REQ Bracket and LUA dc:

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

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trainmaster611
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REQ Bracket and LUA dc:

Post by trainmaster611 »

Munge Log:

Code: Select all

C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\IBC\IBCc_cmn.lua:25: `)' expected (to close `(' at line 17) near `"rep_bldg_moncal_roundturret"'
ERROR[scriptmunge scripts\IBC\IBCc_cmn.lua]:Could not read input file.ERROR[scriptmunge scripts\IBC\IBCc_cmn.lua]:Could not read input file. [continuing]
   2 Errors    0 Warnings

ERROR[levelpack mission\IBCc_Diet Dr. Pepper.req]:Expecting bracket, but none was found.
File : munged\pc\ibcc_cmn.script.req(1)...

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

ucft <--

   2 Errors    0 Warnings

BF2 Log:

Code: Select all

Opened logfile BFront2.log  2007-02-28 1751
ingame stream    movies\crawl.mvs
prev =     none     iLastPage =     nil
prev =     texture     iLastPage =     1
prev =     texture     iLastPage =     2
prev =     texture     iLastPage =     3
ifs_legal.Exit

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

ifs_saveop_DoOps     LoadFileList
ifs_saveop_DoOps     LoadFileList
ifs_saveop_DoOps     LoadProfile
ifs_saveop_DoOps     LoadProfile
num, Selection =    1    table: 03CA116C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    1
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
play movie    AB1         200    ,    300         510    x    400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly

EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
num, Selection =    1    table: 03CA116C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    18
EraSelection.subst =     c    era_c
play movie    AB1         200    ,    300         510    x    400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly

bEra_CloneWar =     1     bEra_Galactic =     1
clonewar_visable =     true     galactic_visable =     false
Adding map:     IBCc_Diet Dr. Pepper     idx:     1
this.CurButton =    _map_add
cur_button =    nil
this.CurButton =    Launch
cur_button =    nil

Message Severity: 2
.\Source\SoldierAnimationData.cpp(896)
SoldierAnimationData[5f0ce10d]::Animation: Unknown animation data 'stand_getdown_prone_upper'

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

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

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

[b]Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index global `dc' (a nil value)
stack traceback:
	(none): in function `SetupUnits'
	(none): in function `ScriptInit'[/b]


Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180
I'm wondering if these two problems are related and what I should be changing. Just a side note: I am editing the sides :?
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RE: REQ Bracket and LUA dc:

Post by Xavious »

Post your IBCc_Diet Dr. Pepper.lua.
User avatar
trainmaster611
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Contact:

RE: REQ Bracket and LUA dc:

Post by trainmaster611 »

Code: Select all

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template  Assault File
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("IBCc_cmn")

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

myGameMode = "IBC_CW-Assault"

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

    
function ScriptPostLoad()
    SetupObjectives()
    
    SetupShields()
    SetupDestroyables()
    SetupTurrets()

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

	DisableSmallMapMiniMap()
end

function SetupObjectives()
	assault = ObjectiveSpaceAssault:New{
		teamATT = REP, teamDEF = CIS, 
		multiplayerRules = true
	}
	
	local repTargets = {
		engines		= { "cis_drive_1", "cis_drive_2" },
		lifesupport	= "cis-life-ext",
		bridge		= "cis-bridge",
		comm		= "cis-comms",
		sensors		= "cis-sensors",
		frigates		= "cis-frigate",
		internalSys	= { "cis-life-int", "cis-engines" },
	}
	
	local cisTargets = {
		engines		= "rep_drive_1",
		lifesupport	= "rep-life-ext",
		bridge		= "rep-bridge",
		comm		= "rep-comms",
		sensors		= "rep-sensors",
		frigates		= "rep-frigate",
		internalSys	= { "rep-life-int", "rep-engines" },
	}
	
	assault:SetupAllCriticalSystems( "rep", repTargets, true )
	assault:SetupAllCriticalSystems( "cis", cisTargets, false )
	
	assault:Start()
end

function SetupShields()
    -- CIS Shielded objects    
    local linkedShieldObjectsCIS = { "cis_ship_1", "cis_ship_2", "cis_ship_3", "cis_ship_4",
    							"cis-bridge", "cis-comms", "cis-life-ext", "cis-sensors",
    							"cis_drive_1", "cis_drive_2"}
    shieldStuffCIS = LinkedShields:New{objs = linkedShieldObjectsCIS, controllerObject = "cis-shield"}
    shieldStuffCIS:Init()
    
    function shieldStuffCIS:OnAllShieldsDown() 
        ShowMessageText("level.spa.hangar.shields.atk.down", REP)
        ShowMessageText("level.spa.hangar.shields.def.down", CIS)
		
		BroadcastVoiceOver( "ROSMP_obj_16", REP )
		BroadcastVoiceOver( "COSMP_obj_17", CIS )
    end
    function shieldStuffCIS:OnAllShieldsUp() 
        ShowMessageText("level.spa.hangar.shields.atk.up", REP)
        ShowMessageText("level.spa.hangar.shields.def.up", CIS)
		
		BroadcastVoiceOver( "ROSMP_obj_18", REP )
		BroadcastVoiceOver( "COSMP_obj_19", CIS )
    end
    
    -- REP Shielded objects    
    local linkedShieldObjectsREP = { "rep_ship_1", "rep_ship_2", "rep_ship_3", "rep_ship_4",
    							"rep-bridge", "rep-comms", "rep-life-ext", "rep-sensors",
    							"rep_drive_1"}
    shieldStuffREP = LinkedShields:New{objs = linkedShieldObjectsREP, controllerObject = "rep-shield"}    
    shieldStuffREP:Init()
    
    function shieldStuffREP:OnAllShieldsDown() 
        ShowMessageText("level.spa.hangar.shields.atk.down", CIS)
        ShowMessageText("level.spa.hangar.shields.def.down", REP)
		
		BroadcastVoiceOver( "ROSMP_obj_17", REP )
		BroadcastVoiceOver( "COSMP_obj_16", CIS )
    end
	function shieldStuffREP:OnAllShieldsUp() 
        ShowMessageText("level.spa.hangar.shields.atk.up", CIS)
        ShowMessageText("level.spa.hangar.shields.def.up", REP)
		
		BroadcastVoiceOver( "ROSMP_obj_19", REP )
		BroadcastVoiceOver( "COSMP_obj_18", CIS )
    end
end


function SetupDestroyables()
    --CIS destroyables
    lifeSupportLinkageCIS = LinkedDestroyables:New{ objectSets = {{"cis-life-int"}, {"cis-life-ext"}} }
    lifeSupportLinkageCIS:Init()
        
    engineLinkageCIS = LinkedDestroyables:New{ objectSets = {{"cis_drive_1", "cis_drive_2"}, {"cis-engines"}} }
    engineLinkageCIS:Init()
    
    --REP destroyables
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"rep-life-int"}, {"rep-life-ext"}} }
    lifeSupportLinkageREP:Init()    
    
    engineLinkageREP = LinkedDestroyables:New{ objectSets = {{"rep_drive_1"}, {"rep-engines"}} }
    engineLinkageREP:Init()
end
But this is the IBCc_cmn.lua. Its the one with the side.lvl lines and the dc.

Code: Select all

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template  Common File
-- Common script that shares all setup information 
--

ScriptCB_DoFile("setup_teams")

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

function SetupUnits()
    dc:ReadDataFile("SIDE\\rep.lvl",   
        "rep_inf_ep3_pilot",
        "rep_inf_ep3_marine",
        "rep_fly_anakinstarfighter_sc",
        "rep_fly_arc170fighter_sc",        
        "rep_veh_remote_terminal",
        "rep_fly_gunship_sc",
        "rep_fly_vwing"
"rep_bldg_moncal_roundturret")
        
    dc:ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_pilot",
        "cis_inf_marine",
        "cis_fly_droidfighter_sc",  
        "cis_fly_droidgunship",
        "cis_fly_greviousfighter",
        "cis_fly_tridroidfighter"
"cis_bldg_boxturret")
        
    dc:ReadDataFile("SIDE\\tur.lvl",
        "tur_bldg_spa_cis_beam",
        "tur_bldg_spa_cis_chaingun",
        "tur_bldg_spa_rep_beam",
        "tur_bldg_spa_rep_chaingun",
        "tur_bldg_chaingun_roof"
"cis_bldg_boxturret"
"rep_bldg_moncal_roundturret"
    )
end

myTeamConfig = {
    rep = {
        team = REP,
        units = 32,
        reinforcements = -1,
        pilot    = { "rep_inf_ep3_pilot",26},
        marine   = { "rep_inf_ep3_marine",6},
    },
    cis = {
        team = CIS,
        units = 32,
        reinforcements = -1,
        pilot    = { "cis_inf_pilot",26},
        marine   = { "cis_inf_marine",6},
    }
}

ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets() 
    --CIS turrets
    turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
		turrets = {"cis_turr_1", "cis_turr_2", "cis_turr_3", "cis_turr_4", "cis_turr_5", "cis_turr_6"} }
    turretLinkageCIS:Init()
    
    function turretLinkageCIS:OnDisableMainframe()
        ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
        ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)
        
        BroadcastVoiceOver( "ROSMP_obj_20", REP )
        BroadcastVoiceOver( "COSMP_obj_21", CIS )
    end
    function turretLinkageCIS:OnEnableMainframe()
        ShowMessageText("level.spa.hangar.mainframe.atk.up", REP)
        ShowMessageText("level.spa.hangar.mainframe.def.up", CIS)

        BroadcastVoiceOver( "ROSMP_obj_22", REP )
        BroadcastVoiceOver( "COSMP_obj_23", CIS )
    end
    
    --REP turrets
    turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
		turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
    turretLinkageREP:Init()
    
    function turretLinkageREP:OnDisableMainframe()
        ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
        ShowMessageText("level.spa.hangar.mainframe.def.down", REP)

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

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

function ScriptPreInit()
   SetWorldExtents(2500)
end

---------------------------------------------------------------------------
-- FUNCTION:    ScriptInit
-- PURPOSE:     This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES:       The name, 'ScriptInit' is a chosen convention, and each
--              mission script must contain a version of this function, as
--              it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
    -- Designers, this line *MUST* be first!
    ReadDataFile("ingame.lvl")
    
    SetMinFlyHeight(-1800)
    SetMaxFlyHeight(1800)
    SetMinPlayerFlyHeight(-1800)
    SetMaxPlayerFlyHeight(1800)
    SetAIVehicleNotifyRadius(100)
    
    ReadDataFile("sound\\spa.lvl;spa2cw")
     ScriptCB_SetDopplerFactor(0.4)
     ScaleSoundParameter("tur_weapons",   "MinDistance",   3.0);
     ScaleSoundParameter("tur_weapons",   "MaxDistance",   3.0);
     ScaleSoundParameter("tur_weapons",   "MuteDistance",   3.0);
     ScaleSoundParameter("Ordnance_Large",   "MinDistance",   3.0);
     ScaleSoundParameter("Ordnance_Large",   "MaxDistance",   3.0);
     ScaleSoundParameter("Ordnance_Large",   "MuteDistance",   3.0);
     ScaleSoundParameter("explosion",   "MaxDistance",   5.0);
     ScaleSoundParameter("explosion",   "MuteDistance",  5.0);
         
    SetupUnits()
    SetupTeams(myTeamConfig)

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

    SetSpawnDelay(10.0, 0.25)
    
    -- do any pool allocations, custom loading here
    if myScriptInit then
        myScriptInit()
        myScriptInit = nil
    end
    
    ReadDataFile("dc:IBC\\spa_sky.lvl", "tat")    
    
    ReadDataFile("dc:IBC\\IBC.lvl", myGameMode)
    
    SetDenseEnvironment("false")

    SetParticleLODBias(15000)   
    
    --  Sound Stats
    local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
 
    local voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)    
    
    OpenAudioStream("sound\\global.lvl",  "cw_music")
    OpenAudioStream("sound\\spa.lvl",  "spa")
    OpenAudioStream("sound\\spa.lvl",  "spa")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    -- OpenAudioStream("sound\\tat.lvl",  "tat1_emt")

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
    SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1) 
    
    SetOutOfBoundsVoiceOver(REP, "Repleaving")
    SetOutOfBoundsVoiceOver(CIS, "Cisleaving")
    
    SetAmbientMusic(REP, 1.0, "rep_spa_amb_start",  0,1)
    SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.1,"rep_spa_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end",    2,1)
    
    SetVictoryMusic(REP, "rep_spa_amb_victory")
    SetDefeatMusic (REP, "rep_spa_amb_defeat")
    SetVictoryMusic(CIS, "cis_spa_amb_victory")
    SetDefeatMusic (CIS, "cis_spa_amb_defeat")

   SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
   SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
   --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null")
   --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null")
   SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit")
   SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter")
   SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
   SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
   SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit")
   
    --  Camera Stats  Battle over Felucia
    -- Rep ship from behind
    AddCameraShot(0.998795, -0.041143, -0.026739, -0.001101, -720.435303, 809.024963, 2779.057129);
    -- CIS ship from behind
    AddCameraShot(0.028389, -0.001117, -0.998823, -0.039312, -629.853760, 809.024963, -2050.946289);
    -- Overall from right side of map
    AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
    -- Overall from left side of map
    AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);


    AddDeathRegion("deathregion3")
    AddDeathRegion("deathregion4")
    AddLandingRegion("rep-CP1Con")
    AddLandingRegion("cis-CP1Con")
AddLandingRegion("cp2_con")
AddLandingRegion("cp3_con")

end
Do you need the req file? And if so, which one? :|
Xavious
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RE: REQ Bracket and LUA dc:

Post by Xavious »

Some of your loaded sides have no closing comma in IBCc_cmn.lua.
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RE: REQ Bracket and LUA dc:

Post by trainmaster611 »

Hmm...well the Munge Log won't show up anymore so I'm guessing that means that the req bracket problem was solved. But I'm still getting the same dc: problem in the BF2 Log :?
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RE: REQ Bracket and LUA dc:

Post by Xavious »

It should be ReadDataFile"dc:SIDE\\rep.lvl",
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RE: REQ Bracket and LUA dc:

Post by Teancum »

Code: Select all

C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\IBC\IBCc_cmn.lua:25: `)' expected (to close `(' at line 17) near `"rep_bldg_moncal_roundturret"' 
If you get this error, it means there's a syntax problem. In this case, it's on line 17 near "rep_bldg_moncal_turret". Looking at line 17 it looks like you need a comma after "rep_fly_vwing".
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Re: RE: REQ Bracket and LUA dc:

Post by trainmaster611 »

Darth_Maul wrote:It should be ReadDataFile"dc:SIDE\\rep.lvl",
Doh I put it before ReadDataFile :x Image

But about line 17: that shouldn't happen because there was a comma :?
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RE: Re: RE: REQ Bracket and LUA dc:

Post by trainmaster611 »

It works now. I love you guys :D
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