Campaign Scripting error and advice [Solved]
Posted: Sun Mar 15, 2009 9:18 pm
by FelixXxX
I am working on a camaign script and i am getting an error that prevents the map from working
and here is my script so far
Also i have only put in one objective and if someone could help me along the way if i need it and also this is supposed to be like death star when u must defend the hanger thanks!
Hidden/Spoiler:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\AFC\AFCc_c.lua:65: <name> expected near `('
ERROR[scriptmunge scripts\AFC\AFCc_c.lua]:Could not read input file.ERROR[scriptmunge scripts\AFC\AFCc_c.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
ERROR[levelpack mission\AFCc_c.req]:Expecting bracket, but none was found.
File : munged\pc\afcc_c.script.req(1)...
ucft <--
ERROR[levelpack mission\AFCc_c.req]:Expecting bracket, but none was found.
File : munged\pc\afcc_c.script.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[scriptmunge scripts\AFC\AFCc_c.lua]:Could not read input file.ERROR[scriptmunge scripts\AFC\AFCc_c.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
ERROR[levelpack mission\AFCc_c.req]:Expecting bracket, but none was found.
File : munged\pc\afcc_c.script.req(1)...
ucft <--
ERROR[levelpack mission\AFCc_c.req]:Expecting bracket, but none was found.
File : munged\pc\afcc_c.script.req(1)...
ucft <--
2 Errors 0 Warnings
Hidden/Spoiler:
--
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Republic Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
AmbushTeam = 7
DEC = AmbushTeam
-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("Ambush")
---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
SetupAmbush("ambushregion1", 10, 5)
SetAIDifficulty(1, -3, "medium")
ScriptCB_SetGameRules("campaign")
onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)
end
end)
ActivateRegion("Ambushregion1")
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.AFC.objectives.1", popupText = "level.AFC.objectives.campaign.1_popup", AIGoalWeight = 0}
Objective1.OnStart = function(self)
AddAIGoal(5, "Defend", 99999, "CAM_CP1")
hangar_ambush_timer = CreateTimer("hanger_ambush_timer")
SetTimerValue(hanger_ambush_timer, 200)
StartTimer(hangar_ambush_timer)
MapAddEntityMarker("CAM_CP1", "hud_objective_icon_circle", 3.0, ATT, "YELLOW", true, true, true)
hangar_ambush_go = OnTimerElapse(
function(timer)
Ambush("Ambushregion1_ambush_spawn", 10, 5)
--ShowMessageText("level.dea1.hangar_ambush", ATT)
SetTimerValue(Ambushregion1_ambush_timer, 10)
ReleaseTimerElapse(hangar_ambush_go)
hangar_ambush_off = OnTimerElapse(hangar_ambush_off)
function(timer)
ReleaseTimerElapse(hangar_ambush_off)
end,
hangar_ambush_timer
)
end,
hangar_ambush_timer
)
end,
)
AddAIGoal(ATT, "Defend", 9999, "CAM_CP1")
-- tell the alliance to take over that CP
AddAIGoal(DEF, "Conquest", 9999)
SetProperty("cam_cp1", "Value_ATK_Alliance", 100)
-- but not the other one, since you can't capture it
SetProperty("imp_base", "Value_ATK_Alliance", 0)
SetProperty("imp_base", "Value_DEF_Alliance", 0)
-- and have these guys defend it
SetProperty("cam_cp1", "Value_DEF_Empire", 100)
SetProperty("imp_base", "Value_DEF_Empire", 0)
SetProperty("cam_cp2", "Value_ATK_Empire", 0)
SetProperty("CAM_CP2", "Value_DEF_Alliance", 0)
end
ReadDataFile("sound\\myg.lvl;myg1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep2_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_clone_assassin",
"rep_hover_fightertank",
"rep_hero_saesee",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 150,
soldier = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
assault = { "rep_inf_ep3_officer",1, 4},
engineer = { "rep_inf_ep3_jettrooper",1, 4},
officer = {"rep_inf_clone_assassin",1, 3},
special = { "rep_inf_ep2_rifleman",1, 2},
AddUnitClass(REP,"rep_inf_ep3_rifleman",9, 25),
AddUnitClass(REP,"rep_inf_ep3_rocketeer",1, 4),
},
cis = {
team = CIS,
units = 30,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
},
dec = {
team = DEC
units = 10
reinforcements = -1
soldier = { "cis_inf_rocketeer",10,11},
}
}
SetTeamAsFriend(DEC, CIS)
SetTeamAsFriend(CIS, DEC)
SetTeamAsEnemy(DEC, REP)
SetTeamAsEnemy(REP, DEC)
ClearAIGoals(ATM)
AddAIGoal(DEC, "Conquest",500)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
AddWalkerType(2, 0)
AddWalkerType(1, 4) -- ATRTa (special case: 0 leg pairs)
local weaponCnt= 240
SetMemoryPoolSize("Aimer", 70)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 230)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 24)
SetMemoryPoolSize("EntityFlyer", 3)
SetMemoryPoolSize("EntityHover", 6)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 76)
SetMemoryPoolSize("FlagItem", 1)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("MountedTurret", 16)
SetMemoryPoolSize("Navigator", 45)
SetMemoryPoolSize("Obstacle", 500)
SetMemoryPoolSize("PathFollower", 45)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 60)
SetMemoryPoolSize("UnitController", 60)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:AFC\\AFC.lvl", "AFC_campaign")
ReadDataFile("dc:AFC\\AFC.lvl", "AFC_campaign")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "myg_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)
voiceQuick = OpenAudioStream("sound\\global.lvl", "cis_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\myg.lvl", "myg_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
-- SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
-- SetAmbientMusic(REP, 0.99, "rep_myg_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1,"rep_myg_amb_end", 2,1)
-- SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
-- SetAmbientMusic(CIS, 0.99, "cis_myg_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1,"cis_myg_amb_end", 2,1)
SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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 Shizzle--
-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Republic Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
AmbushTeam = 7
DEC = AmbushTeam
-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("Ambush")
---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
SetupAmbush("ambushregion1", 10, 5)
SetAIDifficulty(1, -3, "medium")
ScriptCB_SetGameRules("campaign")
onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)
end
end)
ActivateRegion("Ambushregion1")
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.AFC.objectives.1", popupText = "level.AFC.objectives.campaign.1_popup", AIGoalWeight = 0}
Objective1.OnStart = function(self)
AddAIGoal(5, "Defend", 99999, "CAM_CP1")
hangar_ambush_timer = CreateTimer("hanger_ambush_timer")
SetTimerValue(hanger_ambush_timer, 200)
StartTimer(hangar_ambush_timer)
MapAddEntityMarker("CAM_CP1", "hud_objective_icon_circle", 3.0, ATT, "YELLOW", true, true, true)
hangar_ambush_go = OnTimerElapse(
function(timer)
Ambush("Ambushregion1_ambush_spawn", 10, 5)
--ShowMessageText("level.dea1.hangar_ambush", ATT)
SetTimerValue(Ambushregion1_ambush_timer, 10)
ReleaseTimerElapse(hangar_ambush_go)
hangar_ambush_off = OnTimerElapse(hangar_ambush_off)
function(timer)
ReleaseTimerElapse(hangar_ambush_off)
end,
hangar_ambush_timer
)
end,
hangar_ambush_timer
)
end,
)
AddAIGoal(ATT, "Defend", 9999, "CAM_CP1")
-- tell the alliance to take over that CP
AddAIGoal(DEF, "Conquest", 9999)
SetProperty("cam_cp1", "Value_ATK_Alliance", 100)
-- but not the other one, since you can't capture it
SetProperty("imp_base", "Value_ATK_Alliance", 0)
SetProperty("imp_base", "Value_DEF_Alliance", 0)
-- and have these guys defend it
SetProperty("cam_cp1", "Value_DEF_Empire", 100)
SetProperty("imp_base", "Value_DEF_Empire", 0)
SetProperty("cam_cp2", "Value_ATK_Empire", 0)
SetProperty("CAM_CP2", "Value_DEF_Alliance", 0)
end
ReadDataFile("sound\\myg.lvl;myg1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep2_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_clone_assassin",
"rep_hover_fightertank",
"rep_hero_saesee",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 150,
soldier = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
assault = { "rep_inf_ep3_officer",1, 4},
engineer = { "rep_inf_ep3_jettrooper",1, 4},
officer = {"rep_inf_clone_assassin",1, 3},
special = { "rep_inf_ep2_rifleman",1, 2},
AddUnitClass(REP,"rep_inf_ep3_rifleman",9, 25),
AddUnitClass(REP,"rep_inf_ep3_rocketeer",1, 4),
},
cis = {
team = CIS,
units = 30,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
},
dec = {
team = DEC
units = 10
reinforcements = -1
soldier = { "cis_inf_rocketeer",10,11},
}
}
SetTeamAsFriend(DEC, CIS)
SetTeamAsFriend(CIS, DEC)
SetTeamAsEnemy(DEC, REP)
SetTeamAsEnemy(REP, DEC)
ClearAIGoals(ATM)
AddAIGoal(DEC, "Conquest",500)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
AddWalkerType(2, 0)
AddWalkerType(1, 4) -- ATRTa (special case: 0 leg pairs)
local weaponCnt= 240
SetMemoryPoolSize("Aimer", 70)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 230)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 24)
SetMemoryPoolSize("EntityFlyer", 3)
SetMemoryPoolSize("EntityHover", 6)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 76)
SetMemoryPoolSize("FlagItem", 1)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("MountedTurret", 16)
SetMemoryPoolSize("Navigator", 45)
SetMemoryPoolSize("Obstacle", 500)
SetMemoryPoolSize("PathFollower", 45)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 60)
SetMemoryPoolSize("UnitController", 60)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:AFC\\AFC.lvl", "AFC_campaign")
ReadDataFile("dc:AFC\\AFC.lvl", "AFC_campaign")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "myg_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)
voiceQuick = OpenAudioStream("sound\\global.lvl", "cis_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\myg.lvl", "myg_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
-- SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
-- SetAmbientMusic(REP, 0.99, "rep_myg_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1,"rep_myg_amb_end", 2,1)
-- SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
-- SetAmbientMusic(CIS, 0.99, "cis_myg_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1,"cis_myg_amb_end", 2,1)
SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_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 Shizzle--
-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end