No CP´s and bracket problem
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-
FOOLIS
- Jedi

- Posts: 1038
- Joined: Tue Jan 16, 2007 3:59 pm
- Location: Germany
No CP´s and bracket problem
HI guys my last problem is solved and the map will load BUT there are no CP´s and i got this :
ERROR[levelpack all.req]:Expecting bracket, but none was found.
File : munged\pc\all_droid_r2d2.lvl.req(1)...
ucft <--
ERROR[levelpack all.req]:Expecting bracket, but none was found.
File : munged\pc\all_droid_r2d2.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack imp.req]:Expecting bracket, but none was found.
File : munged\pc\imp_droid_probe.lvl.req(1)...
ucft <--
ERROR[levelpack imp.req]:Expecting bracket, but none was found.
File : munged\pc\imp_droid_probe.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack jdi.req]:Expecting bracket, but none was found.
File : munged\pc\jdi_demojedi.lvl.req(1)...
ucft <--
ERROR[levelpack jdi.req]:Expecting bracket, but none was found.
File : munged\pc\jdi_demojedi.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack jed.req]:Expecting bracket, but none was found.
File : munged\pc\jed_knight_01.lvl.req(1)...
ucft <--
ERROR[levelpack jed.req]:Expecting bracket, but none was found.
File : munged\pc\jed_knight_01.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack jdi.req]:Expecting bracket, but none was found.
File : munged\pc\jdi_demojedi.lvl.req(1)...
ucft <--
ERROR[levelpack jdi.req]:Expecting bracket, but none was found.
File : munged\pc\jdi_demojedi.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack tur.req]:Expecting bracket, but none was found.
File : munged\pc\tur_bldg_chaingun_roof.lvl.req(1)...
ucft <--
ERROR[levelpack tur.req]:Expecting bracket, but none was found.
File : munged\pc\tur_bldg_chaingun_roof.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack FST.req]:Expecting bracket, but none was found.
File : munged\pc\fst_conquest.lvl.req(1)...
ucft <--
ERROR[levelpack FST.req]:Expecting bracket, but none was found.
File : munged\pc\fst_conquest.lvl.req(1)...
ucft <--
[continuing]
ERROR[levelpack tat2.req]:Expecting bracket, but none was found.
File : munged\pc\tat2_ctf.lvl.req(1)...
ucft <--
ERROR[levelpack tat2.req]:Expecting bracket, but none was found.
File : munged\pc\tat2_ctf.lvl.req(1)...
ucft <--
[continuing]
4 Errors 0 Warnings
ERROR[levelpack FST.req]:Expecting bracket, but none was found.
File : munged\pc\fst_conquest.lvl.req(1)...
ucft <--
ERROR[levelpack FST.req]:Expecting bracket, but none was found.
File : munged\pc\fst_conquest.lvl.req(1)...
ucft <--
[continuing]
ERROR[levelpack tat2.req]:Expecting bracket, but none was found.
File : munged\pc\tat2_ctf.lvl.req(1)...
ucft <--
ERROR[levelpack tat2.req]:Expecting bracket, but none was found.
File : munged\pc\tat2_ctf.lvl.req(1)...
ucft <--
[continuing]
4 Errors 0 Warnings
ERROR[levelpack all.req]:Expecting bracket, but none was found.
File : munged\pc\all_droid_r2d2.lvl.req(1)...
ucft <--
ERROR[levelpack all.req]:Expecting bracket, but none was found.
File : munged\pc\all_droid_r2d2.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack imp.req]:Expecting bracket, but none was found.
File : munged\pc\imp_droid_probe.lvl.req(1)...
ucft <--
ERROR[levelpack imp.req]:Expecting bracket, but none was found.
File : munged\pc\imp_droid_probe.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack jdi.req]:Expecting bracket, but none was found.
File : munged\pc\jdi_demojedi.lvl.req(1)...
ucft <--
ERROR[levelpack jdi.req]:Expecting bracket, but none was found.
File : munged\pc\jdi_demojedi.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack jed.req]:Expecting bracket, but none was found.
File : munged\pc\jed_knight_01.lvl.req(1)...
ucft <--
ERROR[levelpack jed.req]:Expecting bracket, but none was found.
File : munged\pc\jed_knight_01.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack jdi.req]:Expecting bracket, but none was found.
File : munged\pc\jdi_demojedi.lvl.req(1)...
ucft <--
ERROR[levelpack jdi.req]:Expecting bracket, but none was found.
File : munged\pc\jdi_demojedi.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack tur.req]:Expecting bracket, but none was found.
File : munged\pc\tur_bldg_chaingun_roof.lvl.req(1)...
ucft <--
ERROR[levelpack tur.req]:Expecting bracket, but none was found.
File : munged\pc\tur_bldg_chaingun_roof.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack FST.req]:Expecting bracket, but none was found.
File : munged\pc\fst_conquest.lvl.req(1)...
ucft <--
ERROR[levelpack FST.req]:Expecting bracket, but none was found.
File : munged\pc\fst_conquest.lvl.req(1)...
ucft <--
[continuing]
ERROR[levelpack tat2.req]:Expecting bracket, but none was found.
File : munged\pc\tat2_ctf.lvl.req(1)...
ucft <--
ERROR[levelpack tat2.req]:Expecting bracket, but none was found.
File : munged\pc\tat2_ctf.lvl.req(1)...
ucft <--
[continuing]
4 Errors 0 Warnings
ERROR[levelpack FST.req]:Expecting bracket, but none was found.
File : munged\pc\fst_conquest.lvl.req(1)...
ucft <--
ERROR[levelpack FST.req]:Expecting bracket, but none was found.
File : munged\pc\fst_conquest.lvl.req(1)...
ucft <--
[continuing]
ERROR[levelpack tat2.req]:Expecting bracket, but none was found.
File : munged\pc\tat2_ctf.lvl.req(1)...
ucft <--
ERROR[levelpack tat2.req]:Expecting bracket, but none was found.
File : munged\pc\tat2_ctf.lvl.req(1)...
ucft <--
[continuing]
4 Errors 0 Warnings
- [RDH]Zerted
- Gametoast Staff

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RE: No CP´s and bracket problem
Do a full clean and never stop a muinge.
-
FOOLIS
- Jedi

- Posts: 1038
- Joined: Tue Jan 16, 2007 3:59 pm
- Location: Germany
RE: No CP´s and bracket problem
AWW when i make a clean my map wont load and it says , FATAL ERROR couldnt open MISSION\FSTg_con o.O
-
Abiter_b
-
FOOLIS
- Jedi

- Posts: 1038
- Joined: Tue Jan 16, 2007 3:59 pm
- Location: Germany
okay here is the addme.lua :
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end
--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "FST%s_%s", era_g = 1, mode_con_g = 1}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]
-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)
AddDownloadableContent("FST","FSTg_con",4)
AddDownloadableContent("FST","FSTc_con",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\FST\\data\\_LVL_PC\\core.lvl")
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end
--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "FST%s_%s", era_g = 1, mode_con_g = 1}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]
-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)
AddDownloadableContent("FST","FSTg_con",4)
AddDownloadableContent("FST","FSTc_con",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\FST\\data\\_LVL_PC\\core.lvl")
-
Abiter_b
This part is missing a comma
it should b like this(the red comma was the missing comma)sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "FST%s_%s", era_g = 1, mode_con_g = 1}
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "FST%s_%s", era_g = 1, mode_con_g = 1,}
-
FOOLIS
- Jedi

- Posts: 1038
- Joined: Tue Jan 16, 2007 3:59 pm
- Location: Germany
- Teancum
- Jedi Admin

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That actually doesn't make any difference at all. The comma is only required when you are adding another gametype. Otherwise it's optional.Abiter_b wrote:This part is missing a commait should b like this(the red comma was the missing comma)sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "FST%s_%s", era_g = 1, mode_con_g = 1}![]()
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "FST%s_%s", era_g = 1, mode_con_g = 1,}
