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Mungelog lua problems [solved]

Posted: Sun Nov 30, 2008 4:20 pm
by fiddler_on_the_roof
I munged my map, and I get a munge log, and it lists several errors. I know where the lua is, but I can't find what is wrong.

If someone could look over these, I would greatly appreciate it, because I really want to get this map done.

Here is the mungelog
Hidden/Spoiler:
[code]C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\MCC\MCCc_con.lua:105: `)' expected (to close `(' at line 97) near `"cis_hero_grievous"'
ERROR[scriptmunge scripts\MCC\MCCc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\MCC\MCCc_con.lua]:Could not read input file. [continuing]
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\MCC\MCCk_con.lua:97: unexpected symbol near `)'
ERROR[scriptmunge scripts\MCC\MCCk_con.lua]:Could not read input file.ERROR[scriptmunge scripts\MCC\MCCk_con.lua]:Could not read input file. [continuing]
4 Errors 0 Warnings

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

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

ucft <--
[continuing]
2 Errors 0 Warnings[/code]
Here is the MCCc_con.lua
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("rep_inf_ep2_jettrooper_rifleman", "PointsToUnlock", 0)
SetClassProperty("rep_inf_ep2_rocketeer", "PointsToUnlock", 3)
SetClassProperty("rep_inf_ep3_sniper", "PointsToUnlock", 5)
SetClassProperty("rep_inf_ep2_engineer", "PointsToUnlock", 6)
SetClassProperty("rep_inf_ep2_officer", "PointsToUnlock", 8)
SetClassProperty("rep_inf_ep3_jettrooper", "PointsToUnlock", 12)


--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()

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(150)
SetMaxPlayerFlyHeight (150)

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\\rep.lvl",
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_jettrooper_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper")
ReadDataFile("dc:SIDE\\rep212th.lvl",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_recon",
"rep_inf_ep3_commander",
"rep_hover_fightertank",
"rep_hero_obiwan",
"rep_hover_barcspeeder,")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hover_aat"
"cis_hero_grievous")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep2_jettrooper_rifleman",9, 25},
assault = { "rep_inf_ep2_jettrooper_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep2_jettrooper_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1,4}

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

AddUnitClass(REP, "rep_inf_ep3_officer",1,4)
AddUnitClass(REP, "rep_inf_ep3_jettrooper",1,4)
AddUnitClass(REP, "rep_inf_ep3_recon",1,4)
AddUnitClass(REP, "rep_inf_ep3_commander",1,4)

SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(REP, "rep_hero_cloakedanakin")
[/code]
And Here is the MCCk_con.lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ReadDataFile("dc:MCC\\core.lvl")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
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()

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(100)
SetMaxPlayerFlyHeight(100)


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo


ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\rvs.lvl",
"kor_hero_traya",
"kor_hero_revan",
"rvs_inf_rbasic",
"rvs_inf_sbasic",
"rvs_inf_rheavy",
"rvs_inf_sheavy",
"rvs_inf_rmelee",
"rvs_inf_smelee",
"rvs_inf_rsupport",
"rvs_inf_ssupport",
"rvs_inf_rstealth",
"rvs_inf_sstealth",
"rvs_inf_sadept",
"rvs_inf_radept",
"rvs_inf_rofficer",
"rvs_inf_sofficer",
"rvs_inf_rdroid",
"rvs_inf_sdroid",)

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetupTeams{
rep = {
team = ALL,
units = 60,
reinforcements = 150,
soldier = { "rvs_inf_rbasic", 7,24},
assault = { "rvs_inf_rheavy", 2,8},
engineer= { "rvs_inf_rmelee", 2,8},
sniper = { "rvs_inf_rsupport", 2,8},
officer = { "rvs_inf_rofficer", 2,8},
special = { "rvs_inf_rstealth", 1,4},

},
}



SetupTeams{
imp = {
team = IMP,
units = 60,
reinforcements = 150,
soldier = { "rvs_inf_sbasic", 7,24},
assault = { "rvs_inf_sheavy", 2,8},
engineer= { "rvs_inf_smelee", 2,8},
sniper = { "rvs_inf_ssupport", 2,8},
officer = { "rvs_inf_sofficer", 2,8},
special = { "rvs_inf_sstealth", 1,4},
},
}

AddUnitClass(IMP, "rvs_inf_sdroid",1,4)
AddUnitClass(ALL, "rvs_inf_rdroid",1,4)
AddUnitClass(ALL,"rvs_inf_radept",1,2)
AddUnitClass(IMP,"rvs_inf_sith_lord",1,2)
AddUnitClass(IMP, "rvs_inf_sadept",1,2)

SetHeroClass(ALL, "kor_hero_revan")
SetHeroClass(IMP, "kor_hero_traya")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:MCC\\MCC.lvl", "MCC_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

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

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
[/code]
Thanks

If you need more of the MCCc_con.lua, please ask, because I didn't include all of it, to make the post shorter.

Re: Mungelog lua problems.

Posted: Sun Nov 30, 2008 4:41 pm
by AceMastermind
MCCc_con.lua error
You're missing a comma in the ReadDataFile("SIDE\\cis.lvl", section after:
"cis_hover_aat"
should be:
"cis_hover_aat",

MCCk_con.lua error
You have an extra comma in the ReadDataFile("SIDE\\rvs.lvl", section after:
"rvs_inf_sdroid",)
should be:
"rvs_inf_sdroid")

Re: Mungelog lua problems.

Posted: Sun Nov 30, 2008 5:40 pm
by fiddler_on_the_roof
K, thanks alot ace

fixing....