A New Problem with LUA (Again) (updated)

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Slime615
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Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

A New Problem with LUA (Again) (updated)

Post by Slime615 »

There is a problem here somewhere. But I dont know what it is:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
StealArtistHeap(1536*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(2097152 + 65536 * 8)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo

ReadDataFile("ingame.lvl")

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

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_clone_commando_leader",
"rep_inf_clone_commando_sniper",
"rep_inf_clone_commando_demospec",
"rep_inf_clone_commando_techspec")
)

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_commando_leader",
"cis_inf_commando_sniper",
"cis_inf_commando_weapspec",
"cis_inf_commando_biospec")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponcnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 20,
reinforcements = 100,
soldier = {"rep_inf_clone_commando_leader",5,20},
assault = {"rep_inf_clone_commando_demospec",5,20},
engineer = {"rep_inf_clone_commando_techspec",2,20},
sniper = {"rep_inf_clone_commando_sniper",5,20},
},
cis = {
team = CIS,
units = 20,
reinforcements = 100,
soldier = {"cis_inf_commando_leader",5,20},
assault = {"cis_inf_commando_weapspec",5,20},
engineer = {"cis_inf_commando_biospec",5,20},
sniper = {"cis_inf_commando_sniper",5,20},
}
}


-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)

-- Local Stats

SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)



-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)

-- Sound

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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

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

SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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")


--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")

SetAttackingTeam(ATT)

--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end

[/code]
Last edited by Slime615 on Sun May 22, 2011 9:19 am, edited 2 times in total.
User avatar
DarthD.U.C.K.
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Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Problem with LUA

Post by DarthD.U.C.K. »

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_clone_commando_leader",
"rep_inf_clone_commando_sniper",
"rep_inf_clone_commando_demospec",
"rep_inf_clone_commando_techspec")
)
its not that hard to spot. next time you should post the error, often it tells in which line a bracket is missing7expected.
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: Problem with LUA

Post by THEWULFMAN »

Hidden/Spoiler:
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_clone_commando_leader",
"rep_inf_clone_commando_sniper",
"rep_inf_clone_commando_demospec",
"rep_inf_clone_commando_techspec")
)

Its an extra bracket actually.

DANG, duck beat me :P
Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: Problem with LUA

Post by Slime615 »

oh. :oops:

EDIT:

Ok, I Now have a second Problem. Again It is proablbly painfull Obvious to some of you, but I cant see it...

I have atemppted to make a new Mode, called Spec opps, which means that it has fused elements of Assalt and Hunt...

It is untested so far.

When I munged, I got this errorr...
Hidden/Spoiler:
[code]C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\CMD\CMDc_surv.lua:82: `}' expected (to close `{' at line 81) near `Commandos'
ERROR[scriptmunge scripts\CMD\CMDc_surv.lua]:Could not read input file.ERROR[scriptmunge scripts\CMD\CMDc_surv.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

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

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

ucft <--
[continuing]
2 Errors 0 Warnings[/code]
I Believe it to be a LUA Error.

Here Is the LUA:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
hunt = ObjectiveTDM:New{teamATT = 3, teamDEF = 4, pointsPerKillATT = 10, pointsPerKillDEF = 10, textATT = "game.modes.hunt", textDEF = "game.modes.hunt2", multiplayerRules = true}

TDM:Start()

AddAIGoal(1, "Deathmatch", 50)
AddAIGoal(2, "Deathmatch", 50)
end


---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")

REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\ARC.lvl",
"arc_inf_Ordo")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_clone_commando_leader",
"rep_inf_clone_commando_demospec",
"rep_inf_clone_commando_techspec",
"rep_inf_clone_commando_sniper")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_commando_leader",
"cis_inf_commando_biospec",
"cis_inf_commando_weapspec",
"cis_inf_commando_sniper")

ReadDataFile("dc:SIDE\\eg5.lvl",
"cis_inf_eg5")

--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]
SetupTeams{
Clone Commandos = {
team = REP,
units = 12,
reinforcements = -1,
soldier = { "rep_inf_clone_commando_leader",1,2},
assault = { "rep_inf_clone_commando_demospec",1,2},
engineer= { "rep_inf_clone_commando_techspec",1,2},
sniper = { "rep_inf_clone_commando_sniper", 1,2},
},
}

SetupTeams{
Droid Commandos = {
team = CIS,
units = 12,
reinforcements = -1,
soldier = { "cis_inf_commando_leader",1,2},
assault = { "cis_inf_commando_biospec",1,2},
engineer= { "cis_inf_commando_weapspecl", 1,2},
sniper = { "cis_inf_commando_sniper", 1,2},

},
}

-- SetupTeams{
-- 3 = {
-- team = 3,
-- units = 1,
-- reinforcements = -1,
-- officer = { "arc_inf_Ordo",1},
-- }
-- }

-- SetupTeams{
-- 4 = {
-- team = 4,
-- units = 1,
-- reinforcements = -1,
-- soldier = { "cis_inf_eg5",1},
-- }
-- }


SetTeamAsEnemy(3, CIS)
SetTeamAsEnemy(CIS, 3)
SetTeamAsFriend(REP, 3)
SetTeamAsFriend(3, REP

SetTeamAsEnemy(4, REP)
SetTeamAsEnemy(REP, 4)
SetTeamAsFriend(CIS, 4)
SetTeamAsFriend(4, CIS)

-- 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 = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:CMD\\CMD.lvl", "CMD_surv")
SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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(REP, REP, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, 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(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "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")

SetAttackingTeam(ATT)

-- 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]
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: A New Problem with LUA (Again)

Post by THEWULFMAN »

Well, just for starters, you dont need the "Droid Commandos = {" and "Clone Commandos = {" lines, remove them.
Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: A New Problem (Again)

Post by Slime615 »

I will Update in a sec spotted a problem..

EDIT: Fixed for now.

EDIT 2:

Right, Now there seems to be a new glitch. Now, on the spawn screen, there is no minimap, (where to spawn) and pressing spawn does not do anything....

I can see nothing wrong with my LUA, But here it is:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
hunt = ObjectiveTDM:New{teamATT = 3, teamDEF = 4, pointsPerKillATT = 10, pointsPerKillDEF = 10, textATT = "game.modes.hunt", textDEF = "game.modes.hunt2", multiplayerRules = true}

TDM:Start()

AddAIGoal(1, "Deathmatch", 50)
AddAIGoal(2, "Deathmatch", 50)
end

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")

REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\ARC.lvl",
"arc_inf_Ordo")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_clone_commando_leader",
"rep_inf_clone_commando_demospec",
"rep_inf_clone_commando_techspec",
"rep_inf_clone_commando_sniper")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_commando_leader",
"cis_inf_commando_biospec",
"cis_inf_commando_weapspec",
"cis_inf_commando_sniper")

ReadDataFile("dc:SIDE\\eg5.lvl",
"cis_inf_eg5")

--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_clone_commando_leader",5, 20},
assault = { "rep_inf_clone_commando_demospec",5, 20},
engineer = { "rep_inf_clone_commando_sniper",5, 20},
sniper = { "rep_inf_clone_commando_techspec",5, 20},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_commando_leader",5, 20},
assault = { "cis_inf_commando_sniper",5, 20},
engineer = { "cis_inf_commando_biospec",5, 20},
sniper = { "cis_inf_commando_weapspec",5, 20},
},
}

-- SetupTeams{
-- 3 = {
-- team = 3,
-- units = 1,
-- reinforcements = -1,
-- officer = { "arc_inf_Ordo",1},
-- },
-- }

-- SetupTeams{
-- 4 = {
-- team = 4,
-- units = 1,
-- reinforcements = -1,
-- soldier = { "cis_inf_eg5",1},
-- },
-- }

SetTeamAsEnemy(3, CIS)
SetTeamAsEnemy(CIS, 3)
SetTeamAsFriend(REP, 3)
SetTeamAsFriend(3, REP)

SetTeamAsEnemy(4, REP)
SetTeamAsEnemy(REP, 4)
SetTeamAsFriend(CIS, 4)
SetTeamAsFriend(4, CIS)

-- 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 = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:CMD\\CMD.lvl", "CMD_surv")
SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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(REP, REP, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, 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(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "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")

SetAttackingTeam(ATT)

-- 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]
I believe that the errorr is linked to this:
Hidden/Spoiler:
[code]Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk CMD_surv in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\CMD\Data\_lvl_pc\CMD\CMD.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:CMD\CMD.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #2 to `SetBleedingVoiceOver' (number expected, got nil)
stack traceback:
[C]: in function `SetBleedingVoiceOver'
(none): in function `ScriptInit'
[/code]
fasty
1st Lieutenant
1st Lieutenant
Posts: 438
Joined: Thu Apr 15, 2010 4:17 am
Projects :: Server modding
Games I'm Playing :: SWBF2
Contact:

Re: A New Problem (Again)

Post by fasty »

The teams in the audio lines should be ALL and IMP. You have some of them for REP that should not be there.
Slime615 wrote:

Code: Select all

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

    SetAmbientMusic(REP, 1.0, "gen_amb_celebDeathmatch",  0,1)
    -- SetAmbientMusic(REP, 0.9, "rep_tat_amb_middle", 1,1)
    -- SetAmbientMusic(REP, 0.1, "rep_tat_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "gen_amb_celebDeathmatch",  0,1)
    -- SetAmbientMusic(CIS, 0.9, "cis_tat_amb_middle", 1,1)
    -- SetAmbientMusic(CIS, 0.1, "cis_tat_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_tat_amb_victory")
    SetDefeatMusic (REP, "rep_tat_amb_defeat")
    SetVictoryMusic(CIS, "cis_tat_amb_victory")
    SetDefeatMusic (CIS, "cis_tat_amb_defeat")

Change that to this:

Code: Select all

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

    SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch",  0,1)
    -- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
    -- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end",    2,1)
    SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch",  0,1)
    -- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
    -- SetAmbientMusic(IMP, 0.1, "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")
Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: A New Problem with LUA (Again)

Post by Slime615 »

Ok...


No, still get errorrs..
Hidden/Spoiler:
[code]essage Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::SizeTransf" set item count after being allocated
utility_functions2: ReadDataFile(): This map's code, mode: cmd cmd_surv

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk CMD_surv in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\CMD\Data\_lvl_pc\CMD\CMD.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:CMD\CMD.lvl

[/code]
Here is the LUA
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
hunt = ObjectiveTDM:New{teamATT = 3, teamDEF = 4, pointsPerKillATT = 10, pointsPerKillDEF = 10, textATT = "game.modes.hunt", textDEF = "game.modes.hunt2", multiplayerRules = true}

TDM:Start()

AddAIGoal(1, "Deathmatch", 50)
AddAIGoal(2, "Deathmatch", 50)
end

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")

REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\ARC.lvl",
"arc_inf_Ordo")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_clone_commando_leader",
"rep_inf_clone_commando_demospec",
"rep_inf_clone_commando_techspec",
"rep_inf_clone_commando_sniper")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_commando_leader",
"cis_inf_commando_biospec",
"cis_inf_commando_weapspec",
"cis_inf_commando_sniper")

ReadDataFile("dc:SIDE\\eg5.lvl",
"cis_inf_eg5")

--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_clone_commando_leader",5, 20},
assault = { "rep_inf_clone_commando_demospec",5, 20},
engineer = { "rep_inf_clone_commando_sniper",5, 20},
sniper = { "rep_inf_clone_commando_techspec",5, 20},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_commando_leader",5, 20},
assault = { "cis_inf_commando_sniper",5, 20},
engineer = { "cis_inf_commando_biospec",5, 20},
sniper = { "cis_inf_commando_weapspec",5, 20},
},
}

-- SetupTeams{
-- 3 = {
-- team = 3,
-- units = 1,
-- reinforcements = -1,
-- officer = { "arc_inf_Ordo",1},
-- },
-- }

-- SetupTeams{
-- 4 = {
-- team = 4,
-- units = 1,
-- reinforcements = -1,
-- soldier = { "cis_inf_eg5",1},
-- },
-- }

SetTeamAsEnemy(3, CIS)
SetTeamAsEnemy(CIS, 3)
SetTeamAsFriend(REP, 3)
SetTeamAsFriend(3, REP)

SetTeamAsEnemy(4, REP)
SetTeamAsEnemy(REP, 4)
SetTeamAsFriend(CIS, 4)
SetTeamAsFriend(4, CIS)

-- 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 = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 480)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1770)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1056)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1210)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:CMD\\CMD.lvl", "CMD_surv")
SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

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

SetAmbientMusic(REP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(REP, 0.9, "rep_tat_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1, "rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(CIS, 0.9, "cis_tat_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1, "cis_tat_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tat_amb_victory")
SetDefeatMusic (REP, "rep_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_tat_amb_victory")
SetDefeatMusic (CIS, "cis_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")

SetAttackingTeam(ATT)

-- 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]
Here is the LUA

I did not do as you asked, since the teams are REP and CIS , but I have changed them to what I think is working... but...
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: A New Problem with LUA (Again)

Post by DarthD.U.C.K. »

does your map have a layer called "surv" in ze? because visualmunge seems to be unable to find it.
Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: A New Problem with LUA (Again)

Post by Slime615 »

Not A specific one... I had thought I added a line to it to make it use Conquest Layer...

What was the Line?

SetProperty("*****", "CaptureRegion", "")
For each Line?

YES Thats it the problem, that lin is missing...

Adding it now. Will Updte how it goes..

EDIT:

No, that has not solved it...

New LUA:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
hunt = ObjectiveTDM:New{teamATT = 3, teamDEF = 4, pointsPerKillATT = 10, pointsPerKillDEF = 10, textATT = "game.modes.hunt", textDEF = "game.modes.hunt2", multiplayerRules = true}

TDM:Start()

AddAIGoal(1, "Deathmatch", 50)
AddAIGoal(2, "Deathmatch", 50)
end

SetProperty("cp1_capture", "CaptureRegion", "")
SetProperty("cp2_capture", "CaptureRegion", "")
SetProperty("cp3_capture", "CaptureRegion", "")
SetProperty("cp4_capture", "CaptureRegion", "")

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")

REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\ARC.lvl",
"arc_inf_Ordo")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_clone_commando_leader",
"rep_inf_clone_commando_demospec",
"rep_inf_clone_commando_techspec",
"rep_inf_clone_commando_sniper")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_commando_leader",
"cis_inf_commando_biospec",
"cis_inf_commando_weapspec",
"cis_inf_commando_sniper")

ReadDataFile("dc:SIDE\\eg5.lvl",
"cis_inf_eg5")

--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_clone_commando_leader",5, 20},
assault = { "rep_inf_clone_commando_demospec",5, 20},
engineer = { "rep_inf_clone_commando_sniper",5, 20},
sniper = { "rep_inf_clone_commando_techspec",5, 20},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_commando_leader",5, 20},
assault = { "cis_inf_commando_sniper",5, 20},
engineer = { "cis_inf_commando_biospec",5, 20},
sniper = { "cis_inf_commando_weapspec",5, 20},
},
}

-- SetupTeams{
-- 3 = {
-- team = 3,
-- units = 1,
-- reinforcements = -1,
-- officer = { "arc_inf_Ordo",1},
-- },
-- }

-- SetupTeams{
-- 4 = {
-- team = 4,
-- units = 1,
-- reinforcements = -1,
-- soldier = { "cis_inf_eg5",1},
-- },
-- }

SetTeamAsEnemy(3, CIS)
SetTeamAsEnemy(CIS, 3)
SetTeamAsFriend(REP, 3)
SetTeamAsFriend(3, REP)

SetTeamAsEnemy(4, REP)
SetTeamAsEnemy(REP, 4)
SetTeamAsFriend(CIS, 4)
SetTeamAsFriend(4, CIS)

-- 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 = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 480)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1770)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1056)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1210)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:CMD\\CMD.lvl", "CMD_surv")
SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

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

SetAmbientMusic(REP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(REP, 0.9, "rep_tat_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1, "rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(CIS, 0.9, "cis_tat_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1, "cis_tat_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tat_amb_victory")
SetDefeatMusic (REP, "rep_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_tat_amb_victory")
SetDefeatMusic (CIS, "cis_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")

SetAttackingTeam(ATT)

-- 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]
User avatar
DarthD.U.C.K.
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Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: A New Problem with LUA (Again) (updated)

Post by DarthD.U.C.K. »

that is the problem:

Code: Select all

    ReadDataFile("dc:CMD\\CMD.lvl", "CMD_surv")
you have to rename it to

Code: Select all

    ReadDataFile("dc:CMD\\CMD.lvl", "CMD_conquest")
Slime615
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Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: A New Problem with LUA (Again) (updated)

Post by Slime615 »

Ah. Now that thats fixed, I have atempted to add the local sides, and extra code, that will make my Map Uniqe... However:

Error:
Hidden/Spoiler:
[code]C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\CMD\CMDc_surv.lua:106: `}' expected (to close `{' at line 105) near `='
ERROR[scriptmunge scripts\CMD\CMDc_surv.lua]:Could not read input file.ERROR[scriptmunge scripts\CMD\CMDc_surv.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

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

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

ucft <--

2 Errors 0 Warnings

[/code]
LUA :
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
hunt = ObjectiveTDM:New{teamATT = 3, teamDEF = 4, pointsPerKillATT = 10, pointsPerKillDEF = 10, textATT = "game.modes.hunt", textDEF = "game.modes.hunt2", multiplayerRules = true}

TDM:Start()

AddAIGoal(1, "Deathmatch", 50)
AddAIGoal(2, "Deathmatch", 50)
end

SetProperty("cp1_capture", "CaptureRegion", "")
SetProperty("cp2_capture", "CaptureRegion", "")
SetProperty("cp3_capture", "CaptureRegion", "")
SetProperty("cp4_capture", "CaptureRegion", "")

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")

REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\ARC.lvl",
"arc_inf_Ordo")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_clone_commando_leader",
"rep_inf_clone_commando_demospec",
"rep_inf_clone_commando_techspec",
"rep_inf_clone_commando_sniper")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_commando_leader",
"cis_inf_commando_biospec",
"cis_inf_commando_weapspec",
"cis_inf_commando_sniper")

ReadDataFile("dc:SIDE\\eg5.lvl",
"cis_inf_eg5")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_clone_commando_leader",5, 20},
assault = { "rep_inf_clone_commando_demospec",5, 20},
engineer = { "rep_inf_clone_commando_sniper",5, 20},
sniper = { "rep_inf_clone_commando_techspec",5, 20},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_commando_leader",5, 20},
assault = { "cis_inf_commando_sniper",5, 20},
engineer = { "cis_inf_commando_biospec",5, 20},
sniper = { "cis_inf_commando_weapspec",5, 20},
},
}

SetupTeams{
3 = {
team = 3,
units = 1,
reinforcements = -1,
officer = { "arc_inf_Ordo",1},
},
}

SetupTeams{
4 = {
team = 4,
units = 1,
reinforcements = -1,
soldier = { "cis_inf_eg5",1},
},
}

SetTeamAsEnemy(3, CIS)
SetTeamAsEnemy(CIS, 3)
SetTeamAsFriend(REP, 3)
SetTeamAsFriend(3, REP)

SetTeamAsEnemy(4, REP)
SetTeamAsEnemy(REP, 4)
SetTeamAsFriend(CIS, 4)
SetTeamAsFriend(4, CIS)

-- 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 = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 10)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 480)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1770)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1056)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1210)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:CMD\\CMD.lvl", "CMD_conquest")

SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

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

SetAmbientMusic(REP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(REP, 0.9, "rep_tat_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1, "rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(CIS, 0.9, "cis_tat_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1, "cis_tat_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tat_amb_victory")
SetDefeatMusic (REP, "rep_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_tat_amb_victory")
SetDefeatMusic (CIS, "cis_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")

SetAttackingTeam(ATT)

-- 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]
User avatar
DarthD.U.C.K.
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Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: A New Problem with LUA (Again) (updated)

Post by DarthD.U.C.K. »

you have to be carefull with the commas, within "setupteams" a comma is used to seperate the teamsetups, if you have one "setupteams" per team, dont put in a comma.
Hidden/Spoiler:
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_clone_commando_leader",5, 20},
assault = { "rep_inf_clone_commando_demospec",5, 20},
engineer = { "rep_inf_clone_commando_sniper",5, 20},
sniper = { "rep_inf_clone_commando_techspec",5, 20},

},

cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_commando_leader",5, 20},
assault = { "cis_inf_commando_sniper",5, 20},
engineer = { "cis_inf_commando_biospec",5, 20},
sniper = { "cis_inf_commando_weapspec",5, 20},
},
}

SetupTeams{
3 = {
team = 3,
units = 1,
reinforcements = -1,
officer = { "arc_inf_Ordo",1},
},
}

SetupTeams{
4 = {
team = 4,
units = 1,
reinforcements = -1,
soldier = { "cis_inf_eg5",1},
},
}
and im not sure if you can use teams that are normally used for ambushes as locals.
THEWULFMAN
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Re: A New Problem with LUA (Again) (updated)

Post by THEWULFMAN »

DarthD.U.C.K. wrote:and im not sure if you can use teams that are normally used for ambushes as locals.
I know you can if the team name is GAR (I use it in my Naboo script, which was unused stock lines)
Slime615
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Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: A New Problem with LUA (Again) (updated)

Post by Slime615 »

This has not solved the Bug... But The errorr log now says that the problem is at line 107... thats this:

SetupTeams{
107. 3 = {
User avatar
DarthD.U.C.K.
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Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: A New Problem with LUA (Again) (updated)

Post by DarthD.U.C.K. »

can yu post the complete lua again please?
Slime615
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Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: A New Problem with LUA (Again) (updated)

Post by Slime615 »

Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
hunt = ObjectiveTDM:New{teamATT = 3, teamDEF = 4, pointsPerKillATT = 10, pointsPerKillDEF = 10, textATT = "game.modes.hunt", textDEF = "game.modes.hunt2", multiplayerRules = true}

TDM:Start()

AddAIGoal(1, "Deathmatch", 50)
AddAIGoal(2, "Deathmatch", 50)
end

SetProperty("cp1_capture", "CaptureRegion", "")
SetProperty("cp2_capture", "CaptureRegion", "")
SetProperty("cp3_capture", "CaptureRegion", "")
SetProperty("cp4_capture", "CaptureRegion", "")

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")

REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\ARC.lvl",
"arc_inf_Ordo")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_clone_commando_leader",
"rep_inf_clone_commando_demospec",
"rep_inf_clone_commando_techspec",
"rep_inf_clone_commando_sniper")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_commando_leader",
"cis_inf_commando_biospec",
"cis_inf_commando_weapspec",
"cis_inf_commando_sniper")

ReadDataFile("dc:SIDE\\eg5.lvl",
"cis_inf_eg5")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_clone_commando_leader",5, 20},
assault = { "rep_inf_clone_commando_demospec",5, 20},
engineer = { "rep_inf_clone_commando_sniper",5, 20},
sniper = { "rep_inf_clone_commando_techspec",5, 20},

},

cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_commando_leader",5, 20},
assault = { "cis_inf_commando_sniper",5, 20},
engineer = { "cis_inf_commando_biospec",5, 20},
sniper = { "cis_inf_commando_weapspec",5, 20},
}
}

SetupTeams{
3 = {
team = 3,
units = 1,
reinforcements = -1,
officer = { "arc_inf_Ordo",1},
}
}

SetupTeams{
4 = {
team = 4,
units = 1,
reinforcements = -1,
soldier = { "cis_inf_eg5",1},
}
}

SetTeamAsEnemy(3, CIS)
SetTeamAsEnemy(CIS, 3)
SetTeamAsFriend(REP, 3)
SetTeamAsFriend(3, REP)

SetTeamAsEnemy(4, REP)
SetTeamAsEnemy(REP, 4)
SetTeamAsFriend(CIS, 4)
SetTeamAsFriend(4, CIS)

-- 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 = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 10)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 480)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1770)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1056)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1210)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:CMD\\CMD.lvl", "CMD_conquest")

SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

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

SetAmbientMusic(REP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(REP, 0.9, "rep_tat_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1, "rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(CIS, 0.9, "cis_tat_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1, "cis_tat_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tat_amb_victory")
SetDefeatMusic (REP, "rep_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_tat_amb_victory")
SetDefeatMusic (CIS, "cis_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")

SetAttackingTeam(ATT)

-- 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
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: A New Problem with LUA (Again) (updated)

Post by AQT »

Incorrect things to point out with your LUA:

1. You haven't even defined what teams 3 and 4 are.
2. teamATT can't both be 1 and 3, and teamDEF can't both be 2 and 4.
3. Teams 3 and 4 don't have any goals.
4. All of the teams you set up should all go under one SetupTeams not three.
5.
Hidden/Spoiler:
[quote]SetupTeams{
3 = {
team = 3,
units = 1,
reinforcements = -1,
officer = { "arc_inf_Ordo",1},
}
}

SetupTeams{
4 = {
team = 4,
units = 1,
reinforcements = -1,
soldier = { "cis_inf_eg5",1},
}
}[/quote]
Don't use numbers here; see #1. And see how each team is under one seperate SetupTeams? See #4.
Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: A New Problem with LUA (Again) (updated)

Post by Slime615 »

Ok Thats alot of errorrs....


1) WHat should the LUA Look Like then?

2) Also, I have been trying to set up the mode so that killing the regulaer units earn 0 points, and killing the special units, (arc_inf_Ordo and cis_inf_eg5)

I tryed to do this by adding:
Hidden/Spoiler:
Hunt = ObjectiveTDM:New{teamATT = 3, teamDEF = 4, pointsPerKillATT = 10, pointsPerKillDEF = 10, textATT = "game.modes.hunt", textDEF = "game.modes.hunt2", multiplayerRules = true}
How could I do this then?
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: A New Problem with LUA (Again) (updated)

Post by DarthD.U.C.K. »

1. take a look at a shipped lua with multiple teams:
cor1c_c wrote:ATT = 1
DEF = 2
GAR = DEF --the dorky looking naboo guards
RUN = 5 --the flag runners
BOS = 6 --the boss team (several powerful jedi)

AMB = 3 --the "JED" team is actually the extra henchmen jedis that surround the boss jedis at the last objective
REP = ATT --the player is on the republic team
thats how the threeletter teamnames are assigned to teamnumbers
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