Custom Era not appearing?

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Nullen
Private
Posts: 41
Joined: Sun Sep 18, 2011 9:20 pm
Projects :: HL2 Insolence mod
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Re: Custom Era not appearing?

Post by Nullen »

Yep, it crashes. The custom teams aren't the reason any more, though. The only Severity 3 errors are here.
Hidden/Spoiler:
[code]
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
(none): in function `ifs_login_EnterInterface'
(none): in function <(none):598>

ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
(none): in function `ifs_login_EnterInterface'
(none): in function <(none):598>

[/code]
Loopy53
1st Lieutenant
1st Lieutenant
Posts: 456
Joined: Thu Nov 01, 2012 2:27 am
Projects :: Earth Apocalypse
Games I'm Playing :: swbf2 bf3 cod
xbox live or psn: Dont have one
Location: On earth, I guess.

Re: Custom Era not appearing?

Post by Loopy53 »

hm... Those are usually always there. Post the entire log now please.
Nullen
Private
Posts: 41
Joined: Sun Sep 18, 2011 9:20 pm
Projects :: HL2 Insolence mod
xbox live or psn: No gamertag set

Re: Custom Era not appearing?

Post by Nullen »

Right.
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2012-12-23 1815
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
(none): in function `ifs_login_EnterInterface'
(none): in function <(none):598>

ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
(none): in function `ifs_login_EnterInterface'
(none): in function <(none):598>

ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Closed any open movie
ifs_missionselect_pcMulti_ChangeMovieFile(): Opening movie: MOVIES\pre-movie.mvs
ifs_missionselect_pcMulti_ChangeMovieFile(): Finished opening movie
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Same as last movie
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era23 clicked
this.CurButton = check_era23
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 053C47CC
The key, value is: mode_hunt_g 1
The key, value is: change table: 053C118C
The key, value is: mode_ctf_g 1
The key, value is: mode_eli_g 1
The key is mapluafile, the formated value is: tat2<A>_<B>
The key, value is: movieName preview-loop
The key, value is: movieFile MOVIES\pre-movie
The key, value is: mode_con_c 1
The key, value is: bSelected 1
The key, value is: era_c 1
The key, value is: mode_con_w 1
The key, value is: era_g 1
The key, value is: mode_con_g 1
The key, value is: era_w 1
The key, value is: mode_ctf_c 1
custom_printTable(): Returning
custom_printTable(): table: 053C672C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_w Era = era_w subst = w
Adding map: tat2w_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier modelo2 has geometry collision

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"
uf_updateClassIndex(): Added class: rep_inf_ep2_jettrooper_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep2_rocketeer_chaingun
uf_updateClassIndex(): Added class: rep_inf_ep2_jettrooper_sniper
uf_updateClassIndex(): Added class: rep_inf_ep2_jettrooper
uf_updateClassIndex(): Already know class: rep_inf_ep2_rocketeer_chaingun
uf_updateClassIndex(): Added class: rep_inf_ep2_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer_chaingun
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Already know class: rep_inf_ep3_rocketeer_chaingun
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: tat_inf_marine
uf_updateClassIndex(): Added class: rep_hero_yoda
uf_updateClassIndex(): Added class: rep_hero_obiwan
utility_functions2: ReadDataFile(): This map's code, mode: tat tat2_con

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0977d4d9: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=cffa5490: trying to replace "tat2_bldg_wall01" with "tat2_bldg_wall010"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=6f7eb1dd: trying to replace "tat2_bldg_wall_4m" with "tat2_bldg_wall_4m0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0a36a4c9: trying to replace "tat2_bldg_dome1" with "tat2_bldg_dome10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d0fa5623: trying to replace "tat2_bldg_wall01" with "tat2_bldg_wall011"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4c27f1cc: trying to replace "tat2_bldg_small2" with "tat2_bldg_small20"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0777d1b3: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium12"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0677d020: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium13"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=de2f9367: trying to replace "tat2_bldg_small1" with "tat2_bldg_small10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0bf28273: trying to replace "tat2_bldg_large1" with "tat2_bldg_large10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=dd2f91d4: trying to replace "tat2_bldg_small1" with "tat2_bldg_small11"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=e02f968d: trying to replace "tat2_bldg_small1" with "tat2_bldg_small12"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=9c8cb29f: trying to replace "tat2_bldg_tent1" with "tat2_bldg_tent10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=163b34db: trying to replace "tat2_bldg_dome3" with "tat2_bldg_dome30"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=df2f94fa: trying to replace "tat2_bldg_small1" with "tat2_bldg_small13"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4e27f4f2: trying to replace "tat2_bldg_small2" with "tat2_bldg_small22"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=6ce7b7d5: trying to replace "tat2_bldg_tower1" with "tat2_bldg_tower10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4f27f685: trying to replace "tat2_bldg_small2" with "tat2_bldg_small23"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0d77db25: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium14"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=1038ecd2: trying to replace "tat2_bldg_dome2" with "tat2_bldg_dome20"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=89238ffa: trying to replace "tat2_bldg_arch1" with "tat2_bldg_arch10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d1a3657d: trying to replace "tat2_bldg_wall_40m" with "tat2_bldg_wall_40m0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=8a23918d: trying to replace "tat2_bldg_arch1" with "tat2_bldg_arch11"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=da2f8d1b: trying to replace "tat2_bldg_small1" with "tat2_bldg_small14"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=1138ee65: trying to replace "tat2_bldg_dome2" with "tat2_bldg_dome21"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d0a363ea: trying to replace "tat2_bldg_wall_40m" with "tat2_bldg_wall_40m1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=9b8cb10c: trying to replace "tat2_bldg_tent1" with "tat2_bldg_tent11"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=87238cd4: trying to replace "tat2_bldg_arch1" with "tat2_bldg_arch12"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0cf759f8: trying to replace "tat2_bldg_gate" with "tat2_bldg_gate0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d92f8b88: trying to replace "tat2_bldg_small1" with "tat2_bldg_small15"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=9e8cb5c5: trying to replace "tat2_bldg_tent1" with "tat2_bldg_tent12"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=88238e67: trying to replace "tat2_bldg_arch1" with "tat2_bldg_arch13"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=dc2f9041: trying to replace "tat2_bldg_small1" with "tat2_bldg_small16"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=db2f8eae: trying to replace "tat2_bldg_small1" with "tat2_bldg_small17"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d62f86cf: trying to replace "tat2_bldg_small1" with "tat2_bldg_small18"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=9d8cb432: trying to replace "tat2_bldg_tent1" with "tat2_bldg_tent13"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=edcf7762: trying to replace "tat2_bldg_shop1" with "tat2_bldg_shop10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4e0d396c: trying to replace "com_item_weaponrecharge" with "com_item_weaponrecharge0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d9fee2d6: trying to replace "com_item_healthrecharge" with "com_item_healthrecharge0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\CommandPost.cpp(476)
Label "level.tat2.jawa_cp" not localized

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=6ad74c06: trying to replace "com_inv_col_64" with "com_inv_col_640"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=63b23c7d: trying to replace "com_inv_col_16" with "com_inv_col_160"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=221dd893: trying to replace "com_inv_col_32" with "com_inv_col_320"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(140)
Vehicle spawn outside command post "CP7" control region

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_aat"
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist[/code]
Loopy53
1st Lieutenant
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Posts: 456
Joined: Thu Nov 01, 2012 2:27 am
Projects :: Earth Apocalypse
Games I'm Playing :: swbf2 bf3 cod
xbox live or psn: Dont have one
Location: On earth, I guess.

Re: Custom Era not appearing?

Post by Loopy53 »

I would fix those errors that are "trying to replace x with y" (tat_bldg_tent1 with tat_bldg_tent12) and the region is outside of cp7 or spawn outside cp7. Im not fammilliar with those errors, but if its still crashing, thats probably it.
Dreadnot9
Chief Warrant Officer
Chief Warrant Officer
Posts: 341
Joined: Wed Jun 06, 2012 2:05 pm
Projects :: Rising Conflict CW v2.0
Games I'm Playing :: Skyrim TF2 FTL
xbox live or psn: Steam is Dreadnot9

Re: Custom Era not appearing?

Post by Dreadnot9 »

Loopy53 wrote:hm... Those are usually always there. Post the entire log now please.
I've never gotten those errors before (personally).
Loopy53 wrote:I would fix those errors that are "trying to replace x with y" (tat_bldg_tent1 with tat_bldg_tent12) and the region is outside of cp7 or spawn outside cp7. Im not fammilliar with those errors, but if its still crashing, thats probably it.
I have, however, gotten these errors many times and it will not crash the game (the replacement of props and what not).
I would say these are the source of your crash:
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
(none): in function `ifs_login_EnterInterface'
(none): in function <(none):598>

ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
(none): in function `ifs_login_EnterInterface'
(none): in function <(none):598>
These both indicate an issue with your lua somewhere, could you post an updated one?
Loopy53
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Posts: 456
Joined: Thu Nov 01, 2012 2:27 am
Projects :: Earth Apocalypse
Games I'm Playing :: swbf2 bf3 cod
xbox live or psn: Dont have one
Location: On earth, I guess.

Re: Custom Era not appearing?

Post by Loopy53 »

okay, thanks dread. Yes, please post an updated LUA. we arent trying to make you :runaway: but we want to help, lol.
Nullen
Private
Posts: 41
Joined: Sun Sep 18, 2011 9:20 pm
Projects :: HL2 Insolence mod
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Re: Custom Era not appearing?

Post by Nullen »

Dreadnot9 wrote:
These both indicate an issue with your lua somewhere, could you post an updated one?
Yes, here you go.
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}

cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}


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

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

conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)


conquest:Start()
AddAIGoal(1, "conquest", 1000)
AddAIGoal(2, "conquest", 1000)
AddAIGoal(3, "conquest", 1000)
EnableSPHeroRules()
end

---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------


function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(256*1024)
SetPS2ModelMemory(2097152 + 65536 * 10)
ReadDataFile("ingame.lvl")

-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
DES = 3
-- These variables do not change
ATT = 1
DEF = 2



SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2cw")
ReadDataFile("dc:SIDE\\bf2.lvl", --Using +123's all-purpose side file this time.
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_engineer")

ReadDataFile("dc:SIDE\\bf2.lvl",
"rep_inf_ep3_jettrooper_rifleman",
"rep_inf_ep3_jettrooper_sniper",
"rep_inf_ep3_rocketeer_chaingun",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_engineer")

ReadDataFile("dc:SIDE\\des.lvl",
"tat_inf_marine")

ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_obiwan")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetAttackingTeam(ATT)

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 175,
soldier = { "rep_inf_ep2_jettrooper_rifleman",15, 30},
assault = { "rep_inf_ep2_rocketeer_chaingun",4,8},
engineer = { "rep_inf_ep2_jettrooper",4,8},
sniper = { "rep_inf_ep2_jettrooper_sniper",4,8},
officer = { "rep_inf_ep2_rocketeer_chaingun",4,8},
special = { "rep_inf_ep2_engineer",4,8},

},
cis = {
team = CIS,
units = 32,
reinforcements = 175,
soldier = { "rep_inf_ep3_jettrooper_rifleman",15, 30},
assault = { "rep_inf_ep3_rocketeer_chaingun",4,8},
engineer = { "rep_inf_ep3_jettrooper",4,8},
sniper = { "rep_inf_ep3_jettrooper_sniper",4,8},
officer = { "rep_inf_ep3_rocketeer_chaingun",4,8},
special = { "rep_inf_ep3_engineer",4,8},
}
}

-- Jawas --------------------------
SetTeamName (3, "locals")
AddUnitClass (3, "tat_inf_marine", 7)
SetUnitCount (3, 7)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(3,DEF)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(DEF,3)
-----------------------------------

SetHeroClass(CIS, "rep_hero_yoda")
SetHeroClass(REP, "rep_hero_obiwan")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 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 = 230
SetMemoryPoolSize("Aimer", 23)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 325)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityHover", 1)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 43)
SetMemoryPoolSize("SoldierAnimation", 500)
SetMemoryPoolSize("MountedTurret", 15)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TreeGridStack", 325)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat2.lvl", "tat2_con")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_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\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "rep_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, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "rep_off_victory_im", .1, 1)

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

SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_tat_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_tat_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"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]
Loopy53 wrote:okay, thanks dread. Yes, please post an updated LUA. we arent trying to make you :runaway: but we want to help, lol.
I don't have any second thoughts with posting the .lua files, how else am I going to get this custom era working? :P
Dreadnot9
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Re: Custom Era not appearing?

Post by Dreadnot9 »

This may seem a little odd (considering you're clearly making a side mod), but try loading stock sides with your lua. It'd be best to narrow down the problem as much as possible.
Also, in your lua you said "Using +123's all-purpose side file this time", are you trying to use the sides included in the mod itself, or are you using the sides from the assets?
User avatar
Locutus
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Re: Custom Era not appearing?

Post by Locutus »

Nullen wrote: -- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
DES = 3
-- These variables do not change
ATT = 1
DEF = 2
Don't those belong in ScriptPostLoad?
I could imagine that AddAIGoal results in a nil value error because you didn't specify the teams before.
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Re: Custom Era not appearing?

Post by Nullen »

Dreadnot9 wrote: Also, in your lua you said "Using +123's all-purpose side file this time", are you trying to use the sides included in the mod itself, or are you using the sides from the assets?
I'm using the bf2 side that was included when +123's source was released.
Dreadnot9
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Re: Custom Era not appearing?

Post by Dreadnot9 »

Try it with this script (thanks to locutus for pointing it out):
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
DES = 3
-- These variables do not change
ATT = 1
DEF = 2

function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}

cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}


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

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

conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)


conquest:Start()
AddAIGoal(1, "conquest", 1000)
AddAIGoal(2, "conquest", 1000)
AddAIGoal(3, "conquest", 1000)
EnableSPHeroRules()
end

---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------


function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(256*1024)
SetPS2ModelMemory(2097152 + 65536 * 10)
ReadDataFile("ingame.lvl")

SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2cw")
ReadDataFile("dc:SIDE\\bf2.lvl", --Using +123's all-purpose side file this time.
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_engineer")

ReadDataFile("dc:SIDE\\bf2.lvl",
"rep_inf_ep3_jettrooper_rifleman",
"rep_inf_ep3_jettrooper_sniper",
"rep_inf_ep3_rocketeer_chaingun",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_engineer")

ReadDataFile("dc:SIDE\\des.lvl",
"tat_inf_marine")

ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_obiwan")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetAttackingTeam(ATT)

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 175,
soldier = { "rep_inf_ep2_jettrooper_rifleman",15, 30},
assault = { "rep_inf_ep2_rocketeer_chaingun",4,8},
engineer = { "rep_inf_ep2_jettrooper",4,8},
sniper = { "rep_inf_ep2_jettrooper_sniper",4,8},
officer = { "rep_inf_ep2_rocketeer_chaingun",4,8},
special = { "rep_inf_ep2_engineer",4,8},

},
cis = {
team = CIS,
units = 32,
reinforcements = 175,
soldier = { "rep_inf_ep3_jettrooper_rifleman",15, 30},
assault = { "rep_inf_ep3_rocketeer_chaingun",4,8},
engineer = { "rep_inf_ep3_jettrooper",4,8},
sniper = { "rep_inf_ep3_jettrooper_sniper",4,8},
officer = { "rep_inf_ep3_rocketeer_chaingun",4,8},
special = { "rep_inf_ep3_engineer",4,8},
}
}

-- Jawas --------------------------
SetTeamName (3, "locals")
AddUnitClass (3, "tat_inf_marine", 7)
SetUnitCount (3, 7)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(3,DEF)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(DEF,3)
-----------------------------------

SetHeroClass(CIS, "rep_hero_yoda")
SetHeroClass(REP, "rep_hero_obiwan")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 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 = 230
SetMemoryPoolSize("Aimer", 23)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 325)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityHover", 1)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 43)
SetMemoryPoolSize("SoldierAnimation", 500)
SetMemoryPoolSize("MountedTurret", 15)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TreeGridStack", 325)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat2.lvl", "tat2_con")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_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\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "rep_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, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "rep_off_victory_im", .1, 1)

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

SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_tat_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_tat_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"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]
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Re: Custom Era not appearing?

Post by Nullen »

I'm still getting the same two errors.

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
	(none): in function `ifs_login_EnterInterface'
	(none): in function <(none):598>

ifs_saveop_DoOps     LoadProfile
ifs_saveop_DoOps     LoadProfile

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
	(none): in function `ifs_login_EnterInterface'
	(none): in function <(none):598>
Dreadnot9
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Re: Custom Era not appearing?

Post by Dreadnot9 »

Try this instead...
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
DES = 3
-- These variables do not change
ATT = 1
DEF = 2

function ScriptPostLoad()

AddAIGoal(1, "conquest", 1000)
AddAIGoal(2, "conquest", 1000)
AddAIGoal(3, "conquest", 1000)
EnableSPHeroRules()

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


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

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

conquest:Start()

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, these two lines *MUST* be first!
StealArtistHeap(256*1024)
SetPS2ModelMemory(2097152 + 65536 * 10)
ReadDataFile("ingame.lvl")

SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2cw")
ReadDataFile("dc:SIDE\\bf2.lvl", --Using +123's all-purpose side file this time.
"rep_inf_ep2_jettrooper_rifleman",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_rocketeer_chaingun",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_engineer")

ReadDataFile("dc:SIDE\\bf2.lvl",
"rep_inf_ep3_jettrooper_rifleman",
"rep_inf_ep3_jettrooper_sniper",
"rep_inf_ep3_rocketeer_chaingun",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_engineer")

ReadDataFile("dc:SIDE\\des.lvl",
"tat_inf_marine")

ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_obiwan")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetAttackingTeam(ATT)

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 175,
soldier = { "rep_inf_ep2_jettrooper_rifleman",15, 30},
assault = { "rep_inf_ep2_rocketeer_chaingun",4,8},
engineer = { "rep_inf_ep2_jettrooper",4,8},
sniper = { "rep_inf_ep2_jettrooper_sniper",4,8},
officer = { "rep_inf_ep2_rocketeer_chaingun",4,8},
special = { "rep_inf_ep2_engineer",4,8},

},
cis = {
team = CIS,
units = 32,
reinforcements = 175,
soldier = { "rep_inf_ep3_jettrooper_rifleman",15, 30},
assault = { "rep_inf_ep3_rocketeer_chaingun",4,8},
engineer = { "rep_inf_ep3_jettrooper",4,8},
sniper = { "rep_inf_ep3_jettrooper_sniper",4,8},
officer = { "rep_inf_ep3_rocketeer_chaingun",4,8},
special = { "rep_inf_ep3_engineer",4,8},
}
}

-- Jawas --------------------------
SetTeamName (3, "locals")
AddUnitClass (3, "tat_inf_marine", 7)
SetUnitCount (3, 7)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(3,DEF)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(DEF,3)
-----------------------------------

SetHeroClass(CIS, "rep_hero_yoda")
SetHeroClass(REP, "rep_hero_obiwan")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 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 = 230
SetMemoryPoolSize("Aimer", 23)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 325)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityHover", 1)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 43)
SetMemoryPoolSize("SoldierAnimation", 500)
SetMemoryPoolSize("MountedTurret", 15)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TreeGridStack", 325)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat2.lvl", "tat2_con")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_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\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "rep_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, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "rep_off_victory_im", .1, 1)

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

SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_tat_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_tat_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"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]
EDIT: It is worth noting, when does the map crash?
Nullen
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Re: Custom Era not appearing?

Post by Nullen »

The map crashes almost immediately after loading, with the team menu appearing for half a second before crashing.

edit: Even with that script you posted, the two lua errors still persist.
Loopy53
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Re: Custom Era not appearing?

Post by Loopy53 »

Try cleaning and munging again. Get the map working first without custom era/sides. Then work back up to an era/side mod (or whatever your trying to do) So in other words start from step 1 again (not *completely* from scratch but just about :( :( :cry: ) and work back from there. Thats the only way I can think of getting this working right.
Dreadnot9
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Re: Custom Era not appearing?

Post by Dreadnot9 »

Nullen wrote:The map crashes almost immediately after loading, with the team menu appearing for half a second before crashing.

edit: Even with that script you posted, the two lua errors still persist.
Hmm, this is odd, usually errors in the lua, which this appears to be, the map crashes long before the team menu appears...
I might check this: go through all of the unit odf's for the sides (yes, everyone) and check to make sure the weaponsection labels are the correct number (so, no repeats, and no skips).
This causes a crash similar to yours (from the looks of it) and isn't recorded in the error log.
THEWULFMAN
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Re: Custom Era not appearing?

Post by THEWULFMAN »

The time it crashes makes me believe this is more focused on the sides than the lua. I haven't followed this topic all the way through however, this might have been addressed.
Nullen
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Re: Custom Era not appearing?

Post by Nullen »

Code: Select all

         soldier   = { "rep_inf_ep3_jettrooper_rifleman",15, 30},
         assault   = { "rep_inf_ep3_rocketeer_chaingun",4,8},
         engineer = { "rep_inf_ep3_jettrooper",4,8},
         sniper   = { "rep_inf_ep3_jettrooper_sniper",4,8},
         officer   = { "rep_inf_ep3_rocketeer_chaingun",4,8},
         special   = { "rep_inf_ep3_engineer",4,8},
Would changing the numbers here (4, 8 & 15, 30. Minimum and maximum?) have anything to do with the crashing?
Marth8880
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Re: Custom Era not appearing?

Post by Marth8880 »

Nope. Those numbers define the minimum and maximum A.I. count for each unit.
Nullen
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Re: Custom Era not appearing?

Post by Nullen »

What about the repeating unit classes?
soldier = { "rep_inf_ep3_jettrooper_rifleman",15, 30},
assault = { "rep_inf_ep3_rocketeer_chaingun",4,8},
engineer = { "rep_inf_ep3_jettrooper",4,8},
sniper = { "rep_inf_ep3_jettrooper_sniper",4,8},
officer = { "rep_inf_ep3_rocketeer_chaingun",4,8},
special = { "rep_inf_ep3_engineer",4,8},
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