Munge Not Reading LUA [Solved]

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trainmaster611
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Munge Not Reading LUA [Solved]

Post by trainmaster611 »

C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\IBC\IBCc_Diet Dr. Pepper.lua:119: `}' expected near `cis_turr_82'
ERROR[scriptmunge scripts\IBC\IBCc_Diet Dr. Pepper.lua]:Could not read input file.ERROR[scriptmunge scripts\IBC\IBCc_Diet Dr. Pepper.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
What do do... :?
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RE: Munge Not Reading LUA

Post by Darth_Z13 »

You post your LUA and I'll tell you how to fix it. ;)
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RE: Munge Not Reading LUA

Post by trainmaster611 »

--
-- 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()

lifeSupportLinkageCIS = LinkedDestroyables:New{ objectSets = {{"cis_turr_74", "cis_turr_86", "cis_turr_77", "cis_turr_75", "cis_turr_85", "cis_turr_87", "cis_turr_88", "cis_turr_80", "cis_turr_79", "cis_turr_93", "cis_turr_92", "cis_turr_83", "cis_turr_84", "cis_turr_91", "cis_turr_81", "cis_turr_90", cis_turr_89", "cis_turr_82", "cis_turr_71", "cis_turr_66", "cis_turr_65", "cis_turr_68", "cis_turr_69", "cis_turr_71", "cis_turr_70", "cis_turr_72", "cis_turr_73", "cis_turr_76", "cis_prop_shipturret42", "cis_prop_shipturret43", "cis_prop_shipturret41"}, {"cis_prop_munificent_left", "cis_prop_munificent_right"}} } lifeSupportLinkageCIS: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
Just a side note: the map doesn't seem to be responding to my change anymore :? (even after munging :roll: )
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Re: Munge Not Reading LUA

Post by Teancum »

trainmaster611 wrote:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\IBC\IBCc_Diet Dr. Pepper.lua:119: `}' expected near `cis_turr_82'
ERROR[scriptmunge scripts\IBC\IBCc_Diet Dr. Pepper.lua]:Could not read input file.ERROR[scriptmunge scripts\IBC\IBCc_Diet Dr. Pepper.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
What do do... :?
Hit CTRL+G in notepad (GoTo a line) type in 119. Somewhere in there you're missing a brace. (check a few lines above and below as well. You should have the same number of } braces as you do {.
Alpha

RE: Re: Munge Not Reading LUA

Post by Alpha »

It's here somewhere...

Code: Select all

engineLinkageCIS = LinkedDestroyables:New{ objectSets = {{"cis_drive_1", "cis_drive_2"},  
if it's on line 119, I think.
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RE: Re: Munge Not Reading LUA

Post by Penguin »

Here you go

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()

lifeSupportLinkageCIS = LinkedDestroyables:New{ objectSets = {{"cis_turr_74", "cis_turr_86", "cis_turr_77", "cis_turr_75", "cis_turr_85", "cis_turr_87", "cis_turr_88", "cis_turr_80", "cis_turr_79", "cis_turr_93", "cis_turr_92", "cis_turr_83", "cis_turr_84", "cis_turr_91", "cis_turr_81", "cis_turr_90", cis_turr_89", "cis_turr_82", "cis_turr_71", "cis_turr_66", "cis_turr_65", "cis_turr_68", "cis_turr_69", "cis_turr_71", "cis_turr_70", "cis_turr_72", "cis_turr_73", "cis_turr_76", "cis_prop_shipturret42", "cis_prop_shipturret43", "cis_prop_shipturret41"}, {"cis_prop_munificent_left", "cis_prop_munificent_right"} }
lifeSupportLinkageCIS: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 
You had an extra } on the end of line 119[/b]
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RE: Re: Munge Not Reading LUA

Post by trainmaster611 »

No look, now its 4 {'s and 3 }'s. Look:
New{ objectSets = {{"cis_turr_74",

{"cis_prop_munificent_left"
"cis_prop_shipturret41"},

"cis_prop_munificent_right"} }
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RE: Re: Munge Not Reading LUA

Post by FragMe! »

you may have hit a character limit, you may only be allowed so many characters per line
try stopping the line at turr_89 as it was giving you the error at turr_82 which is right after it.

also the lifeSupportLinkaget thing after munificent_right is still on the same line as the rest but that is
just an observation try the other first then keep adding turrets until it stops.
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RE: Re: Munge Not Reading LUA

Post by trainmaster611 »

C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\IBC\IBCc_Diet Dr. Pepper.lua:119: `}' expected near `cis_prop_munificent_left'
ERROR[scriptmunge scripts\IBC\IBCc_Diet Dr. Pepper.lua]:Could not read input file.ERROR[scriptmunge scripts\IBC\IBCc_Diet Dr. Pepper.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
LinkedFrigateCIS = LinkedDestroyables:New{ objectSets = {{"cis_turr_74", "cis_turr_86", "cis_turr_77", "cis_turr_75", "cis_turr_85", "cis_turr_87", "cis_turr_88", "cis_turr_80", "cis_turr_79", "cis_turr_93", "cis_turr_92", "cis_turr_83", "cis_turr_84", "cis_turr_91", "cis_turr_81", "cis_turr_90", cis_turr_89"}, {"cis_prop_munificent_left", "cis_prop_munificent_right"}} }
LinkedFrigateCIS:Init()[/quote]

Interesting...perhaps I should delete more turrets? :|
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RE: Re: Munge Not Reading LUA

Post by FragMe! »

Chances are it has a 256 character limit for the "argument" I have run across the same thing in other programs I have worked with.
Now what you may try and I don't know if it will work in LUAs and that is define some smaller variables for example and I am not totally sure on what LUA needs as a format for variable setup and I am just putting a few turrets in for clarity:

local turrets1 = {"cis_turr_74", "cis_turr_86", "cis_turr_77", "cis_turr_75", "cis_turr_85", "cis_turr_87", "cis_turr_88", "cis_turr_80", "cis_turr_79"}

local turrets2 = {"cis_turr_93", "cis_turr_92", "cis_turr_83", "cis_turr_84", "cis_turr_91", "cis_turr_81", "cis_turr_90", cis_turr_89"}

LinkedFrigateCIS = LinkedDestroyables:New{ objectSets = {{"turrets1", "turrets2","cis_prop_munificent_left", "cis_prop_munificent_right"}} }


anyway it is worth a try and I know you are clever enough to save a copy of the LUA before you try anything I suggest :D

if it doesn't work then yes you will have to limit the argument to 256 characters or less.
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RE: Re: Munge Not Reading LUA

Post by trainmaster611 »

C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\IBC\IBCc_Diet Dr. Pepper.lua:121: unfinished string near `"} '
ERROR[scriptmunge scripts\IBC\IBCc_Diet Dr. Pepper.lua]:Could not read input file.ERROR[scriptmunge scripts\IBC\IBCc_Diet Dr. Pepper.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
This is strange...they don't appear to have any missing brackets... :?
anyway it is worth a try and I know you are clever enough to save a copy of the LUA before you try anything I suggest :D
Rofl! You crack me up! :lol:
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RE: Re: Munge Not Reading LUA

Post by FragMe! »

hmmm
repost or PM me your updated LUA I using a program that is good at finding missing brackets and things, it is on Teancum suggested called SciTE.

as for the other advice I learned long ago to save copies of files before I do anything I suggest to myself :lol:

My creedo is: Live and learn or crash and burn.
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RE: Re: Munge Not Reading LUA

Post by trainmaster611 »

--
-- 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()

local turrets1 = {"cis_turr_74", "cis_turr_86", "cis_turr_77", "cis_turr_75", "cis_turr_85", "cis_turr_87", "cis_turr_88", "cis_turr_80", "cis_turr_79"}

local turrets2 = {"cis_turr_93", "cis_turr_92", "cis_turr_83", "cis_turr_84", "cis_turr_91", "cis_turr_81", "cis_turr_90", cis_turr_89"}

LinkedFrigateCIS = LinkedDestroyables:New{ objectSets = {{"turrets1", "turrets2","cis_prop_munificent_left", "cis_prop_munificent_right"}} }

--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
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RE: Re: Munge Not Reading LUA

Post by FragMe! »

there was a " missing by cis_turr_89

should be

Code: Select all

local turrets1 = {"cis_turr_74", "cis_turr_86", "cis_turr_77", "cis_turr_75", "cis_turr_85", "cis_turr_87", "cis_turr_88", "cis_turr_80", "cis_turr_79"} 

local turrets2 = {"cis_turr_93", "cis_turr_92", "cis_turr_83", "cis_turr_84", "cis_turr_91", "cis_turr_81", "cis_turr_90", "cis_turr_89"} 

LinkedFrigateCIS = LinkedDestroyables:New{ objectSets = {{"turrets1", "turrets2", "cis_prop_munificent_left", "cis_prop_munificent_right"}} } 
actually just looking back after noticing the missing " that may have been the original problem and I was just spouting dribble that sounded good. Anyway here is the corrected original line as well

Code: Select all

lifeSupportLinkageCIS = LinkedDestroyables:New{ objectSets = {{"cis_turr_74", "cis_turr_86", "cis_turr_77", "cis_turr_75", "cis_turr_85", "cis_turr_87", "cis_turr_88", "cis_turr_80", "cis_turr_79", "cis_turr_93", "cis_turr_92", "cis_turr_83", "cis_turr_84", "cis_turr_91", "cis_turr_81", "cis_turr_90", "cis_turr_89", "cis_turr_82", "cis_turr_71", "cis_turr_66", "cis_turr_65", "cis_turr_68", "cis_turr_69", "cis_turr_71", "cis_turr_70", "cis_turr_72", "cis_turr_73", "cis_turr_76", "cis_prop_shipturret42", "cis_prop_shipturret43", "cis_prop_shipturret41"}, {"cis_prop_munificent_left", "cis_prop_munificent_right"} } }
hope either one works :)
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RE: Re: Munge Not Reading LUA

Post by trainmaster611 »

Now it crashes without giving me a mungelog error or any Mes Severrity: 3 messages...infact the only errors are just movie segments.

Oh and Frag, In case you didn't look at the first post of my LUA, the original copy is there :wink:
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RE: Re: Munge Not Reading LUA

Post by FragMe! »

So it is for all intents and purposes the munge is working now and except for the crashing part all is good?
So what does the bfront2.log say? Hope it is nothing too serious.

for the original copy yes that is what I copied of to put into the SciTe program and actually found more errors (missing things) which
is why I posted the "corrected" version. :)
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RE: Re: Munge Not Reading LUA

Post by trainmaster611 »

Opened logfile BFront2.log 2007-03-31 1403
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 = 20
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
(none):0: attempt to call global `ScriptCB_Dofile' (a nil value)
Possibly the strangest crash error ever :? Have you ever used that code format before and had it work? :|
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RE: Re: Munge Not Reading LUA

Post by FragMe! »

If you are refering to the turrets1 turrets2 thing I have done similar things in other programs but not necessarily in LUAs
have you tried using the other line I posted, your original with corrections?
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RE: Re: Munge Not Reading LUA

Post by trainmaster611 »

I tried both lines and they had the same results. :? I know this problem is associated with combining the two munificent pieces and the turrets under one health object thingy...do you think this would make a difference in not only untiting the objects but also fixing the LUA problem? :?

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RE: Re: Munge Not Reading LUA

Post by FragMe! »

Taking it down to it's simplest form it doesn't like or can't find one of the ScriptCB_Dofiles that is why it is returning the nil. As I mentioned I don't know a whole lot about LUA scripting and language, but I am learning mostly thanks to you and thats a good thing. :D I am however good a trouble shooting so what you have to do is split the problem in half. Find out which script it doesn't like, comment them out one at a time until you no longer get a severity 3 error. Once you establish what it doesn't like then you can find out why.
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