][color=#FF8000]The FAQ / Everything You Need Thread Version 3.0[/color][/b] wrote:...
Question #4 - I have the CD version of SWBF2 and I get a binkw32.dll error when trying to launch the BF2_modtools.exe, what's wrong?
Answer - The BF2_modtools.exe is the debug executable, copy it from C:\BF2_ModTools and paste it in the same folder as your BattlefrontII.exe, usually:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData
you can launch BF2_modtools.exe and play your map, then exit or let it crash to generate a BFront2.log located in that same folder.
If you encounter a "Please insert CD 1" dialog or have the DVD or digital download version of SWBF2, use THIS modified BF2_modtools.exe

Note to Vista users:
If you can't find your BFront2.log it may be saved to this location:
C:\Users\<username>\AppData\Local\VirtualStore\Program Files\LucasArts\Star Wars Battlefront II\GameData
or click on the Compatibility Files button in the GameData folder.
...
SkinnyODST
Lieutenant Colonel
Lieutenant Colonel
Posts: 545
Joined: Mon Jul 04, 2016 10:56 pm
Location: My other account
Contact:

Re: Help with LUA/units crashing problems

Post by SkinnyODST »

It still can`t play normal maps, but it does have the log. I don`t think posting the whole thing would be right so what do I post? What`s important in it?
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Help with LUA/units crashing problems

Post by AQT »

If you can, post the whole thing. If not, just look for the errors that are the following:

Code: Select all

Message Severity: 3
SkinnyODST
Lieutenant Colonel
Lieutenant Colonel
Posts: 545
Joined: Mon Jul 04, 2016 10:56 pm
Location: My other account
Contact:

Re: Help with LUA/units crashing problems

Post by SkinnyODST »

Hidden/Spoiler:
[code]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: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: Found custom_gc_11.lvl
custom_gc_11: Entered
ifs_freeform_init_dt.lua
ifs_freeform_start_dt.lua
custom_gc_11: Taking control of custom_GetGCButtonList()...
custom_gc_11: Taking control of custom_PressedGCButton()...
custom_gc_11: Exited
custom_gc_10: No custom_gc_12.lvl. Will stop searching for any more cGC scripts.
custom_gc_10: Exited
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_gc_11: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_11: custom_GetGCButtonList(): Exited
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
Cannot find ..\..\addon\BFX\data\_LVL_PC\mission.lvl. Skipping BFX's extra missions
Cannot find ..\..\addon\BFX\data\_LVL_PC\mission.lvl. Skipping BFX's extra missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Adding DT's missions
addme.KTH: Dark Times II: Rising Son is installed! Adding missions...
addme.KTH: Battlefront Extreme is not installed! Continuing...

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\TOR\data\_LVL_PC\shell.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: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 05B2FABC
The key, value is: mode_con_m 1
The key, value is: era_m 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key, value is: mode_con_c 1
The key, value is: era_c 1
The key, value is: change table: 05B35870
The key, value is: mode_con_y 1
The key is mapluafile, the formated value is: CCC<A>_<B>
The key, value is: era_y 1
custom_printTable(): Returning
custom_printTable(): table: 05726B4C
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: CCCc_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: Found user_script_10.lvl
user_script_10: Entered
user_script_10: Replacing v1.3 (r117)'s AddUnitClass as it should've had a return value. This fixes the Leia bug.
user_script_10: Found user_script_11.lvl
user_script_10: No user_script_12.lvl. Will stop searching for any more user scripts.
user_script_10: Exited
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
.\Memory\RedMemoryPool.cpp(317)
Memory pool "Combo" set item count after being allocated

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

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

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

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

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

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep2_pilot in data\_lvl_pc\SIDE\\des.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in SIDE\\des.lvl


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: 3
.\Source\Weapon.cpp(2076)
Weapon "rep_weap_inf_new_rifle" missing high res geometry "rep_weap_inf_new_rifle.msh"

Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "rep_weap_award_rifle" missing high res geometry "arcrifle.msh"

Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "rep_weap_award_pistol" missing high res geometry "waz_rep_weap_fordo.msh"

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_fl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_fr_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_bl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "cis_weap_award_rifle" missing high res geometry "all_weap_vexa_flechettepistol.msh"

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
.\Source\EntityWalker.cpp(4273)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopLeft 'bone_fl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopRight 'bone_fr_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopLeft 'bone_bl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'cis_walk_spider' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_r_toe'!

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"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall9"

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk tur_yav_bldg_watchtower in C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\AddOn\CCC\Data\_lvl_pc\SIDE\tur.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\tur.lvl


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
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!
uf_updateClassIndex(): Added class: cis_inf_sniper

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "cis_inf_sniper" (check the side's .req file)
uf_updateClassIndex(): Added class: cis_inf_marine
uf_updateClassIndex(): Added class: snw_inf_wampa
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman

Message Severity: 3
.\Source\Team.cpp(471)
Shorten the team name "yavin_scouts" to less than 12 chars!
uf_updateClassIndex(): Added class: rep_inf_ep2_pilot

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "rep_inf_ep2_pilot" (check the side's .req file)
uf_updateClassIndex(): Added class: rep_inf_ep2_sniper

Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "rep_inf_ep2_sniper" (check the side's .req file)

Message Severity: 3
.\Source\EntitySoldier.cpp(10779)
Soldier "cis_inf_marine" weapon 2 "cis_weap_inf_pistol" not found
utility_functions2: ReadDataFile(): This map's code, mode: ccc ccc_conquest

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'dag1_mist' not found

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

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

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

Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [kas2_bldg_oilrefinery]

Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [kas2_bldg_oilrefinery]

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "com_bldg_chaingun_tripod" already loaded in ather level file

Message Severity: 2
.\Source\CollisionMesh.cpp(550)
Duplicate collision mesh name exists in another level file: cd5c76f9

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 118efe6b

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 108efcd8

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "com_weap_gunturret" already loaded in ather level file

Message Severity: 2
.\Source\CollisionMesh.cpp(550)
Duplicate collision mesh name exists in another level file: 0a95f845

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 1f16202f

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 1e161e9c

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 21162355

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 201621c2

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 1b1619e3

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 1a161850

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 1d161d09

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 1c161b76

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 27162cc7

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 26162b34

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 08d248c4

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 09d24a57

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 0ad24bea

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 0bd24d7d

Message Severity: 3
.\Source\EntityProp.cpp(539)
Prop "cuttercube" geometry "cuttercube" not found

Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"

Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'dag1_mist' not found

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

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "yav_bldg_watchtower" already loaded in ather level file

Message Severity: 2
.\Source\CollisionMesh.cpp(550)
Duplicate collision mesh name exists in another level file: 9f2ea800

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: c672c390

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "yav_bldg_watchtower_hulk" already loaded in ather level file

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: ded763b5

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "com_icon_turret" already loaded in ather level file

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=6ef6e1a8: trying to replace "yav_bldg_aquaduct" with "yav_bldg_aquaduct4"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=d891e60d: trying to replace "yav_prop_leaftree2" with "yav_prop_leaftree23"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=60941085: trying to replace "rep_hover_fighterzank" with "rep_hover_fighterzank2"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3020c555: trying to replace "kas2_prop_sea_wall2_l" with "kas2_prop_sea_wall2_l1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=45994d69: trying to replace "yav_prop_leaftree1" with "yav_prop_leaftree16"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0b172062: trying to replace "rep_fly_vwing" with "rep_fly_vwing2"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=46994efc: trying to replace "yav_prop_leaftree1" with "yav_prop_leaftree11"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=5be7604a: trying to replace "uta1_bldg_turret" with "uta1_bldg_turret1"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=a98cb959: trying to replace "tat_bldg_barge" with "tat_bldg_barge1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=14d1be8e: trying to replace "dag1_prop_destroyed_gunship" with "dag1_prop_destroyed_gunship3"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=d791e47a: trying to replace "yav_prop_leaftree2" with "yav_prop_leaftree22"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=b0149672: trying to replace "kas2_prop_holotable" with "kas2_prop_holotable1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=af1494df: trying to replace "kas2_prop_holotable" with "kas2_prop_holotable2"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=fa589c7d: trying to replace "nab2_prop_bench" with "nab2_prop_bench2"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=48995222: trying to replace "yav_prop_leaftree1" with "yav_prop_leaftree13"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=12d1bb68: trying to replace "dag1_prop_destroyed_gunship" with "dag1_prop_destroyed_gunship1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=15044631: trying to replace "rep_hover_mightertank" with "rep_hover_mightertank1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=db94295d: trying to replace "yav_prop_leaftree3" with "yav_prop_leaftree30"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=730cc53d: trying to replace "yav2_bldg_big" with "yav2_bldg_big1"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "cuttercube" not built: "ALL YOUR MODEL ARE BELONG TO US."

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0a171ecf: trying to replace "rep_fly_vwing" with "rep_fly_vwing1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f75897c4: trying to replace "nab2_prop_bench" with "nab2_prop_bench1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3c3ce01d: trying to replace "fel1_bldg_destroyed_walker" with "fel1_bldg_destroyed_walker1"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=6ff6e33b: trying to replace "yav_bldg_aquaduct" with "yav_bldg_aquaduct5"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=75f6ecad: trying to replace "yav_bldg_aquaduct" with "yav_bldg_aquaduct3"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 3
.\Source\StringDB.cpp(54)
String pool is full: 32768 pool is not big enough!

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3ad2a671: trying to replace "yav_bldg_ruins_wall1" with "yav_bldg_ruins_wall10"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=a41048c6: trying to replace "cis_fly_droidgunship" with "cis_fly_droidgunship1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ac609cdf: trying to replace "kas2_prop_sea_wall2_r" with "kas2_prop_sea_wall2_r1"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ed5dbf4d: trying to replace "yav2_bldg_arena_straight_1" with "yav2_bldg_arena_straight_11"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=4799508f: trying to replace "yav_prop_leaftree1" with "yav_prop_leaftree10"

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=a8104f12: trying to replace "cis_fly_droidgunship" with "cis_fly_droidgunship5"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0c1721f5: trying to replace "rep_fly_vwing" with "rep_fly_vwing3"
[/code]


I don`t think there is any "3"`s
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Oceans14
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Re: Help with LUA/units crashing problems

Post by Oceans14 »

There are several, all of them fatal but easy to fix. Press Ctrl+F and type "Severity: 3". I counted about 6 just skimming through.
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Re: Help with LUA/units crashing problems

Post by CdtFox »

Oceans14 wrote: I counted about 6 just skimming through.
I just counted 14 filtering all the log
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Re: Help with LUA/units crashing problems

Post by Delta327 »

If your adding coustom sides you need to do
This is and example:

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_hover_fightertank",
"rep_walk_atte",
"rep_hover_barcspeeder")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_jettrooper_sniper")
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Re: Help with LUA/units crashing problems

Post by AQT »

SkinnyODST wrote:I don`t think there is any "3"`s
Did you even look?
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Re: Help with LUA/units crashing problems

Post by SkinnyODST »

Oceans14 wrote:There are several, all of them fatal but easy to fix. Press Ctrl+F and type "Severity: 3". I counted about 6 just skimming through.
I`m sorry for being an annoyance or anything but I don`t understand what`s wrong still. It says it`s missing things but I checked and they`re there. It says it can`t find the CIS pistol and rifle but I checked and the msh and odf files are there. I don`t know why it`s having trouble doing these things. There`s also some things there that I don`t understand.
It says
Hidden/Spoiler:
[code]Message Severity: 3
.\Source\Team.cpp(471)
Shorten the team name "yavin_scouts" to less than 12 chars!
uf_updateClassIndex(): Added class: rep_inf_ep2_pilot[/code]
But that makes no sense as it worked fine with 12 characters before the crashing started.
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Re: Help with LUA/units crashing problems

Post by Oceans14 »

I highly recommend performing a clean if you haven't already. If those weapon meshes are indeed where they belong, cleaning and remunging will most likely take care of that.
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Re: Help with LUA/units crashing problems

Post by AQT »

SkinnyODST wrote:But that makes no sense as it worked fine with 12 characters before the crashing started.
Suppose it does make sense, and the only way to fix the crashing is to shorten yavin_scouts (12 characters) to let's say yavscout (8 characters). Is this change so drastic that you are unwilling to make it?
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Re: Help with LUA/units crashing problems

Post by SkinnyODST »

Oceans14 wrote:I highly recommend performing a clean if you haven't already. If those weapon meshes are indeed where they belong, cleaning and remunging will most likely take care of that.
By "cleaning" you mean deleting the folder from my addon folder and then munging everything? I`ve just done that and it didn`t change anything. If not then I`ve never done any other sort of clean and want to be 100% sure that the munge clean option and the manual clean do not delete any of my map or progress for good. I`ve put a heap of work and time into this map so I`m SURE you`ll understand my concern for my map. So, do they just clean everything and then when I munge everything it all goes back to normal? (and hopefully all works)
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Re: Help with LUA/units crashing problems

Post by Oceans14 »

There are two kinds of cleaning. Neither will permanently delete your data.

The first "not manual" (automatic?) clean can be done via VisualMunge:
Hidden/Spoiler:
Image
I reccomend selecting EVERYTHING in the sides pulldown, just to be sure. There will be no confirmation dialog that the clean is complete, so read the output window. Once the clean has been performed, munge everything.

Second method: Manual clean. http://www.gametoast.com/viewtopic.php?f=27&t=9961 Personally I use the manual clean tool, but it probably wouldn't hurt to do it by hand just so you can see exactly what is being deleted and why.

I have found that sometimes the terrain doesn't munge after a manual clean, not sure why. Fortunately, this can be fixed by munging again.
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Re: Help with LUA/units crashing problems

Post by SkinnyODST »

This is strange. Ok, so I tried all those different ways to clean. It still crashed. So I decided to delete an entire area of the map (the one where I put all the new objects). I saved ZE, munged and then launched the map expecting it to crash. It didn`t, it works ok now. BUT. There are very strange differences. For one, I have a huge Venator prop in the sky, before, it didn`t show up on the mini map. Now it`s a huge grey box on the map. Also, the ep3 trooper`s helmet looked a little..."low res" I suppose the right word would be. It was a little blurrier than stock trooper`s helmets. Now it`s not, its HD and looks like all the others. But the most strange and annoying change is that now 90% of the units stand at their CP`s not moving. This happened VERY early on with this map. When I was still quite new to modding. What the H is going on? :funny2: :|
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