My map is crashing

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Captain_Mazda

RE: Re: RE: Please find it in your heart to look here

Post by Captain_Mazda »

I did as you told me, Tean, but after I munged and went to try it out, I couldn't find the map in the list. The ANO folder was present along with the other mod maps, but it wasn't in the map list.
Captain_Mazda

RE: Re: RE: Please find it in your heart to look here

Post by Captain_Mazda »

EPENA I LOVE YOU MAN!!! LOL!!!

For everyone to know, EPENA SINGLE-HANDEDLY SAVED ANOR CITY!!!

Sorry for the caps, but I'm so gosh-darn happy :D

Look for his name on the credits of the 1.1, WOOHOO!!!
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[RDH]Zerted
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RE: Re: RE: Please find it in your heart to look here

Post by [RDH]Zerted »

Umm, what did he tell you? I'm not seeing it in the topic.
Captain_Mazda

RE: Re: RE: Please find it in your heart to look here

Post by Captain_Mazda »

Basically what Big_Rich advised me to do.

No offense Tean, but after following your instructions, my map just vanished so Epena couldn't even run the BF2 Mod Tools SPtest. He basically had me create a new ANO map and copy my world, odf, and msh folders into it. The problem was with the scripts, because I made a copy of the new scripts and moved them away, then munged the map with my Anor City scripts and the map crashed. Now I will get rid of the old scripts and redo the stock ones. It's a small price to pay considering that my map could've been scrapped by now :D
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RE: Re: RE: Please find it in your heart to look here

Post by Teancum »

Hey, no offense taken! Just glad it's working! :D
Big_rich

RE: Re: RE: Please find it in your heart to look here

Post by Big_rich »

yep me to, cause I personally like that map.
Captain_Mazda

RE: Re: RE: Please find it in your heart to look here

Post by Captain_Mazda »

Thanks for all the feedback, guys. I owe you one ;)

And thanks to Zerted for trying to help out in the other thread :)
Captain_Mazda

RE: Re: RE: Please find it in your heart to look here

Post by Captain_Mazda »

Nope, just froze again. I got this error after the munge:

Logging ScriptMunge
17:20:4704/07/06
ERROR[scripts\ANO\ANOg_ctf.lua]:Could not read input file.ERROR[scripts\ANO\ANOg_ctf.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

But that's just GCW CTF. My CW Conquest crashed. I also got an error about a built beam turret not having a correct "string" or missing one. I removed it from my script and am about to try again.

This is my CW Con script and I just know there's nothing wrong with it!

--
-- 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()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}




--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest: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(28)
SetMaxPlayerFlyHeight (28)

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_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper_felucia",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_kiyadimundi",
"rep_walk_atte",
"rep_walk_oneman_atst",
"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_hero_darthmaul",
"cis_hover_stap",
"cis_tread_hailfire",
"cis_tread_snailtank",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper_felucia",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},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_kiyadimundi")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 12) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 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("EnergyBar", weaponCnt)
SetMemoryPoolSize("CommandWalker", 1)
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:ANO\\ANO.lvl", "ANO_conquest")
ReadDataFile("dc:ANO\\ANO.lvl", "ANO_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
Captain_Mazda

RE: Re: RE: Please find it in your heart to look here

Post by Captain_Mazda »

AAARGH, my map is messed up again!

C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\ANO\ANOg_ctf.lua:99: unfinished string near `"tur_bldg_built_beam '
ERROR[scriptmunge scripts\ANO\ANOg_ctf.lua]:Could not read input file.ERROR[scriptmunge scripts\ANO\ANOg_ctf.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

WARNING[PC_modelmunge msh\end_prop_fernclump_2.msh]:end_prop_fernclump_2 has 1036 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\end_prop_foliage_clump1.msh]:end_prop_foliage_clump1 has 1444 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\logs.msh]:logs has 1088 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\nab2_prop_statue04.msh]:nab2_prop_statue04 has 1074 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\nab_inf_nabooguard.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\nab_inf_nabooguard.msh]:nab_inf_nabooguard has 1232 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_walk_kaadu.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
0 Errors 7 Warnings
Captain_Mazda

RE: Re: RE: Please find it in your heart to look here

Post by Captain_Mazda »

Just tried to run my map on Hero Assault. Got this FATAL error:

Could not open MISSION\ANOg_eli.lvl
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Teancum
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RE: Re: RE: Please find it in your heart to look here

Post by Teancum »

C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\ANO\ANOg_ctf.lua:99: unfinished string near `"tur_bldg_built_beam '

--That just means there's a syntax error somewhere near tur_bldg_built_beam. Look for missing quotes or commas.
Big_rich

RE: Re: RE: Please find it in your heart to look here

Post by Big_rich »

did you go into zeroeditor and just simply hit save?
Captain_Mazda

Re: RE: Re: RE: Please find it in your heart to look here

Post by Captain_Mazda »

Big_rich wrote:did you go into zeroeditor and just simply hit save?
What do you mean? Well, that's how you save your map, right?
Captain_Mazda

RE: Re: RE: Re: RE: Please find it in your heart to look her

Post by Captain_Mazda »

Thanks Tean, had made a careless mistake with the beam turret in two different script files.

But my map is still in shambles. Obviously there is something about my scripts that the game loves to hate.
Captain_Mazda

RE: Re: RE: Re: RE: Please find it in your heart to look her

Post by Captain_Mazda »

*sigh*

Built another map and copied my files into it so that I can once again redo my scripts. I'm just doing it gamemode by gamemode, era by era and only starting with the vehicles to make sure nothing crazy is happening. Just finished putting in the vehicles for Clone Wars conquest and it works perfectly.
Captain_Mazda

RE: Re: RE: Re: RE: Please find it in your heart to look her

Post by Captain_Mazda »

Hip-hurray! Got all the gamemodes to work :D

Now I'll backup my DATA_ANO and script the turrets and heroes. The turrets may be the culprit, even though they worked before.
Captain_Mazda

RE: Re: RE: Re: RE: Please find it in your heart to look her

Post by Captain_Mazda »

Ahha! Everything is working perfectly and I've made even more improvements to Anor City. I however had to get rid of ALL "recoilless"-class turrets in my map. They were the crashing culprit. I added more tower, beam, and laser turrets and frankly, the gameplay is much better now!
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Teancum
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RE: Re: RE: Re: RE: Please find it in your heart to look her

Post by Teancum »

Yeah, from what I've heard some of the turrets aren't actually complete. I think they left them for the community to have some fun finishing up stuff.
Captain_Mazda

RE: Re: RE: Re: RE: Please find it in your heart to look her

Post by Captain_Mazda »

The strange thing is, the recoilless turrets started crashing my map after a routine munge. I think the ones in my Saleucami map still work, or that is, I hope so! Without heavy turrets, vehicles would take over that map. Here on Anor, the beam turrets will make short work on the tanks' critical hit spots.
Captain_Mazda

RE: Re: RE: Re: RE: Please find it in your heart to look her

Post by Captain_Mazda »

Well, no matter what, my map just refuses to work. Epena couldn't even test it because it CRASHES for crying out loud. How can you test a map that won't load? I am definitely cursed because there is NO reason for this to be happening. Perfect.

Anor City is gone and I don't think I want to mod anymore. I work hard for weeks and weeks just to be rattled by "magical" problems. No one here works miracles, right?
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