Intro Movie large error + Severity 5 - don't know how to fix

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stardestroyer001
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Posts: 239
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Intro Movie large error + Severity 5 - don't know how to fix

Post by stardestroyer001 »

I was trying to make an intro movie similar to the "journal" in the ROTE Campaign, that started before the game did, for my Space map (Clone Wars, with Assault and 1-Flag CTF). I tried to follow both of these posts:

http://www.gametoast.com/forums/viewtop ... 98#p395498

and

http://www.gametoast.com/forums/viewtop ... &hilit=mvs

I tried one, than the other, than both. Each time more or less the same thing happened:
-Game created a GCW era in my map's menu even though there's only supposed to be the CW
-Suddenly I have Conquest Mode in the menu
-CTF Mode is currently the only mode that actually plays my map. It has the loading screen, blacks out (this is where the movie should be), then goes to the map directly.
-Assault Mode is in the menu, but when I select it and press "Add Map" it doesn't add it to the next column.
-When playing Conquest Mode it gives me a popup box saying "Could not open MISSION\SC1c_con.lvl" with the title of the box saying "FATAL". This occurs after the loading screen. There is an ok button, I press it, and a CTD happens. (Since I don't have a GCW level for my map I suppose this would happen there also)

Here's my BFront2.log when running Conquest Mode. Note the "Severity: 5" error. Wow, I must be that bad ;)
Hidden/Spoiler:
Opened logfile BFront2.log 2010-05-08 1518
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
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
num, Selection = 1 table: 04BC128C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie SC1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(301)
Unable to open movie file dc:movies\SC1_.mvs:
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 04BC128C
play movie SC1 200 , 300 510 x 400
this.CurButton = nil
cur_button = nil
this.CurButton = check_era2
cur_button =
bEra_CloneWar = 1 bEra_Galactic = nil
clonewar_visable = true galactic_visable = true
Adding map: SC1c_con idx: 1
Adding map: SC1c_1flag idx: 2
this.CurButton = _map_add
cur_button = nil
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 04BC128C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 8
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie SC1 200 , 300 510 x 400
this.CurButton = Launch
cur_button = nil

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


Message Severity: 3
.\Source\LuaHelper.cpp(112)
OpenScript(SC1c_con): script (3c790ba4) not found

Message Severity: 5
.\Source\GameState.cpp(1283)
Could not open MISSION\SC1c_con.lvl
Here's the CW CTF Mode log (edited out map-related errors):
Hidden/Spoiler:
Opened logfile BFront2.log 2010-05-08 1533
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
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
num, Selection = 1 table: 04BA128C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie SC1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(301)
Unable to open movie file dc:movies\SC1_.mvs:
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 04BA128C
play movie SC1 200 , 300 510 x 400
this.CurButton = check_mode4
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
this.CurButton =nil
cur_button = nil
this.CurButton = check_era2
cur_button = nil
bEra_CloneWar = 1 bEra_Galactic = nil
clonewar_visable = true galactic_visable = true
Adding map: SC1c_1flag idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
And GCW Assault Mode: Another error box "Could not open MISSION\SC1g_eli.lvl"
Hidden/Spoiler:
Opened logfile BFront2.log 2010-05-08 1537
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
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
num, Selection = 1 table: 04FC128C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie SC1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(301)
Unable to open movie file dc:movies\SC1_.mvs:
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 04FC128C
play movie SC1 200 , 300 510 x 400
this.CurButton =check_mode1
cur_button = nil
this.CurButton = check_era1
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
bEra_CloneWar = nil bEra_Galactic = 1
clonewar_visable = true galactic_visable = true
Adding map: SC1g_con idx: 1
Adding map: SC1g_1flag idx: 2
Adding map: SC1g_eli idx: 3
this.CurButton = _map_add
cur_button = nil
num, Selection =1 table: 04FC128C
play movie 200 , 300 510 x 400
this.CurButton = _map_remove
cur_button = nil
num, Selection = 1 table: 04FC128C
play movie SC1 200 , 300 510 x 400
this.CurButton = _map_remove
cur_button = nil
this.CurButton = Launch
cur_button = nil

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


Message Severity: 3
.\Source\LuaHelper.cpp(112)
OpenScript(SC1g_eli): script (43f1f0ac) not found

Message Severity: 5
.\Source\GameState.cpp(1283)
Could not open MISSION\SC1g_eli.lvl
Any ideas on how to fix the problem?
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lucasfart
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Re: Intro Movie large error + Severity 5 - don't know how to

Post by lucasfart »

First of all, it has absolutely nothing to do with your movie. The issue with conquest is, i think, probably a munge issue. Try doing a manual clean and munge and see if it works.

Also, could you post the lua's for the modes?
stardestroyer001
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Posts: 239
Joined: Fri Apr 16, 2010 7:02 pm
Projects :: Space Coruscant [before it corrupted]
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Location: Canada
Contact:

Re: Intro Movie large error + Severity 5 - don't know how to

Post by stardestroyer001 »

Manual cleaned and munged. No luck.

SC1c_1flag.lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template CTF File
--

ScriptCB_DoFile("ObjectiveOneFlagCTF")
ScriptCB_DoFile("SC1c_cmn")

myGameMode = "SC1_CW-CTF"

function SetupUnits()
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_fly_assault_dome",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_hero_anakin",
"rep_hero_obiwan",
"rep_walk_atte",
"all_fly_correlian_crusier",
"rep_fly_vwing")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_pilot",
"cis_inf_marine",
"cis_fly_fedlander_dome",
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_hero_grievous",
"cis_hero_countdooku",
"cis_inf_default_rifleman",
"cis_fly_tridroidfighter")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof",
"tur_bldg_spa_cis_recoilless"
)
end

myTeamConfig = {
rep = {
team = REP,
units = 60,
reinforcements = -1,
pilot = { "rep_inf_ep3_pilot",32},
rifleman = { "rep_hero_anakin",20},
marine = { "rep_inf_ep3_marine",20},
},
cis = {
team = CIS,
units = 60,
reinforcements = -1,
pilot = { "cis_inf_pilot",32},
rifleman = { "cis_inf_default_rifleman",20},
marine = { "cis_inf_marine",20},
}
}

function myScriptInit()
SetMemoryPoolSize("FlagItem", 1)
SetMemoryPoolSize("CommandFlyer", 0)
end


---------------------------------------------------------------------------
-- FUNCTION: ScriptPostLoad
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptPostLoad' 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 ScriptPostLoad()
ScriptCB_PlayInGameMovie("ingame.mvs","SC1movie")
SetupTurrets()

--This is all the actual ctf objective setup
ctf = ObjectiveOneFlagCTF:New{
teamATT = REP, teamDEF = CIS,
textATT = "game.modes.1flag", textDEF = "game.modes.1flag2", flag = "cmn_flag",
homeRegion = "flaghome", captureRegionATT = "atthome", captureRegionDEF = "defhome",
capRegionDummyObjectATT = "1flag_rep_marker", capRegionDummyObjectDEF = "1flag_cis_marker",
multiplayerRules = true, hideCPs = true,
AIGoalWeight = 0.0,
}
SoundEvent_SetupTeams( REP, 'rep', CIS, 'cis' )

ctf:Start()

-- get them going?
AddAIGoal(REP, "Deathmatch", 100)
AddAIGoal(CIS, "Deathmatch", 100)
end
SC1c_Diet Dr. Pepper.lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Assault File
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("SC1c_cmn")

ScriptCB_DoFile("ObjectiveSpaceAssault")
ScriptCB_DoFile("LinkedShields")
ScriptCB_DoFile("LinkedDestroyables")

myGameMode = "SC1_CW-Assault"

function myScriptInit()
SetMemoryPoolSize("CommandFlyer", 2)
end


function ScriptPostLoad()
ScriptCB_PlayInGameMovie("ingame.mvs","SC1movie")
SetupObjectives()

SetupShields()
SetupDestroyables()
SetupTurrets()

AddAIGoal(REP, "Deathmatch", 100)
AddAIGoal(CIS, "Deathmatch", 100)

DisableSmallMapMiniMap()
end

function SetupObjectives()
assault = ObjectiveSpaceAssault:New{
teamATT = REP, teamDEF = CIS,
multiplayerRules = true
}

local repTargets = {
engines = { "cis_drive_1", "cis_drive_2" },
lifesupport = "cis-life-ext",
bridge = "cis-bridge",
comm = "cis-comms",
sensors = "cis-sensors",
frigates = "cis-frigate",
internalSys = { "cis-life-int", "cis-engines" },
}

local cisTargets = {
engines = "rep_drive_1",
lifesupport = "rep-life-ext",
bridge = "rep-bridge",
comm = "rep-comms",
sensors = "rep-sensors",
frigates = "rep-frigate",
internalSys = { "rep-life-int", "rep-engines" },
}

assault:SetupAllCriticalSystems( "rep", repTargets, true )
assault:SetupAllCriticalSystems( "cis", cisTargets, false )

assault:Start()
end

function SetupShields()
-- CIS Shielded objects
local linkedShieldObjectsCIS = { "cis_ship_1", "cis_ship_2", "cis_ship_3", "cis_ship_4",
"cis-bridge", "cis-comms", "cis-life-ext", "cis-sensors",
"cis_drive_1", "cis_drive_2"}
shieldStuffCIS = LinkedShields:New{objs = linkedShieldObjectsCIS, controllerObject = "cis-shield"}
shieldStuffCIS:Init()

function shieldStuffCIS:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", REP)
ShowMessageText("level.spa.hangar.shields.def.down", CIS)

BroadcastVoiceOver( "ROSMP_obj_16", REP )
BroadcastVoiceOver( "COSMP_obj_17", CIS )
end
function shieldStuffCIS:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", REP)
ShowMessageText("level.spa.hangar.shields.def.up", CIS)

BroadcastVoiceOver( "ROSMP_obj_18", REP )
BroadcastVoiceOver( "COSMP_obj_19", CIS )
end

-- REP Shielded objects
local linkedShieldObjectsREP = { "rep_ship_1", "rep_ship_2", "rep_ship_3", "rep_ship_4",
"rep-bridge", "rep-comms", "rep-life-ext", "rep-sensors",
"rep_drive_1"}
shieldStuffREP = LinkedShields:New{objs = linkedShieldObjectsREP, controllerObject = "rep-shield"}
shieldStuffREP:Init()

function shieldStuffREP:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", CIS)
ShowMessageText("level.spa.hangar.shields.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_17", REP )
BroadcastVoiceOver( "COSMP_obj_16", CIS )
end
function shieldStuffREP:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", CIS)
ShowMessageText("level.spa.hangar.shields.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_19", REP )
BroadcastVoiceOver( "COSMP_obj_18", CIS )
end
end


function SetupDestroyables()
--CIS destroyables
lifeSupportLinkageCIS = LinkedDestroyables:New{ objectSets = {{"cis-life-int"}, {"cis-life-ext"}} }
lifeSupportLinkageCIS:Init()

engineLinkageCIS = LinkedDestroyables:New{ objectSets = {{"cis_drive_1", "cis_drive_2"}, {"cis-engines"}} }
engineLinkageCIS:Init()

--REP destroyables
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"rep-life-int"}, {"rep-life-ext"}} }
lifeSupportLinkageREP:Init()

engineLinkageREP = LinkedDestroyables:New{ objectSets = {{"rep_drive_1"}, {"rep-engines"}} }
engineLinkageREP:Init()
end
SC1c_cmn.lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Common File
-- Common script that shares all setup information
--

ScriptCB_DoFile("setup_teams")

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

function SetupUnits()
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_hero_anakin",
"rep_hero_obiwan",
"rep_walk_atte",
"rep_fly_vwing")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_pilot",
"cis_inf_marine",
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_hero_grievous",
"cis_hero_countdooku",
"cis_inf_default_rifleman",
"cis_fly_tridroidfighter")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end

myTeamConfig = {
rep = {
team = REP,
units = 60,
reinforcements = -1,
pilot = { "rep_inf_ep3_pilot",20},
rifleman = { "rep_hero_anakin",20},
marine = { "rep_inf_ep3_marine",20},
},
cis = {
team = CIS,
units = 60,
reinforcements = -1,
pilot = { "cis_inf_pilot",20},
rifleman = { "cis_inf_default_rifleman",20},
marine = { "cis_inf_marine",20},
}
}

ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--CIS turrets
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
turrets = {"cis_turr_1", "cis_turr_2", "cis_turr_3", "cis_turr_4", "cis_turr_5", "cis_turr_6"} }
turretLinkageCIS:Init()

function turretLinkageCIS:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)

BroadcastVoiceOver( "ROSMP_obj_20", REP )
BroadcastVoiceOver( "COSMP_obj_21", CIS )
end
function turretLinkageCIS:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", REP)
ShowMessageText("level.spa.hangar.mainframe.def.up", CIS)

BroadcastVoiceOver( "ROSMP_obj_22", REP )
BroadcastVoiceOver( "COSMP_obj_23", CIS )
end

--REP turrets
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
turretLinkageREP:Init()

function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_21", REP )
BroadcastVoiceOver( "COSMP_obj_20", CIS )
end
function turretLinkageREP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_23", REP )
BroadcastVoiceOver( "COSMP_obj_22", CIS )
end
end

function ScriptPreInit()
SetWorldExtents(10000)
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()
-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")

SetMinFlyHeight(-1800)
SetMaxFlyHeight(3600)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(3600)
SetAIVehicleNotifyRadius(1000)

ReadDataFile("sound\\spa.lvl;spa2cw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);

SetupUnits()
SetupTeams(myTeamConfig)

-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
local units = 72
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 73)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroideka",0)
SetMemoryPoolSize("EntityDroid",0)
SetMemoryPoolSize("EntityHover", 0)
SetMemoryPoolSize("EntityFlyer", 36)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans" , 1784)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1500)
SetMemoryPoolSize("EntityLight", 100)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoldier",guyCnt)
SetMemoryPoolSize("SoldierAnimation", 200)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 70)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 150)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("PathNode", 92)
SetMemoryPoolSize("UnitAgent", units)
SetMemoryPoolSize("UnitController", units)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("Combo::DamageSample", 0)

SetSpawnDelay(10.0, 0.25)

-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end

ReadDataFile("dc:SC1\\spa_sky.lvl", "cor")

ReadDataFile("dc:SC1\\SC1.lvl", myGameMode)

SetDenseEnvironment("false")

SetParticleLODBias(15000)

-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

local 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\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tat.lvl", "tat1_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(REP, "Repleaving")
SetOutOfBoundsVoiceOver(CIS, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end", 2,1)

SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")
SetVictoryMusic(CIS, "cis_spa_amb_victory")
SetDefeatMusic (CIS, "cis_spa_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 Battle over Felucia
-- ARC170Carrier Hangar Exterior Shot
AddCameraShot(0.962752, 0.242761, -0.115453, 0.029112, 1190.458984, 130.080994, -1005.170349);
-- Invisible Hand w/Autoturret looking at battle
AddCameraShot(0.999775, 0.007066, -0.019991, 0.000141, -301.363434, 124.240158, 2267.915527);
-- ERASE AND PLACE NEW ONE
AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
-- Overall from left side of map
AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);


AddDeathRegion("deathregion4")
AddLandingRegion("rep-CP1Con")
AddLandingRegion("rep-CP2Con")
AddLandingRegion("rep-CP3Con")
AddLandingRegion("cis-CP1Con")
AddLandingRegion("cis-CP2Con")
AddLandingRegion("cis-CP3Con")
AddLandingRegion("invisible")

end
addme.lua:
Hidden/Spoiler:
--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] = { movieFile = "..\\..\\addon\\SC1\\data\\_LVL_PC\\movies\\pre-movie", movieName = "SC1movie", dnldable = 1, isModLevel = 1, mapluafile = "SC1%s_%s", era_g = 0, era_c = 1, mode_con_g = 0, mode_con_c = 0, mode_1flag_g = 0, mode_1flag_c = 1, mode_eli_g = 0, mode_Diet Dr. Pepper_c = 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("SC1","SC1c_Diet Dr. Pepper",4)
AddDownloadableContent("SC1","SC1c_1flag",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\SC1\\data\\_LVL_PC\\core.lvl")
*addme.lua was modded according to Darth_Spiderpig's template, which was further modified to suit assault mode. The other luas were modded according to [RDH]Zerted's instructions.

**[RDH]Zerted's instructions included adding the folder shell to my map's directory (Data_SC1). I removed it to see if it would fix the problem. It didn't.

By the way, thanks for replying. (not good when newer posts get more views and responses)
Do you (or anyone else) know the solution?
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